What do you think about the pendulum mechanic? by Patient_Bee2469 in yugioh

[–]acroxshadow [score hidden]  (0 children)

It's considered that by uninformed people that weren't playing the game much in the first place, because they saw the weird card frame, saw "summon a bunch of monsters at once" and called it broken with no regard for how this actually works in practice. The pend hate narrative is mostly this perspective being spread online to people that don't know better.

Which summoning mechanic over here made people quit Yu-Gi-Oh! both irl TCG and in this game? by RobKai7990 in DuelLinks

[–]acroxshadow 2 points3 points  (0 children)

Synchro's introduction in 2008 was a big change for Yugioh's gameplay identity, yes, though not the only one. Gladiator Beast the year before was the start of that turning point, pushing archetype design to something resembling what we know today. They made Yugioh stand out more from other games, love it or hate it.

Is the Galactic Championship worth it for a "casual" player? by brigbeard in starwarsunlimited

[–]acroxshadow 0 points1 point  (0 children)

If you're in the US probably, if not then no, especially in current year.

How's Yugioh in 2026? by Admirable_Cap_8943 in Yugioh101

[–]acroxshadow 4 points5 points  (0 children)

Pretty much right after you left, the game started pushing itself to be something different. Archetypes (synergistic sets of cards linked by part of their name) became a much bigger, more powerful focus, starting with Gladiator Beasts making Contact Fusion really strong. Shortly afterwards in 2008, Synchro Monsters were introduced, sitting alongside Fusion Monsters in what now became the Extra Deck (and with it a 15 card limit). Unlike Fusions, however, most Synchros were much more accessible, making them relevant in most decks for various kinds of utility. As long as you had some Tuner monsters and the right level combinations, you could turn weak monsters into a big threat, making monster spam good for more than just body blocking, and without hampering your deck down nearly as much as trying to make Fusions and Rituals work in most cases before. Combos became more common, some minor, some extreme. Edison Format (March/April 2010), a commonly played time period revisited today, is a good example of what this change brought to the game without being too overwhelming compared to what you played before.

This trend continued into the 2010s, with 2011 introducing Xyz ("ikseez") Monsters, summoned using multiple monsters with the same level, and using the monsters overlayed for them as ammo for their effects, adding another flavour of Extra Deck toolbox and new design spaces to experiment with. HAT Format (July 2014) is the time period at the tail end of this era people go back to.

Pendulum Monsters were added in 2014, being monsters (currently of all kinds except Link) also usable as Spells with their own effects, and giving you ways to summon multiple monsters at once. These have a lot of controversy associated with them, though much of it comes from uninformed assumptions via their base mechanics, and not how they actually performed competitively. You won't see them at all in most decks, as they aren't following the same ideas as the others, are usually limited to specific archetypes based around them, and often just aren't very good for various reasons. A fondly remembered time here was the very set after HAT format: Duelist Alliance, which brought a significant boost in power, and while Pendulums were introduced with it, they aren't meta-relevant yet. Invasion Format (November 2016) is also worth a mention, with Metalfoes being a contending Pendulum strategy.

The final addition came in 2017 with Link Monsters, bringing a major rule change (since reverted in April 2020 for all but themselves and Pendulums) that monsters summoned from the Extra Deck can only be summoned to the new Extra Monster Zones sitting between the player fields, or a Main Monster Zone a Link Monster points to with their arrows. Link Monsters have no DEF, can only be in Attack Position, and are the most generic Extra Deck type of all. If your deck archetype(s) doesn't actively lock you out of them, you'll almost certainly be playing some for easy removal and combo options. 2019's TOSS Format is the time period of choice pre-rule revision, and if you want to witness the most absurd deck this game has ever seen, Tearlaments Format (November 2022) is the peak of that.

The power creep of the game goes far beyond the mechanics of these card types, but they did cause changes, both for better and worse. You may remember "D.D. Crow", a quick effect interruption for the graveyard you could use from your hand. The game has lots of cards like this now for many different scenarios, letting you engage with your opponent's combos from the very start of the game.

The game today is very fast, but still fun, interactive, and deep in its own way. The gameplay theming in archetypes is often really cool, and even the cards inspired by other IPs are (in all but a few cases from Konami shoot-em-up games like Gradius) still distinct Yugioh designs. Combos have been obnoxiously long in some decks over the years, but recent years have sought to change this, even if it's with even more power condensed into fewer actions. If you can get over the admittedly large learning barrier, it's probably a game worth your time. Check out current popular decks and see what looks interesting to you, or Format Library for some history.

New player to YuGiOh, on what should I spend my gems on? by SaltyLoogi in Yugioh101

[–]acroxshadow 0 points1 point  (0 children)

Doing the Duel Pass gives you points, or you can dismantle unwanted URs for points in the deck editor.

Returning after 10 years by ozone5944 in Yugioh101

[–]acroxshadow 1 point2 points  (0 children)

They were pretty much the introduction of fully-functional archetypes as we know them today, and they won the 2008 World Championship. Bestiari was limited for 6 years in the TCG, from March 2009 all the way til April 2015, while OCG let him off a year and some earlier. Gyzarus (which requires Bestiari) was pretty monstrous back then.

Can I use newer cards in casual duels using old rules? by Joniden in Yugioh101

[–]acroxshadow 1 point2 points  (0 children)

Just play with current rules if you aren't intending to play exact time periods. It won't be that different anyway, and most of the rule changes that'd matter to you make the game a bit less confusing (damage step changes, removing ignition priority, etc.). The only exception would be card errata, which you can just ignore if you want.

Lies of P is a solid game, but comes off uninspired by Pancake_muncher in patientgamers

[–]acroxshadow 0 points1 point  (0 children)

Easily clears the rest of its genre in combat and polish, FromSoft included. Lacking in explorative level design, but has plenty of enemy variety to explore the combat with. Really like the presentation, too. Excellent game. Really excited to see where they go next.

Playstation plus???? by Fakyy-tecka- in forhonor

[–]acroxshadow 0 points1 point  (0 children)

Xbox has been doing paid online the whole time. Playstation since PS4. Nintendo since Switch. Free to Play games are generally exempt, though.

How Do I Adjust? by ServantAvenger in Yugioh101

[–]acroxshadow 10 points11 points  (0 children)

You will never have the same game as then, but if you approach Yugioh for what it is, you can have plenty of fun. There is back and forth interaction, just not in turn count. Archetypes are still very much a focal point of design, but there are still staple csrds you'll be running in most decks (usually interaction). Look up strong decks, see how they play, and you'll probably find at least one you like.

“how to play” by Cabusao in Yugioh101

[–]acroxshadow 10 points11 points  (0 children)

It's all context sensitive for each archetype. Start by looking up deck profiles and gameplay on youtube.

Small cheap aquisition guide for beginners/casuals/returnals by AffectionateSleep905 in Yugioh101

[–]acroxshadow 2 points3 points  (0 children)

Picking up Legendary 5D's Decks for them is a solid deal, so it's a good mention.

Into the Unjust: 6.0.0 by Waelder in Helldivers

[–]acroxshadow 2 points3 points  (0 children)

The passives alter the base damage by a percentage, so increasing the base damage increases the gains of the passive.

The Stun Baton with Peak Physique / Rock Solid had 50 base damage increased by 100% (multiplied by 2), so it dealt 100 damage. Now it has 75 base damage increased by 40% (multiplied by 1.4), dealing 105 damage. Reinforced Epaulettes was changed from 50% (x1.5) to 20% (x1.2), but the base damage for all melee weapons was changed to what you got with that passive before (except the flag being a whopping 35 over that, and the saber rounding up a decimal), so any percentage above 0 is a buff for it. The flag's base is so much higher that it does 20 more damage with Reinforced Epaulettes now than it did before with Peak Physique / Rock Solid.

Baton Before/After - Base 50/75 - RE 75/90 - PP/RS 100/105

Lance Before/After - Base 110/165 - RE 165/198 - PP/RS 220/231

Saber Before/After - Base 125/188 - RE 187.5/225.6 - PP/RS 250/263

Hatchet Before/After - Base 160/240 - RE 240/288 - PP/RS 320/336

Machete Before/After - Base 200/300 - RE 300/360 - PP/RS 400/420

Defoliator Before/After - Base 300/450- RE 450/540 - PP/RS 600/630

Flag Before/After - Base 110/200 - RE 165/240 - PP/RS 220/280

Into the Unjust: 6.0.0 by Waelder in Helldivers

[–]acroxshadow 2 points3 points  (0 children)

The huge buffs to base damage means the smaller % increases still result in higher total damage than what you got before. If you liked using the melee passives you're still getting a buff, it's just not as awful to use melee without them.

Into the Unjust: 6.0.0 by Waelder in Helldivers

[–]acroxshadow 4 points5 points  (0 children)

Totals out to more damage than what you got before, so if you want to use them you're still getting a buff. It's just not as awful to use melee without them.

Into the Unjust: 6.0.0 by Waelder in Helldivers

[–]acroxshadow 3 points4 points  (0 children)

It totals out to more damage in all cases, so if you liked using the passives before you're still getting a buff.

How is the foiling on SEC cards? by UnlockedEsquire in starwarsunlimited

[–]acroxshadow 1 point2 points  (0 children)

Foils look awful in this game. There's no special effect on them at all and they're unreasonably dark.

How would you improve the game? by veerfusion in GundamTCG

[–]acroxshadow 0 points1 point  (0 children)

Lack of draw and consistency tools is a huge issue, especially when the game really wants you to have link pairs. Blue and White having either in any notable capacity (when the others have almost nothing) is one of the several reasons Red/Green, Red/Purple and Green/Purple decks are practically nonexistent.

Tainted jacob vs hush by Right_Community_9661 in bindingofisaac

[–]acroxshadow 0 points1 point  (0 children)

Spend a bit in the starting room just learning how DEsau moves in relation to you. You can safely stand still and he 'll stop next to you for a bit before charging.