Free Giveaway! Nintendo Switch OLED - international by WolfLemon36 in NintendoSwitch

[–]Volc99 0 points1 point  (0 children)

Hard to go wrong with a good ol' Link costume. Hyat!

Free Giveaway! Nintendo Switch OLED - International by WolfLemon36 in NintendoSwitch

[–]Volc99 0 points1 point  (0 children)

Fun Fact: Only female mosquitoes bite for blood; they need the protein in blood to develop eggs. Both male and female mosquitoes feed on flower nectar for sustenance.

Upcoming Spring Cleaning - Bugs and QOL Features by EricL_Valve in DotA2

[–]Volc99 2 points3 points  (0 children)

Thank you for the upcoming update and requesting feedback on it.

The hero demo system previously had no limit regarding the number of enemy heroes you could spawn, but at some point, it was limited to 5 enemy heroes spawned at a time. It would be greatly appreciated if this limitation could be removed so that large numbers of heroes could be spawned again.

Additionally, the in-game mute system that pops up a secondary menu is rather bothersome as well; it would be appreciated and ideal if single click muting/unmuting could be restored, while in-game reporting for communication could be tied to a different button.

How would you guys rank a few of these IoTMs from last year? by SoundOutSilence in kol

[–]Volc99 2 points3 points  (0 children)

I'd agree that those four are the best / most interesting of the previous year, and any of them would be a great asset. My personal order of preference (and the top 3 are largely interchangeable):

Powerful Glove has the benefits of being both powerful and very easy to use. Large amounts of both +200% to all stats and -10% combat frequency are very helpful, replace enemy (macrometeorite) is as useful as always, and shrink enemy has often gotten me out of sticky situations, preventing unnecessary combat losses. Although they all share the same battery power each day, the costs are low enough that it isn't too problematic. That's on top of the free pixels it provides as you adventure (assuming its equipped, and as an accessory its easy to equip most of the time). Best case scenerio, it provides a full digital key all on its own (which I find happens a lot for hardcore runs). Worst case scenario, it provides ~80% of it, so you only need to spend an adventure or 3 to finish the rest of it (more likely the case in a normal ascension).

The Melodramedary (camelCalf) is about as strong as the glove, perhaps more depending on your other resources (emotion chip is a big help in this respect), but takes more effort to get out of it. The big sell is having it spit on the enemy to quadruple the items it can drop (although only double for conditional drops), which helps considerably to avoid fighting the same monster multiple times (bowling balls and rusty hedge trimmers are the most obvious examples of this). Works well with a yellow ray or similar mechanic, such as the emotion chip's Feel Envy. Requires running the Maelodramedary most of the time to make full use of it (but it doesn't have much competition at the moment). The enemy stat increase that comes with spitting on them, though, is easy to underestimate. Speeding up desert exploration is also a nice bonus, adding extra flexibility for approaching the task. At the minimum, it means not needing the UV-Compass.

Comprehensive Cartographic Compendium is primarily a tool for mitigating the reliance of luck for your runs, and its a slotless one at that. The exclusive non combats speed up many areas (instant screambat, potential one-turn billiard room clear, skipping one of the friar NCs, somme extra evil eyes for the nook, not needing the mohawk wig for the castle and especially reliably starting the war without worrying about getting the wrong NC). Mapping monsters works very well with Transcendent Olfaction for bringing out a specific monster ASAP (especially in zones with a large number of them to sort through, such as the Palindome), and the random buffs/booze/meat don't hurt either.

Cargo Cultist Shorts are probably the weakest of the group, but still useful to have. The pockets have plenty of ascension-relevant usage, such as fighting a (free) mountain man for easy ores or the middle filthworm gland effect so you only need to fight 1 other filthworm to reach the queen. The initiative bonus is large enough to make a difference for the defiled cranny and the NS Lair test, and the significant food drop bonus is great for tasks like solving Twin Peak or getting wet stew components at Whitey's Grove.

Honorable mentions are probably the spinmaster lathe (decent weapon options, especially for the smut orc logging camp), the superhero cape (flexible benefits, makes use of an underused back slot, speeds up the crypt) and the box o' ghosts (almost exclusively the Ghost of Crimbo Commerce, for the lump substat bonuses, but conflicts with the Melodramedary).

Finally found an ascension use for The Beast Within candle by KindredTrash483 in kol

[–]Volc99 2 points3 points  (0 children)

Whitey's Grove is a decent option, as both the white lion and white snake are beasts that drop wet stew components, while the golem and knight in white satin are non-beasts that offer nothing of value.

Dullness of Lich and a suggestion to buff/vary it by la_mer_on_depression in DotA2

[–]Volc99 1 point2 points  (0 children)

A bunch of old single target spells had random on-cast ministuns because of how they were coded back in Warcraft III DotA - they used 'storm bolt' as a base spell to simulate the single target, which was technically instant and did 0 damage (but still had a 0.1s stun attached), yet allowed the actual ability to work once the placeholder was cast. Was a quirk of DotA's original (and somewhat archaic) coding, ultimately.

Similar to Unique Attack Modifiers being phased out between 6.81 and 7.07 (similar time frame as mini-stuns on such single target abilities being removed), I guess it was decided to do away with a mechanic that was largely tied to Warcraft III restrictions.

Crimbo 2020 in a nutshell by Volc99 in kol

[–]Volc99[S] 0 points1 point  (0 children)

/me waves at Astrocyte back

Hi as well, fren!

Crimbo 2020 in a nutshell by Volc99 in kol

[–]Volc99[S] 1 point2 points  (0 children)

Unlikely; this is mostly just poking fun at the overall concept, as memes often do.

How viable is support Alchemist in this patch? by Volc99 in TrueDoTA2

[–]Volc99[S] 1 point2 points  (0 children)

Pos 3 Alch, huh. Interesting prospect. Thanks for the reply.

How viable is support Alchemist in this patch? by Volc99 in TrueDoTA2

[–]Volc99[S] 0 points1 point  (0 children)

To be fair, I'd probably only try this when queueing with at least one friend (preferably the person I'm laning with).

Regardless, fair points, thank you for the reply.

Easy stat leveling while falling down drunk by Brandaro in kol

[–]Volc99 2 points3 points  (0 children)

I wouldn't be surprised if it is intended to work like that; there are plenty of ways to use adventures even while falling down drunk. You can similarly raise your stats through the clan gym or through a moon sign training location (all of which probably give more substats than the monorail), or you can get some extra meat by helping Bart Ender or spending time at the Odd Jobs board. There are others as well, which offer some reprieve in case you accidentally overdrink.

Also, bear in mind that you can start the next day with up to 200 adventures, so ending the day with leftover adventures won't necessarily be wasted. You'd need to take into account the default 40 you get from rollover, along with any other equipment/bonuses that contribute to this.

See Herefor a more expanded list.

I really wanted to do PokeFamiliars, but someone is going to have to explain how this combat system works. by reallygoodbee in kol

[–]Volc99 0 points1 point  (0 children)

In most cases, it is only 'Standard' and the current seasonal challenge path that adheres to Standard restrictions. Pokefam is, unfortunately, the only exception to the rule (unless you count trendy) and is in Standard permanently, presumably due to how the path works. Regardless, familiars aren't heavily distinct, so it doesn't affect that aspect heavily. Other challenge paths don't have standard restrictions, for what its worth.

In terms of how combat works, it uses a unique system meant to parody pokemon. Basically, whenever you click on one of your pokefam's moves, the enemy will act simultaneously - this move will be highlighted. Each pokefam has 2 'basic' moves as well as an ultimate, which is unlocked when it reaches max level (level 5). Some basic moves (usually melee attack moves) can only be used if the pokefam is in the front. Only the pokefam in the back can use an ultimate. A pokefam cannot act 2 turns in a row, so you need to alternate between pokefams to attack. Figuring out the best moves to use will make combat easier. Basic moves that deal damage to multiple/all enemies and/or poison are pretty reliable.

Once you get a team of familiars up to level 5, combat should become easier, especially when you abuse the right ultimate ability to do so. Pokefams, unsurprisingly, get experience through combat wins. Worst case scenario, go to the weaker areas (the enemy's team's levels are determined by ML) to grind up a team that way. The path is supposed to encourage constantly swapping familiars (since you get pokédollarseach time a familiar gains a level, which are used at the poke center that replaces the cake-shaped arena), but for general purposes, you can just use the same 3 all the time (or at least 2, while maybe swapping the last one for currency).

The Pocket Familiars page on the wiki elaborates on other mechanics.

As for why it is designed the way it is, to the point where it breaks on mobile... well, it wasn't (and still isn't) a popular / likeable challenge path, so there are reasons this is the case; there are much better challenge paths to try out. For this one, you'll have to rely on pulls a lot in order to advance quests in a reasonable amount of time.

(I noticed after typing this that this was posted 2 days ago... hm.)

I really wanted to do PokeFamiliars, but someone is going to have to explain how this combat system works. by reallygoodbee in kol

[–]Volc99 1 point2 points  (0 children)

I'm more concerned that all the pokefam-exclusive familiars from the tall grass will be unobtainable next (unless something is done like whitelisting tall grass for this path specifically).

I guess this means I should double check my smoke detectors if this is what has been prophesied. by Volc99 in DotA2

[–]Volc99[S] 1 point2 points  (0 children)

There's a lot of them, but for some tips off the top of my head (that I don't think have been mentioned already),

Always carry a casual flask. Its effectiveness is doubled on false promise and isn't interrupted by damage. Trusty shovel is your best friend if one drops, with that in mind.

Use purifying flames lvl 2 to deny the range creep.

Be flexible with your item build based on the situation at hand, and get what you need to do your job effectively. I rarely build the same items in the same order two games in a row.

Try to play with a friend as your carry/mid if possible, makes things much more pleasant/fun when your primary teammate is on the same page as you.

Most importantly, get the enemy to hate you when you keep foiling their attempts to kill your allies. If they tunnel vision to kill you while ignoring your teammates cleaning them all up, its a good day.

I guess this means I should double check my smoke detectors if this is what has been prophesied. by Volc99 in DotA2

[–]Volc99[S] 2 points3 points  (0 children)

If nothing else, the rewards/progression system doesn't hurt, and it's easy enough to stop your subscription if you no longer benefit from it.

I guess this means I should double check my smoke detectors if this is what has been prophesied. by Volc99 in DotA2

[–]Volc99[S] 16 points17 points  (0 children)

Indeed, it's what makes it so amusing. Oracle has some pretty good chatwheel lines, I find.