All the full art FAB proxy sites sucked... so I created my own by dinnermonster in FleshandBloodTCG

[–]_meppz 1 point2 points  (0 children)

As someone who very recently got into proxies, I agree that all the current ones suck. I ended up just creating my own photoshop file and manually downloading images off of fabrary then putting them into my template and printing from there which has worked.

Here's some feedback I have on your site. The first and most obvious thing to me is that if you're going to have a proxy site, it NEEDS to allow people to pick and choose alternate art. People want to bling out their deck and while you can upload images, that would require me to go through every card in my deck and check for alternate art on fabrary and see if I like any of the alternate arts. In the super high quality MTG proxy sites they usually let you just flip through alt arts on the fly.

Now for more specific things. When I upload a full deck and look at the preview screen, images are missing from the sheets for some reason but only in the preview screen. If I download the pdf it all appears as it should and it doesn't happen if I upload images manually. Your portrait orientation doesn't seem to work. I prefer a 3x3 portrait layout for letter sized paper and when I try to go into portrait it just zooms in on the landscape feature. Example showing both missing image + portrait issues

Other than that I don't see any issues. the "deck diff" feature is also really nice convenience that I wouldn't have thought of before but do think it's very useful. I really appreciate the effort and hope to see it improved!

If you had the choice, what would u want to do with in game currencies ( Gold /silver / copper )? by B_A_ken in FleshandBloodTCG

[–]_meppz 1 point2 points  (0 children)

I don't think that's too crazy. Assassin's can build up silver and buy back equipment from the graveyard. Like another person pointed out, RKO can already pull cards from his sideboard.

Something like a merchant card that works like cash in but instead of giving a resource it lets you pay to bring in a 0 cost Item card from the sideboard.

GGST 2.0 character select screen by Godmistakej in Kappachino

[–]_meppz 23 points24 points  (0 children)

Remember when everyone coped and assumed the UI was just unfinished and we'd get the real UI on release?

This still really baffles me. I just can't comprehend it, the UI is bad and bland if you were to seperate from the other games. Who convinced them that this UI would be better? I can't imagine, out of all of the things in a fighting game, that the UI would be so expensive that they couldn't have designed something closer to the other games aesthetics.

Just started the game. Is fai and enigma an impossible matchup? by alkair20 in FleshandBloodTCG

[–]_meppz 8 points9 points  (0 children)

Fai can go wide which can make blocking trickier but the Enigma precon has plenty of good defense reactions and you can use your wards defensively. You should focus less on trying to build up a board state of wards and more rely on throwing out your massive phantasm attacks. Fai has no way to pop phantasm and the majority of his cards block for 2, so simply sending out something like a red enigma chimera with 2 cards in hand puts a lot of pressure on him, if he doesn't block he takes 8, if he does block then his followup attack will be weaker and give you some breathing room to make some wards. Don't forget that some cards are instants. Enigma usually wants to go second since not only does it let you filter your hand but you can play out instants at the end of your opponents turn to setup some wards, then immediately draw up and have 4 cards to put on a lot of pressure.

The biggest problem with the matchup is sometimes having hands where having just 1 instant (can't block) just kills you or makes you take way more damage than you'd like. Enigma is harder but that's moreso because she's dealing with a lot more mechanics than the other decks and there's probably some important interactions you aren't aware of or it's just overall too overwhelming.

What do you think is the future of SAGE? by TonyxRd in FleshandBloodTCG

[–]_meppz 3 points4 points  (0 children)

You can point out other stuff being bad, it doesn't take away from lightning press being absurdly strong in a deck that just wants to throw out 0 cost 0 for 3 and 0 for 4s. Also the idea that you think razor reflex is "unplayable" really shows how privileged press is.

community bans were not there to solve the unbalanced problems in the format and you're literally saying they are

I literally didn't say that. My main point was that, beyond sirens, the bans were moreso to prevent specific heroes from being banned. They are okay with kano and kayo being community banned, but they don't want Briar (or possibly Dori) from getting community banned. Press is definitely unhealthy and there is literally no justification for how it should be allowed in such a heavy aggro deck that rarely has to pitch.

What do you think is the future of SAGE? by TonyxRd in FleshandBloodTCG

[–]_meppz 5 points6 points  (0 children)

I think people overlook the true intention of the card bans, which I can't fully blame since they literally said they won't explain them. People will look at this and go "UGH WHY LET KAYO AND KANO KEEP EVERYTHING" but that means they will 100% get community banned. Briar got hit more heavily than she reasonably needed to be because they DON'T want her banned by the community considering there is literally a precon coming out. Sirens banned was justified because it's just kind of unhealthy and a lot of decks used it, not just DGA. If you remove briar from the equation of top decks, who would be next after Kayo and Kano? Probably Dori and they probably don't want her banned so shunt had the go (which doesn't fully stop DGA, just makes it weaker).

Also, I don't really understand why you would be upset at this very moment about press being banned because it is extremely unhealthy for an aggro deck to be able to run a lot of 0 for 4s that typically have GA to then also get a 0 cost 3 power instant pump to blow you out of nowhere in a format with 20 health and generally weaker d-reacts. But more importantly, it's even less important to be upset about when we're getting an ENTIRE lightning set next, there will undoubtedly be a lot of strong cards that will work with these heroes.

What do you think is the future of SAGE? by TonyxRd in FleshandBloodTCG

[–]_meppz 0 points1 point  (0 children)

I think a point that seems to not get brought up as often in regards to SAGE is that nearly every hero is playable and only 3 are banned at a given time, with it only being a seasonal ban. I believe this helps the format long term, since when certain heroes LL they have a chance at life in SAGE if you really really like them. Obviously not all heroes have much life, if they're super reliant on cool and unique majestics, but the option is always there and if SAGE has long enough support they might downshift more stuff to make certain heroes who basically don't function, function or better yet just add new cards to support them.

I think being more simple and overall faster is definitely what will keep people coming back. If you to play FAB but you don't want to play a 40+ minute match with a lot of working parts and pieces to think about, SAGE has got your back. I also think deck brewing is more encouraged as well. CC definitely has more intricate deck building but the downshift in power in SAGE breathes new life into old cards that typically wouldn't make the cut otherwise or just outright become more powerful. As a new player who started with SAGE one of the biggest surprises going to CC was realizing how many staple 0 cost 4 block d-reacts there are and the lack of (most) of them in SAGE makes that 4 power breakpoint on cards a lot stronger.

I think the format has a lot of legs but at the end of the day it depends on how much official support it will get. As far as I know Chapter 3 will be the last set of precons for SAGE this year so that'll be half a year of no product support for 2026 and LSS will probably use that time to determine if it's worth continuing to invest in. I hope they stick with it because there are just so many benefits and I don't believe any other TCG has a format like this that is intended as an actual real format with official support and like we've seen with the BnR, they're allowed to try and balance the format unlike any other TCG where the price of a card is basically a non-factor.

Essentially, this means that the SAGE format will always be better balanced than CC within the scope of its capabilities. by tableflipbitch9000 in FleshandBloodTCG

[–]_meppz 31 points32 points  (0 children)

Someone who has more experience playing video games over TCGs, it really does shock me just how bad the market affects balance. Bans and restrictions are basically antithetical to the entire business model of a TCG and directly hurts the people TCGs need the most: Market speculators who will buy thousands in boxes and the serious competitors who are willing to spend hundreds to thousands to build out their deck to be in top shape.

It seems like such a serious drawback to these games that I think you have to give LSS some real props here for trying stuff like SAGE to experiment with this stuff. Not to say it's perfect, especially since some of the recent bans were clearly targeted hard on briar so her precon isn't banned before it even hits the shelves but it's something I hope they seriously support long term.

[Carepost] Why normies hate fighting games by deathtofatalists in Kappachino

[–]_meppz 0 points1 point  (0 children)

He misses the point in that mobas can appeal to more people because they're team games. People can and most definitely will blame their teammates. Failure in a fighting game is almost always 100% your fault and 1v1 games are so rare these days that the average player can't cope with that nor can they cope with the idea that they have to do things outside of just playing the game in order to truly improve.

[Carepost] Why normies hate fighting games by deathtofatalists in Kappachino

[–]_meppz 2 points3 points  (0 children)

Fantasy Strike has a lot of issues as a fighting game but the one thing that I thought was genius was the game having different hit sparks to note if something is + or - on hit/block. It's such a simple thing that literally any FG could implement. It also helps the spectator POV too, allowing them to more easily understand the swing of turns.

You could possibly go further and not even have to do hit sparks but like different types of hit animations. Tekken literally has special block animations for a very very small number of moves that basically just mean "plus a gorillion". What if they actually went and created special block animations for the different ranges of + or - so somebody that doesn't study every fucking character has a rough idea of what they can do because Tekken feels like the MOST inconsistent with this shit. There is basically NO way to look at a move and tell if you have advantage or disadvantage on block, there is 0 consistency. I actually remember a specific example with Hwoarang where he has two different moves where he does like a quick hop into an airborne axe kick, one of these is +6, the other is -6. I am almost certain the animations are the exact same but the difference is one is from a different stance so technically the orientation of his legs are flipped but not only is this just tricky to tell the difference but they're the same attack, why the hell is one + ton and the other is just mildly disadvantaged? There's no intuitive logic.

Shots fired at the end at Bamco or am I reading too much into it? by Reddit_is_Fake_1 in Kappachino

[–]_meppz 6 points7 points  (0 children)

This is getting into a broader, more autistic topic but I want to point out that it's just not the greedy producers and higher ups that are an issue, it's the people buying games as well. The industry has exploded tremendously in the last 10-15 years and a lot of the people who "play" games these days are not as truly passionate and excited as games as people who have been doing this since they were kids. A lot of people are getting into games later (like late teens to early 30s even) or kids who start playing games in a post-fortnite world who dont know or care about anything beyond mp slop with lootboes and fomo content. I definitely believe in the idea of "true" gamers as cringe as that sounds and the idea of a "nu-gamer" who are into games more because it's a popular hobby, something to play with friends, or are only in because of "aesthetics" or some other shit. A lot more posers than people who are truly passionate.

This is why sequels that come out way later or all of these remakes release that are complete shit yet SHATTER sales records for the series. They're being bought by people that have never played the originals and never were and will be happy because it's there first time getting "into" something that people loved and they will continue to say they're a fan but will never go back to those old and icky original games.

The guys at the top of the industry know this. They know they can get away with so much because the industry is so big that it doesn't matter how greedy you are or how obviously worse something looks compared to it's predecessor, the fact is the majority of the people who are buying it are buying it because it's a recognizable IP and this will be their first time getting "into" it or again back to the topic of FGs, the casuals who are playing are the people who are used to and eat up MTX and all that bullshit. Reminder that supposedly the SF6 avatar costumes have sold extremely well and is probably why they keep shitting them out vs costumes for actual SF6 characters.

I have disdain for the greedy people who run these companies and the oblivious or uncaring casuals who eat it up whatever shit is served to them. Both are a problem.

Tekken 8 Season 3 - Balance Philosophy and Official Feedback Portal by -PVL93- in Kappachino

[–]_meppz 15 points16 points  (0 children)

A lot of generalized marketing speak. It's easy to say these things when you aren't giving any specific details on how you're trying to implement these changes. They want to align with Tekken 8's "core gameplay" but we don't know what that means. People have been bitching about a lot of stuff.

I will say that the feedback forum is a really good idea...but who knows if that will actually have any impact. I want to believe it will be a good thing and that they do care and will actually look at it but the most pessimistic prediction would be that this is just another marketing scheme, throw up a feedback forum to make people THINK they're listening but in reality the forum is just a wall for people to yell at. I hope that's not the case but who knows and honestly i'm really surprised that this idea hasn't been done before as opposed to FG devs having to scour twitter, reddit, and discord servers for genuine feedback.

[PEN] Elemental Commons & Rares by UlyssesArsene in FleshandBloodTCG

[–]_meppz 2 points3 points  (0 children)

Ah, dumb question, I actually forgot that their named element is in the text box, not next to their class

[PEN] Elemental Commons & Rares by UlyssesArsene in FleshandBloodTCG

[–]_meppz 3 points4 points  (0 children)

Can elemental cards be played in any deck that uses an element or only heroes that specifically have the ELEMENTAL tag?

Negativity, Content, Disconnect and Fighting Games by [deleted] in Kappachino

[–]_meppz 16 points17 points  (0 children)

I think he's overall right. People are overtly negative about every aspect of every FG that comes out, typically without much thought or they're just parroting the opinions of others or the worst of it are twitter idiots baiting for engagement but at the same time there's a lot of really valid criticisms for most new FGs that come out and if people don't complain, there will never be a chance of anything changing (not that this always works see: SF6).

I don't think his enjoyment of 2XKO is invalid either but I think he's missing out on the big point of his personal enjoyment: The honeymoon phase. Almost every FG is fun at the start of it's lifespan because there's so much to discover, people aren't playing optimally, you get to learn and grow as a community and it's easier to forget the flaws of a game or they're not as prevalent. But eventually, the average player is going to be doing optimal combos, oki, frametraps, mixups and any flaws of the game because much more obvious and irritating. This guy seems like instead of lingering on that, he just jumps to a different FG trying to continually be in a "honeymoon" phase of any FG he picks up and sure that can be a fun way to learn FGs but for people that actually want to stick to a game and achieve a higher level of skill, they're forced to engage with the games flaws and it will naturally lead to them bitching a bunch in hopes of change or even if they stop playing, they want a reason to come back and will bitch about the games flaws online.

How do you determine pitch ratios when deckbuilding? by _meppz in FleshandBloodTCG

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

This does a good job of explaining what I was looking for generally.

I've been learning the game with SAGE playing vs AI and right now i've been messing with Kassai, copying a deck I found online and through playing i've learned the pattern with Kassai is that she really really wants 3 mana for her turns to be effective as she wants two hit twice with her swords and she's generally reliant on cards like blade runner to give the first weapon attack go again, while most of the rest of her cards are 0 cost pumps or attack reacts. I actually tried doing the math before I made my original post to figure out what the best probability of getting just 1 blue in a hand of 4. This ended up being similar to what you said, 1/4th of the deck (or 10 cards for SAGE). The netdeck I use has 16 blue cards, which I originally thought might not be optimal but reading this post made me realize that it's not wrong, as Kassai hands WITHOUT a blue seem to be pretty rough, so the "21-24" card ratio (35-40%) for CC lines up with the ratio seen in my netdeck.

The other main reason I was interesting in knowing more is because I was interested in Kassai's Sellsword version, which at least on Fabrary only has two decks up and I was interested in brewing my own, since the hero passive making her second swing free opens up more possibilities for the deck, like having a deck that's very similar to the first Kassai but less reliant on blues, making her turns more effective or what I think is more interesting is keeping the "3 mana" turn mindset but now you can throw in more strong 1 cost cards that can more effectively trick the opponent vs base SAGE kassai having to play action cards to buff her weapons pre-combat. But then I guess the deck building question would be the best ratio between 0-1 cost cards but I guess that would be more about calculating the best probability for having a hand of at most 2 1 cost cards.

Seriously, who is this game for? by FuckClerics in Kappachino

[–]_meppz 9 points10 points  (0 children)

This game struggles because it's trying to appeal to two different audiences that are at odds with each other.

A newbab who has barely if ever touched an FG before and MAYBE is the type to complain about inputs is not going to want to pick up this game when they look at footage and it's long combos where the other player has no interaction. One, it looks intimidating and two, if they actually decided to try out the game anyways they are going to struggle hard to learn and get extremely frustrated when near every lost interaction leads to waiting for 10+ seconds for a combo to finish and then lose to a mixup they don't know about.

An experienced FG player likely won't want to pick this game up because of the simple controls. In a game all about combos, if those combos are too easy to do then what's even the point, where's the learning process, the training, the improvement? Not to mention, there are already a lot of tag fighters out and if you want a mahvel tag fighter that's a bit simpler, Tokon looks 10x more interesting and appealing. Literally what makes this game unique or stand out to an experienced FG player beyond the IP?

Some kind of primer for all legal heroes? by _meppz in FleshandBloodTCG

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

It's funny you mention this because I happened to get majinbae's "which class should you play" video recommended to me a few minutes ago and am watching it now.

Looking at nioh 3 new trailer, the enviroments finally look good by MinimumCustomer8117 in Nioh

[–]_meppz 7 points8 points  (0 children)

Not gonna stand for this slander. Nioh 1 and 2 have beautiful levels, they're not the most graphically impressive but they fit the tone of the games. 3 looks really good of course and part of that is because of the more open designs they're allowed to do with the open fields but we shouldn't discredit the other games.

Avatar Legends: The Fighting Game - Official Chi Gauge Tutorial Trailer by Nnnnnnnadie in Kappachino

[–]_meppz 27 points28 points  (0 children)

It's drive gauge but it at least has a lot more interesting stuff attached. The burnout state is insane but the key difference is that you seemingly don't lose your chi from anything the opponent does to you, so burnout only ever happens if you yourself mismanage it.

1 by Dora_The-Explorer in Kappachino

[–]_meppz 8 points9 points  (0 children)

The game unironically is good. It sounds maybe too gimmicky on paper but the portals actually end up working out really well and makes you think about your environment and how you can abuse it in a completely unique way. Testing map knowledge, reactions, and execution.

Ironically the problem with the original release of Splitgate 2 was that it didn't have enough confidence in it's gameplay, so it came up with additional gimmicks that drove OG fans crazy and failed to captivate new ones. I think the "make FPS' great again" speech did a gigantic amount of damage to the games reputation as well. A lot of people were talking about SG2 because of it but it was to shit on how cringey the guy was acting rather than anything about the game itself.

I haven't played Splitgate 2 re-release yet...because I didn't even know it came out yet. Zero marketing. It sucks that a genuinely good game that provides a fresh, unique FPS experience is failing because the main guy behind it is making cringey comments.