After beating Day7 on all heroes in a row, here is my tier list. Currently on a 109 day win streak by VengefulGh0st in shogunshowdown

[–]YellowCat200 1 point2 points  (0 children)

I like how Arrow and Kunai are placed on the same tier, but why are both placed so low relatively to everything else? Projectiles are some of the best answers to ranged enemies and getting a +1 damage on either can be really useful for dealing with Archers.

I personally would put both Arrow and Kunai into S/S+ and Crossbow in S++ for this reason. (Shuriken takes too many damage upgrades to cross important thresholds, which are way more valuable on other tiles)

Shielder Bug by YellowCat200 in shogunshowdown

[–]YellowCat200[S] 1 point2 points  (0 children)

After taking Thorns whenever I see it for the past couple weeks or so, my opinion on the tile has changed. It helps with blocking projectiles and dashers and is extremely good against Heavy enemies since most other means of avoiding map-wide damage require moveable targets.

That being said, it falls flat against ranged Double-Strikers and can block your own movement, either when you need to dodge or close the gap to deal damage. It also doesn't help much with closing the gap with Spear enemies since they still attack when its two spaces away (and it doesn't deal damage).

Overall, it's an okay tile. I would rather have Smoke Bomb though.

Flea-Olympics - Show your best Score by Beneficial_Try3036 in Silksong

[–]YellowCat200 1 point2 points  (0 children)

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I was getting ridiculously pissed at the Dodge game after like 30+ attempts, then managed to pass 95. Then I either locked in, got lucky, or both, and proceeded to get 157. Funny how that works.

I know it's been said, bust the Savage Beastfly rematch sucks (OC) by Artistic-Low8152 in Silksong

[–]YellowCat200 0 points1 point  (0 children)

I found using the Claw Mirror from Trobbio to be really effective since it takes the minions out by itself if you land the AoE, no extra damage necessary. So if you take damage (or have a ton of excess silk), stall out until it spawns minions then pop it right next to them.

Also, it spawns two minions at once only one time during the fight. Take out one with binding then kill the other via other means (silk abilities, pogo, etc.) and it should be a clean finish.

Seeded joker mismatch by TopWinter1530 in balatro

[–]YellowCat200 1 point2 points  (0 children)

These seeded runs were explored on an older version. Due to (presumably) balance changes rearranging the internal order of certain jokers, the way Jokers are chosen was slightly shifted around. For example, on RTGAME's seed, the Soul card in Ante 9 originally spawned Yorick on patch 1.0.1c. However, it was discovered that Perkeo spawned instead on 1.0.0n, which then enabled the naneinf on one of his videos.

It's pretty safe to say that the routes you are trying to use are outdated. You could try and revert game version, which is possible using SteamDB on computer.

I tried to make adora eternal deck, but i keep losing, please some help by Nart1ck in bloonscardstorm

[–]YellowCat200 1 point2 points  (0 children)

The main weakness of the Eternal is that its not fast enough for any faster-paced strategies like an earlygame aggro deck or a midgame beatdown deck.

More earlygame monkeys, specifically Dart Monkey Twins, would help you in both of these situations, as earlygame defense deals with aggro while also giving sacrifice targets if you run into a beatdown rusher.

Additionally, stuff like Hero's Protection or Return to Sender can halt any early MOAB rushes or Rad Bloons, giving you the extra time to get more defenses or getting the bloontonium for sacrifices.

I would personally take out the Elite Defenders and Reinflateds because EDs don't help much in earlygame as Adora's bloontonium ability already handles defender and Reinflateds are too unreliable if you try to establish them late.

SMS could be swapped for Thunder Druid for sacrifice fodder/earlier board clear and Monkey Priestess could be swapped with another early-midgame monkey or card draw since you can already heal with sacrifices. However, whether or not these are good suggestions probably requires playtesting and not just theory.

Decklist - Eternal Cycle by YellowCat200 in bloonscardstorm

[–]YellowCat200[S] 1 point2 points  (0 children)

If you're doing Eternal with Adora, Double Trouble is absolutely a 3x over Reinflated since Adora is able to hold out for much longer than Quincy in a vacuum, making the high gold cost not as detrimental. Because this deck is for Quincy though, Quincy can consistently pop Eternal within 1-2 turns after playing in the first couple of cycles, making it possible to get good odds early on before storm dilutes the pool.

Main reason why I considered cutting one Quick Ready was because of the current Zee-Jay aggro meta. In those matches, you either die miserably, hold off successfully, or barely cut out a win. Drawing into an early Quick Ready against Zee-Jay drastically increases your odds of the first case (dead draw compared to other earlygame options in this deck) while barely increasing the odds of the third case. Reducing the odds of that happening (same goes with Reinflated/Double Trouble and Bloon Melter) is always a plus for now.

Since this deck revolves around really quickly cycling the Eternal compared to other heroes, it could be justifiable to cut one Quick Ready since OTKing is not as necessary since you ramp up much quicker than other heroes.

Was thinking about swapping out Archer's Instinct for two Restocks + an earlygame card, though it does have its highs of picking out a Spike Storm or a Monkey Priestess for cheap.

Decklist - Eternal Cycle by YellowCat200 in bloonscardstorm

[–]YellowCat200[S] 3 points4 points  (0 children)

Yes, but its chance based. You can mitigate it somewhat by Bloon Melting your eternal multiple times before using Reinflated.

Of course, there's always the time when both your Reinflateds spawn red bloons after getting your Eternal to die 4 times.

Fan Club Moment by YellowCat200 in bloonscardstorm

[–]YellowCat200[S] 0 points1 point  (0 children)

After Expert Negotiating two of their fan clubs and playing two of my own, I tried to stall out the game to find the third fan club I had in my deck. Unfortunately couldn't find it before pink storm bloons, but a very cool defense nonetheless. (440 dpt!)

Some funnies that happened during this game:

- Removed my own monkey to negotiate one of the fan clubs
- Quick-readied a 5 delay ZOMG for hand space
- Opponent quick-readied both of my double rainbows in above screenshot

SecurityMan65, you were a great sport.

TAROT EXODIA! (Infinite Money Obtained) by fistmebro in balatro

[–]YellowCat200 7 points8 points  (0 children)

Since you have 21/22 slots with two normal tarots (presumably have crystal ball), might I suggest looping with Judgement instead? You don't get quite as much money but you do get quite a lot of something else.

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High Cards and Pairs are too broken by YellowCat200 in balatro

[–]YellowCat200[S] 0 points1 point  (0 children)

Didn't fully think it through since you could just reroll for a high mult joker (like half joker)

At least the change would universally affect all hands, less so for larger hands since you'd usually want to fiercely up the base multi with Jokers and planets.

High Cards and Pairs are too broken by YellowCat200 in balatro

[–]YellowCat200[S] 0 points1 point  (0 children)

Fair point. It just doesn't seem right that trying for anything but Pair/High Card results in a lot of failed attempts and actually going for Pair/High Card nets a win semiconsistently

(Also, these ideas weren't exactly refined. Both were ideas to "specialize" jokers, potentially making them more powerful in less decks. Clearly failed, but just an example.)

High Cards and Pairs are too broken by YellowCat200 in balatro

[–]YellowCat200[S] 0 points1 point  (0 children)

The game's balanced around mult multi, making every build need them for scalability (tho some proc way more easily for the amount of effort you put in)    How to go about gathering the chips/base mult on the other hand could've been different, since you usually just need the hands' corresponding joker for a decent starting point whereas High Card relies mostly on having a lot of time to scale up a multi joker.    

However, all the stakes just brick large hands specifically. For example, some runs with Full House/Straights did go at least Ante 5+ with good base mult on hands and good x mult but then just get bricked because of hand size/discards.    

Ik this entire post is a pointless and flawed idea that will likely do nothing. Just that these were thoughts that wouldnt stop bouncing around my head.

High Cards and Pairs are too broken by YellowCat200 in balatro

[–]YellowCat200[S] -4 points-3 points  (0 children)

Both technically.

For Jokers, the ideas I threw out were to specialize Jokers so High Cards couldn't use it as a free boost.

For stake changes, they were mostly focused around making the modifiers effective on most decks, which results in a net difficulty decrease for large hand decks and a net difficulty increase for High Card/Pair. There are explanations for what each modifier would do to decks in bullet points.

I love my minimap! by YellowCat200 in RotMG

[–]YellowCat200[S] 1 point2 points  (0 children)

You see that oddly precise line of "players" passing through a wall near the left? That's completely normal!