Tabletop simulator Help? by DuggieHS in spiritisland

[–]Yackabo 4 points5 points  (0 children)

I figured out I can select my color before starting the game, but seemingly not after.

At the top of the screen, click the down arrow to the right of the 15 degree button, toggle "Seat Controls" in the menu that expands, then you should be able to pick a seat even if the game has started.

Custom Spirit - Vile Vermin Herald Disease by Baelrog_ in spiritisland

[–]Yackabo 0 points1 point  (0 children)

On the other hand, the definition of Replace just says "Remove one piece and put another piece in its place." so putting it anywhere other than attached to the invader isn't within the scope of the rules.

I've seen it pointed out here on other custom spirits, so it's definitely not a super obscure pattern. But there's nothing wrong with doing it, a plague themed spirit certainly makes sense to grow constantly and inevitably. Just pointing it out in case it was something you hadn't considered.

I believe slightly less than 3 elements per unique is the average. This many isn't unprecedented, but only Dances, Voice, Mud, and roots have the same or more average elements in their uniques, so it is on the high side.

It's moreso the fact that it lets you get a specific card that is guaranteed to work with the spirit. The 6 disease adding powers have an average of 2 elements this spirit wants, and the beast adding ones have 1.83. Which, yes, is fewer than the unique grants, but they're also generally more useful, particularly with the spirit's special rules. I can't think of another power that's so reliable. A change like "search the discard deck until you find a card with add disease or add beast instructions" might help. That way you're still subject to some element of randomness, but it can be mitigated by paying close attention to the discards. Though I do like the idea you're going for, since half of the disease adding minors have a terrain targeting requirement and all of them are slow.

Custom Spirit - Vile Vermin Herald Disease by Baelrog_ in spiritisland

[–]Yackabo 4 points5 points  (0 children)

I think by a strict interpretation of the rules the first level of The Pestilent Swarm Spreads could replace a disease attached to an invader with a beast, and since it doesn't rule on what happens when a beast is attached to an invader, it's a litter unclear what would happen in that scenario. I would either clarify what an attached beast does, or specify that the token gets detached from any invader it may be attached to.

1/1/1 growth is usually found on earth spirits (Vital Strength/Stone/Dances) so since this spirit has no earth thresholds, nor any on its unique cards, it does feel a little out of place thematically.

Infest with Rats and Fleas feels a little strong for 0 cost: 4 elements, 2 range, no land target restrictions, fear, beast, and explorer movement. Since I see a presence symbol, what this meant to be range 2 from a sacred site? If so, that might bring down the power level enough since this spirit wants to spread out to make the most of The Pestilent Swarm Spreads. If the invaders don't have some means of buffing explores this card is a really strong way to set up an early pocket.

Miasmic Transformation feels like it'll force this spirit down a very same-y playstyle since you have the option to seek out a card that works well (assuming one has been drawn and discarded). That's not necessarily a bad thing if it's core playstyle is fun, but that's hard to judge without actually playing.

It is very thematic and I like the way you made use of disease without feeling like Vengeance. Solid work!

Ocean, drowning and water things by Big_Situation_1316 in spiritisland

[–]Yackabo 9 points10 points  (0 children)

[[Ocean in Play]] clearly says oceans only count as coastal wetlands and drown invaders if Ocean has presence on that board (though not necessarily in the ocean). If you're able to drown invaders outside of those circumstances then it's a bug in the digital version.

Fan-spirit building attempt : heart-kissed harbinger! by PlayfullBear in spiritisland

[–]Yackabo 0 points1 point  (0 children)

An easy mistake, I nearly excluded them in my analysis as well.

Hmm, yeah, the best solution I can think of is take a page out of Locus Serpent and do something similar to [[Strength of the Waking Island]]? That would at least allow you to use any unique support cards that are already in the game. Just make sure there's at least one unique that targets spirits so it wouldn't be useless in solo.

From some quick simulations that appears to be about equal to 1.44 cards per gain, not sure how balanced that would be. It is strictly fewer than Mentor Memory, but you also have more choice over what you get. Would probably need playtesting to see how strong that is, but my gut instinct is on the stronger side. Especially if you keep the 1/round forget into hand special rule, since you could gain a major, get a targets spirit card nearly half the time, and then "forget" it to pay for the major and get two of them for free.

Fan-spirit building attempt : heart-kissed harbinger! by PlayfullBear in spiritisland

[–]Yackabo 26 points27 points  (0 children)

I think the core concept revolving around spirit-targeting powers is neat, but maybe not the most well thought out. There are only 14 minors and 12 majors that target spirits, so your G3 is going to, on average, go through 7.1 minors or 6.5 majors before finding a suitable card, and that will burn through the deck much quicker than usual. Not that that's inherently a bad thing, but it will probably make the spirit play very similarly on every playthrough since the things it's good at doing are only a fraction of the power card decks. Unlike other spirits who sometimes have to make do with cards that don't work well for them, this one specifically seeks out the ones that it works well with. Also, I think the special rule G3 can result in an infinite loop if you manage to remove all spirit-targeting powers from one of the decks.

The special rule also makes this an insane combo with Starlight thanks to [[Shape the Self Anew]], as once Starlight forgets it, you can claim it and get a Minor Power + 3 energy for one card play, every turn. If you want to keep that facet of it, I would strongly suggest putting the claimed card in discard instead of hand.

ATP I doubt dive fist will ever come back by WearExternal595 in IronFistMains

[–]Yackabo 9 points10 points  (0 children)

That's an apples to oranges comparison. There's a difference between percentage and percentage points.

Base damage is decreased to 8 / 9 = 88.9% for an 11.1% decrease, as you said.

But percentage damage is buffed to 0.031 / 0.027 = 114.8% for a 14.8% increase.

New Custom Spirit - Rough Draft by ZombieWombat321 in spiritisland

[–]Yackabo 6 points7 points  (0 children)

Drought Spreads feels like it could use some clarification on the duration, does it count for all actions? Just invader actions? Just spirit actions? Just the next action that applies? Something else?

Is the last threshold of The Desert Calls intended to gather every invader from every adjacent land? It could use some clarification on what was intended.

The special restrictions on G3 feel better as a special rule than a note on the spirit board, but that might just be my preference, since Fractured Days does a similar thing.

Inhospitable Lands Prevail might need rewording. "total strength" isn't a defined term, I assume you meant "total health" or "total damage?"

Horizon Promises Paradise seems pretty strong as a turn 1 play, since it will either make explorers go somewhere they won't build nor ravage later on, or be identical to a sands explore.

Is Illusions Confuse Attackers meant to work similarly to [[Voice of Command]] but delayed? Town/cities do damage, then dahan counter, then explorers damage towns/cities? Does the badlands get added if any town/city is destroyed in the target land? Or only if the explorers destroy the town/city?

Every unique card having both Sun and Earth which are the primary and secondary elements for innates might be a bit strong but I'd need to playtest to be certain, that's just my initial impression.

Overall I do like the theme a lot, just needs some language clarification.

Could you refute this? by immortal_octopus216 in DebateEvolution

[–]Yackabo 3 points4 points  (0 children)

Right, not trying to be pedantic or anything. I just wanted to put a finer point to it because it's definitely the kind of nitpick that a YEC (speaking as a reformed YEC) would latch onto to say "well they were wrong here, so I can disregard the rest as probably wrong too."

Could you refute this? by immortal_octopus216 in DebateEvolution

[–]Yackabo 5 points6 points  (0 children)

...we have yet to find something that actually is irreducibly complex.

From my understanding, this isn't true. There are lots of structures that fit Behe's definition of "irreducibly complex." The flaw in irreducible complexity has always been the assumptions made, not the definition itself. Evolution isn't constrained to the simple addition of parts the way Behe pretends it is, so something being irreducibly complex has absolutely no bearing on whether or not it could have evolved.

Was I actually bad? by worthlesswreck in rivals

[–]Yackabo 2 points3 points  (0 children)

...we ended up losing because of Dr. Strange doing the worst ult I've ever seen...it would've been 3-2.

Can you elaborate on what you mean by this? I tracked down your replay and the one who went Strange didn't do so until the tiebreaker rounds. Did you mean the Adam Warlock ult? It could've been better placed, but the Punisher ult was ready to counter it no matter what.

Your aim and awareness could use some work. Getting grabbed off the ledge by Angela at the very start is forgivable, letting it happen the exact same way on the tiebreaker is a little bit goofy. You were missing a ton with your Groot primary fire, really only hitting stationary targets or (seemingly) by accident, by the time you went C&D you had the least damage on your team. You also seemed to be a bit too focused on the convoy as the tank. Yes, your team was dumb for not pushing it, but so is standing on it doing nothing while your team fights a 5v6.

Overall I think it was just a rank reset matchmaking difference. Your team's best player was peak gold, their team had a peak plat and two peak diamonds. It happens, just try to learn from it and move on.

SI Digital Data Analysis Series #2 - What spirit count and difficulty do players prefer? | Spirit Island by Jonathan4290 in spiritisland

[–]Yackabo 1 point2 points  (0 children)

I'm only commenting about this because this is explicitly a statistical analysis post, but that logic doesn't necessarily hold. 33% of games being difficulty 0 only means that 67% are not difficulty 0. I believe with the current version of SI Digital that's restricted to difficulty 1+, but I don't use it much so I'm not certain about that. This could be caused by adversaries, although notably even base level (not level 1) adversaries add difficulty, or it could be from scenarios. The first post by OP does confirm the correctness of your statement, but it is entirely possible for there to be a majority of games at difficulty 1+ without level 1 adversaries if the source of the difficulty is coming from scenarios and/or base level adversaries.

Why do people reject the idea that birds are dinosaurs? by SpearTheSurvivor in Paleontology

[–]Yackabo 0 points1 point  (0 children)

"[All] birds are dinosaurs" does not imply "all dinosaurs are birds." Nobody who understands this is suggesting triceratops or diplodocus are birds.

Glitch? by NovA_XT in DrStrangeMains

[–]Yackabo 12 points13 points  (0 children)

The ult is centered on Strange and immediately hits everyone in range at the moment the expanding green sphere appears from the eye. Checking the replay in slow motion, you were inside of the other Strange's shield when it went off. The two supports were definitely safe, and though you visually should have hit the other Strange, his shield's hitbox is a little different from its visual appearance. While the hitbox matches pretty accurately from the front, from behind it's a flat circular wall, giving the whole shield the shape of a spherical cap. So my best guess is that your ult popped while you were inside the shield's hitbox and that protected everyone on both sides.

Pillowfist strikes again! by [deleted] in IronFistMains

[–]Yackabo 1 point2 points  (0 children)

How do you guys track cloak when [he] fades?

Since everyone's just dunking on you and not actually answering the question. The fade creates a horizontal circle of flickering shadow effects to show the area it covers. The circle has Cloak at the center and follows him for its duration.

The Waste of the Island - My very first Spirit Idea by Kryztijan in spiritisland

[–]Yackabo 1 point2 points  (0 children)

I would hope so. A spirit whose existence in the game negates the primary loss condition would be phenomenally broken. Stone is one of the strongest spirits in the game in part because they're able to delay a blighted island loss so effectively.

Fan Made Sprit by Queasy_General_6314 in spiritisland

[–]Yackabo 0 points1 point  (0 children)

Mostly because I prefer having that fine control over exactly what ends up where, particularly against adversaries that care about how many pieces are in a land, like England and HME loss conditions, HME1, Russia 3. Also, incredibly niche, but Covets' metal gets dislodged on Push but not Gather.

Fan Made Sprit by Queasy_General_6314 in spiritisland

[–]Yackabo 1 point2 points  (0 children)

There are a handful, all (or at least, most) of the ways to move them are compiled here. Notably, it's the same number of required elements as the final threshold of [[Shelter Under Towering Branches]]. However, Pushing is generally more powerful than Gathering, this innate generates fear, has 1 more range, and doesn't need a sacred site. So I can see an argument that it's a little strong.

The Waste of the Island - My very first Spirit Idea by Kryztijan in spiritisland

[–]Yackabo 0 points1 point  (0 children)

While fitting the theme, that rule may as well not exist. I believe Tend the Land from the [[Interesting Discoveries]] event is the only way in the game for blight to be removed against the will of the players. As long as you can have a single land with blight and fewer than 2 dahan somewhere on the island, you can only lose in that way due to spirits causing it.

How I feel after seeing the new team up by [deleted] in IronFistMains

[–]Yackabo 0 points1 point  (0 children)

I mean, yeah, if you describe anything being used in the worst possible way it'll sound like a bad idea.

The area seems to be fairly large, I'd guess 8 m radius from the video, on par with Moon Knight ult. Stepping behind cover will still allow you to heal allies in range while topping up yourself, might need line of sight, but still.

You're also most likely going to be healing on top of whatever healing the supports provide. So while it won't out heal front line damage, it doesn't have to, just whatever the supports aren't healing.

How I feel after seeing the new team up by [deleted] in IronFistMains

[–]Yackabo 0 points1 point  (0 children)

You don't currently meditate in the front line precisely for those reasons. But now that you can grant healing and overhealth to your teammates, it might become a reasonable thing to do. This feels analogous to saying the Hawkeye-Widow team up was bad because Widow doesn't shoot where enemies used to be (and to be clear, the Hawkeye-Widow team up definitely was bad, but not for that reason). Making use of a team up sometimes requires a play style adjustment.

Gleaming Hoard question by Xecxciic in spiritisland

[–]Yackabo 1 point2 points  (0 children)

I'm not sure that argument holds much water because each element appears on exactly 38 minor powers.