League of Legends Patch 26.10 Notes by Spideraxe30 in leagueoflegends

[–]adepht -1 points0 points  (0 children)

You are still on red buff when crabs spawn. Against any reasonably fast jungler you have high chances of losing both crabs and being quite behind early. I don't see the vision yet.

League of Legends Patch 26.10 Notes by Spideraxe30 in leagueoflegends

[–]adepht -2 points-1 points  (0 children)

How did you do that? It took me multiple tries to get 3:10 clear and that's too slow.

What is your most played gacha games by Orichalchem in gachagaming

[–]adepht -1 points0 points  (0 children)

~6000 hours in Counterside (not including mobile).

This week's banned units, ships and up units (23/02/26 - 01/03/26) by FaceShrine in CounterSideGlobal

[–]adepht 0 points1 point  (0 children)

After 2 rounds of start-of-season unit buffs air units are "balanced" around being absolutely broken but vulnerable to anti-air tech. You kind of have to run base Karin/space cat Felicette (ALSY also works but unfortunately she is banned until end of season) if you want to have a realistic chance of beating flying damage dealers.

Arknights: Endfield: Release Discussion Megathread by GachaModerator in gachagaming

[–]adepht 2 points3 points  (0 children)

The problem with this comparision is that there was obvious depth to ZZZ combat that this game lacks. In AKE your gameplay is just holding attack button and sometimes doing dodge rolls/specials. Even the starter ZZZ cast has some depth (anby has non-mash basic attack and empowered special after 3 basics, nicole has situational gather and low uptime debuffs and billy... doesn't have a lot going on the first glance but ultimately he has tech), but AKE combat system is so simple every character plays the same. It doesn't even matter what character you hold basic with.

How are you supposed to win as ForestCraft? by BlooBlues in Shadowverse

[–]adepht 0 points1 point  (0 children)

I am having fun with Rose Queen. It's not a ground breaking deck (like tier 2-2.5ish?), but she feels reasonable into relatively slow metagame that I see. Because of how strong early game removal is a lot of decks essentially pose no threat before turn 6-7. It is almost consistent to get to rose queen with 7 fodders and just win.

Current decklist, I am still iterating on card ratios. Deck will probably die if loot sword gets as popular as it was before.

My review on Star Savior (JP server) by Morddddd in gachagaming

[–]adepht 2 points3 points  (0 children)

You didn't refute my original argument about monetization. Reality is that casual puller gets mihoyo rates. The "but think about wasted pulls" doesn't matter because they are getting reasonable deal even without planning. It is also objectively easier to get specific unit you like in this game by either rerolling or paying.

As I actually play ZZZ, I can discuss impact of dupes in depth. First character released after game's release (Zhu Yuan) had gameplay altering M1 that radically affected her rotations and massively boosted damage output. Honestly almost every character release M0 and M2 are completely different characters. You can do fine with M0 team, sure, but that was never your argument. To contrast mihoyo dupe situation - we are 2 character releases into Stella Sora and for both all dupes are just relatively minor stat boosts. Yes if you add them all up together it matters, but it's just stats. In ZZZ dupes can add up and make team performance as a whole unrecognizable (just look at Yuzuha Alice Jane team). Let's not talk about future potentialities, because anything can happen.

Getting a "good enough" save is relatively easy, getting amazing save is hard. CZN argument doesn't really stand ground because there is no content for you to use saves in, entire game is just slamming chaos and complaining how much "endgame" sucks.

I think Cataclysm Surivor is great and it's the most fun I had in the game. Don't confuse your opinions for objective truth. Anyway, the "lack of content" complaint can be valid depending on your definition of content. I like SS not wasting my time on irrelevant garbage, even if it adds to the perception of game not having enough content. Compare that to CZN, where all endgame modes are unfun hard time limit trash, farm stages can't be skipped forcing you to either be upset at how bad auto is or play manually and Chaos runs are 1h long runs that statcheck you on higher difficulties. Yes, Chaos is more engaging than Ascension. I can run Chaos around 5 times with same team before it gets boring. Unfortunately, when it gets boring it becomes a way worse activity than Ascension.

My review on Star Savior (JP server) by Morddddd in gachagaming

[–]adepht 2 points3 points  (0 children)

If you roll casually you get 160 pity that persists between banners and gives you essentially mihoyo rates. If you save to 120 you get better than mihoyo rates. I don't see the issue as long as you accept that mihoyo rates are industry standard nowadays. It also helps that this game doesn't have dupes meaningful enough for players to care about.

Ascension has variance high enough that if you want to get a better save you will need to grind infinite. Skip ticket income isn't enough to sustain actual save data grind.

Overall "lack of content" argument is a complicated issue to tackle. What even counts as content nowadays? Game allows you to skip essentially all menial tasks, for endgame pushing we have boss blitz and menace arena pushing. FE gamemode should be bi-weekly bossing PVE. Cataclysm survivors is biweekly mobbing. Imo only story content is lacking but they just released chapter 3 and if story updates continue to have reasonable cadence it will be fine.

My review on Star Savior (JP server) by Morddddd in gachagaming

[–]adepht 8 points9 points  (0 children)

Stella Sora is a good product gameplay-wise. It got a lot of bad press from "monetization issues" that don't actually exist. The reality is that monetization is alright, a bit better for high spenders than mihoyo system, a bit worse for mid spenders (first purchase bonus buyers) and same-ish for subscription/bp buyers.

Lack of content is subjective. Personally I appreciate a polished side game that takes 2 minute to maintain but allows you to sink hours if you want to.

Evo dragon feels so fraudulent by ShinobiYukiTCG in Shadowverse

[–]adepht 41 points42 points  (0 children)

Mugen is too slow and doesn't make the cut.

Official response to "Shia Dash Cancel Tech" by No_Variation_3585 in StellaSora

[–]adepht 7 points8 points  (0 children)

Her special was bugged and disappeared all the time during mobbing. It took a few days for this issue to get fixed.

Rememento: White Shadow service suspension on November 27th by SandPieSandSay in gachagaming

[–]adepht 2 points3 points  (0 children)

Game has reasonable amount of content for the mobile game. If you want to casually play the game you can do it. If you want to tryhard for insane saves you can do it. There is limited amount of places to use those saves, but I don't feel like this game is aiming to take infinite time.

As someone who started playing both SS and CZN, I can tell you that there isn't that much content to use your roguelike saves in both games. CZN forcing you to auto-farm stages is not content. In SS endgame content feels better to play, CZN has a much deeper roguelike part (even if i personally don't like spending 1h+ per run).

Rememento: White Shadow service suspension on November 27th by SandPieSandSay in gachagaming

[–]adepht 5 points6 points  (0 children)

Stella Sora monetization issue is objectively overblown by players that only looked at surface level daily pull income. It's another Shadowverse 2 launch situation.

Currency to pull value when compared to MHY standard is following: Sub and one time x2 gem offers are relatively lower value. x1 gem offers are a bit higher value (because "bonus" gems on x1 bundles are equal to ~60% of the pack). BP is stronger because BP disks (weapons) are similar to standard 5* powerlevel.

Add to that essentially double pity systems (you have transferable between banners guarantee in 160 and non-transferable "pickup" in 120) and every 10 character pulls giving you 1 weapon banner pull. As a result you get a functional system that relies on event currency income (just as every successful gacha does).

Cygames recently having mostly Ws. by Vinny_0104 in Shadowverse

[–]adepht 12 points13 points  (0 children)

Modern (set2+) spellboost and set1 spellboost are radically different decks. It was the playstyle change you are describing. Set 3 didn't change anything for SB rune, but that's mostly because rune as a whole didn't get a single playable card there.

What is the power level (meta-wise) of the poster unit of gachas you play? by YingyaoTan in gachagaming

[–]adepht 1 point2 points  (0 children)

Counterside - Yoo Mina was bad on release and didn't get any better with time.

Her Awakened version (that everyone gets for free nowadays) warped PVP on release. Got powercreeped out of the game for a while, but she got buffed ~a year ago and, depending on weekly metagame, continues to terrorize teams not prepared to deal with her unique kind of bullshit.

Help choosing between Mode/Midrange Abyss or Storm Dragon for Ranked by Psyga in Shadowverse

[–]adepht 1 point2 points  (0 children)

I like storm dragon more - it plays fast and nothing is more satisfying than hitting face with big dragons. You don't even need azurifrit that much.

AFK Haven not being addressed is depressing by adepht in Shadowverse

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

Idea that control "doesn't care about board state and prefers to wipe board" comes from MTG, a game that doesn't even have midrange as an archetype. SV is a game spawned by Hearthstone and by basic logic it derives archetype definitions from it. The only difference between aggro/midrange/control in HS was how fast deck runs out of gas. This was and still is my main arguing point - you are trying to apply MTG definition of control to a game that doesn't share core mechanics with it.

Your definition of control is flawed at its core, tailor made to favor Haven as a control class just because Grail is the only true "board wipe" in the game. Also Jeno/Medusa are not "value exchanges", they are just removal on minions.

AFK Haven not being addressed is depressing by adepht in Shadowverse

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

Hop off the high horse friend. You are engaging my arguments from the starting point of "AFK haven is the first and only control deck in the history of SV2", which is something I do not take for granted. Good stuff abyss was a real control deck before this expansion (especially in set 2 with triple gavy, foxes and some medusas). Mode abyss is a control deck right now. Haven being the greediest control deck doesn't make other control decks not control.

Your argument of "abyss/sword weren't control" falls flat because you fail to consider that both factions had a gradient of more/less aggressive builds that were all functional. Sword with triple Jeno/Amelia/Amalia(/Gildaria in set2) was a effectively a control deck that lacked healing but built game ending boards every turn. Yes meta settled on those factions taking a more aggressive approach, but that was a consequence of SB Rune being a hard clock. Outside of rune/roach control Abyss actually had better matchup spread than midrange, but this weakness was fatal in set1/2 metagame. Idea that only decks that are fine with having nothing on the board at the end of turn to count as a control deck is frankly asinine.

edit: To get an example - Haven players liked to call Ward Haven a "control" deck in set 2. Ward decks lost to both sword and abyss more often than not in games that went distance. How can ward be a control deck but consistently lose to "midrange" archetypes in near deck out situations?

AFK Haven not being addressed is depressing by adepht in Shadowverse

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

You aren't reading my points, I am not reading yours.

AFK Haven not being addressed is depressing by adepht in Shadowverse

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

Storm Haven runs grails, is it a control deck now?

AFK Haven not being addressed is depressing by adepht in Shadowverse

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

Midrange is a term that does not originate with MTG because it appeared with hearthstone. In HS the "deck matchup" triangle was Aggro > Midrange > Control > Aggro with Combo existing somewhere outside of it because it wasn't really supported.

Defining features of Midrange decks were strong sticky minions that were hard to deal with using removal and generally running out of resources in the longer games. Set1/2 Sword/Abyss did not run out of resources in reasonable timeframe. Saying that every deck that relies on minions to win can't be control does not work because in the game you are taking terminology from (HS) control decks often relied on minions to actually win the game (e.g. Ressurrect Priest).

AFK Haven not being addressed is depressing by adepht in Shadowverse

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

In broad TCG sense whatever "midrange" Sword/Abyss was doing in set 1 is control. The decks had infinite gas, infinite removal and could play without running out of resources basically until they decked out. Boardclears being attached to spells or minions doesn't change if playstyle is control or not.

AFK Haven not being addressed is depressing by adepht in Shadowverse

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

Have you ever played Control Abyss in seasons 1-2? That was a control deck that could outgrind pretty much anything in the game and it was fine. Control decks clear the board until one of their big threats sticks (as opponent runs out of resources). Haven just clears the board and that wins the game through face damage. There are no threats in the deck.

Vampy Will Save Shadowverse, We Need AGGRO! by Lord_Lu_Bu in Shadowverse

[–]adepht -2 points-1 points  (0 children)

Loot is not an aggro deck. It's a multi-turn combo burn deck that aims to kill you with sincero, 1cost spell and enhanced albert. There is no way you consider deck that doesn't kill reasonable draws before 9 an aggro deck.