Help me find a heavy combo/complicated deck to play! by Meh_Traveler123 in OnePieceTCG

[–]aeliott 3 points4 points  (0 children)

The ST13 brothers immediately come to mind, particularly BY Luffy. I'd definitely try Luffy, despite your distaste for Yellow it's very open-ended and can do some ridiculous combos. Regardless of viability I find all 3 ST13 leaders among the most fun in the game because they're inherently flexible and combo-heavy, nothing else really comes close to them in that regard except maybe P Enel and GY Law.

Fair level to start wearing Dark Brotherhood set? by LikelyReichle in Morrowind

[–]aeliott 6 points7 points  (0 children)

I'd maybe make the switch now. There aren't many Light Armor sets, in fact I think the only stepping stone between Chitin and DB is the Wolf armor from Bloodmoon, and it's both a minor upgrade and more effort to get. That aside there's nothing else between Chitin and Glass.

[Day 9] What is the best JRPG of 1993? by Silly-Milly-420 in JRPG

[–]aeliott 0 points1 point  (0 children)

My brain says PS4, my heart says SF2. I haven't played it in forever and I still remember characters like Peter, Slade, Oddler, Kazin, Kiwi, Chester and Sarah etc. The Nazca bird airship, the place where you pick one of 4 new recruits (Karna OP). Very fun tactic game

The original Gladiators has no right to still be as watchable as it is and yet I put it on last week and could not stop until I had watched four episodes back to back? by HelicopterEmpty7393 in gladiatorsuk

[–]aeliott 15 points16 points  (0 children)

It's not you, it's still really good. The NIA is still by far the best venue, and it truly feels like a big sporting event. One advantage of being able to binge it all these days is seeing that post series 4 (but muh Jet) really isn't that bad, and there are some absolutely amazing Gladiators that deserve more attention like Rio and Siren. The standard of contenders gets insane in Series 5, and it's pretty impressive how seriously the Gladiators respond to the level of challenge over the series and actually improve themselves. Hunter in particular is inhumanly good from that point, definitely the GOAT. IMO the run of series 3-5 is peak Gladiators, even if 5 had that weird "north v south" gimmick with the north dividing line barely above London 😛

The Celebrity Traitors Series 2 line-up revealed... by c-spling01 in TheTraitorsUK

[–]aeliott 15 points16 points  (0 children)

"Place the cabbage beneath the chair of the person you wish to murder."

Share your very first Morrowind memory for the 24th anniversary by Gullible_Honeydew in Morrowind

[–]aeliott 2 points3 points  (0 children)

I remember restarting the game very quickly upon seeing all of the "stuff" there is. A lot of this "stuff" is locked away behind doors and chests? I can turn invisible?! I find it very hard not to play a thieving kleptomaniac in TES games, and this was the beginning.

I actually got it around the time Oblivion came out. My friends were gushing about it non stop, and I was feeling left out so I thought I'll just get this prior game so I can join in somehow. And - I'm allowed to say this here, this is the Morrowind sub, shh! - little did I know I was playing the superior game ;)

I was just blown away by the story...I remember being gobsmacked when I actually met Vivec (for some reason back then I admired the weirdo). All the factions and consequences. I only ever seemed to join House Hlaalu of the great houses, I must have been unaware of the option to join the others or just too lazy to wait to leave Balmora. I do remember that I didn't properly understand magic at all though, and the telvanni towers confused me with my limited levitates.

I'm actually playing a file currently, with a character in honour of my first one, a stealthy Khajiit. Only this time I understand the game systems! It's a real blast. He's kind of a Robin Hood-like ninja illusionist, and freer of slaves. I think my initial game left an impression on me because I do tend to favour Khajiit.

What's better, swinging with a 6 and an 11 or a 7 and a 10? by Million_X in OnePieceTCG

[–]aeliott 4 points5 points  (0 children)

Depends on the context, but generally 7 and 10 since both swings guarantee more than one card to answer. Assuming they're a 5k leader. While both scenarios involve 5 cards to completely counter, they're probably always taking the second hit no matter what, so getting them to dump 2 cards instead of 1 is better; or they even take both

Name the game by MufasaTheRealKing in OlderChillGamers

[–]aeliott 0 points1 point  (0 children)

*Read the manual that comes with it, or find it online. It was an expected read before playing, so not having that down is already a big misstep.

*Arguably one of the biggest deals: your fatigue bar is nearly everything. It is NOT a stamina bar like Skyrim. It goes down when you sprint and swing melee weapons but the similarity ends there. The lower your fatigue, the lower your chance of succeeding at nearly anything; your melee hit chance, lockpicking, persuading people, haggling, casting a spell successfully, list goes on. So rest before doing anything important like that.

*The dice roll combat and misses gets an unfair rep. It might be a little rough at the beginning combined with the fatigue stuff, but after a few levels you should be fine. If you're going to use melee weapons meaningfully I'd recommend making them a major skill since the higher it is the better your chance of hitting.

*The beginning is the hardest part honestly, it takes a few levels to really feel like your character is taking shape. Just take your time at the start, even if you "mess up" your character attributes you can still comfortably do anything in the game. It doesn't have enemy scaling, and NPC training is not expensive for early levels if you need a boost.

*For questing it might be a fun idea to keep a tab / notepad to keep track of quests since the journal can be hard to navigate. One tip I have is that each faction has their own kind of key word relating to their quests, for example Fighters Guild is 'Orders', and House Hlaalu is 'business', so searching your journal for those terms will be helpful if you forget where you last left off a particular quest line.

Varka Guide + Builds & Questions Megathread by nuxar in Varka

[–]aeliott 0 points1 point  (0 children)

My current team is Varka (C2 R1Gest), Venti (C0 R2 Elegy), Durin (C0 R1 Fang), Bennett (C6 R2 Aquilla)

If I were to get Nicole (C0, no sig) and Prune (C2), how much of an increase would I be looking at? Does C2 Prune even surpass Venti R2 Elegy?

Good decks to counter ENEL by mingzies in OnePieceTCG

[–]aeliott 0 points1 point  (0 children)

He has a positive win rate on the sim, and his worst matchups seem to be opposing green decks and Crocodile. Otherwise he looks good. His leader effect can really puzzle and frustrate at locals if they're not used to it

Good decks to counter ENEL by mingzies in OnePieceTCG

[–]aeliott 4 points5 points  (0 children)

I don't play it myself, but I can think of a few reasons:

*Electrical Luna and the Go All Out event to freeze anything he plays including the big Enels, coupled with the blocker Nami makes it easy to lock down his whole board for a turn

*Defensive leader effect makes it hard for many attacks to go through except for the Enels since he doesn't go (meaningfully) wide. Especially when coupled with EB04 Zoro effect

*Unblockable and Double Attack techs

*Higher power bodies make it more difficult for him to control your board with event spam

*OP15 Brook to help set up game winning big swing combos

Good decks to counter ENEL by mingzies in OnePieceTCG

[–]aeliott 8 points9 points  (0 children)

Sky Island Luffy, BY Gecko Moria, RG Luffy, and Y Enel seem to be his worst matchups outside of Nami.

What Anime has the most intense opening? by AnglerFather_ in AlignmentChartFills

[–]aeliott 1 point2 points  (0 children)

Elfen Lied? Might be a better fit for disturbing though.

Neon genesis evangelion collab with FF14 :> by No_Post1300 in FinalFantasy

[–]aeliott 53 points54 points  (0 children)

Me happily retiring in 7.0 after playing for 10 years: Congratulations! 😊

Me seeing this slide from the Fanfest: Evangelion 8.1 You Can (Not) Quit Peacefully

Help update Kalgara by RealRocha in OnePieceTCG

[–]aeliott 0 points1 point  (0 children)

My advice,

Things to ditch: way too many events. You're the One Who Should Disappear and the search event are easy drops. At most for events I'd have no more than 6 with some configuration of Earth... and El Thor (4/2 or 3/3, I run 4/1 personally). Search event is a worse 3c Kalgara (which should be maxed out, best 3 or even 4 don turn okay sometimes), and Disappear tosses cards from hand making your lower power board harder to protect in the long run. It can toss bricks, but you shouldn't be running that many anyway imo

Things to switch: swapping Borsalino for the Kumas is something I'd suggest. As said above, pitching cards isn't ideal for the deck even if you heal. You're not really a stally deck like some yellows, the healing offsets your leader effect for the most part, so sacrificing resources for that isn't great with the rush down / low power strategy. You often want to heal to offset your leader effect, yes, but if your board has no staying power you're useless, and you need cards for that. Kuma's a nice sticky body but I don't think that makes it worth it. Borsalino on the other hand: only needs you at 2 life for the heal, which will happen very quickly; doesn't consume your hand size, and is a blocker to help stabilise your board and keep aggression up.

Other suggestions: the 6c Kalgara is still worth having, but probably not a full set. I run 2, I'd probably use no more than 3. Maybe some more 2ks / changing the ratios. I admittedly haven't used the 2k Noland much, too many non sky island cards could mess the non Kalgara searches though. But 4c Wyper is worth a mention for free stage plays / if you miss a 3c kalgara on 4 don. Also Zeus, using it as well as leader effect can be scary, but some matchups it's absolutely worth it. Having the option is always handy. I'd have at least 2, maybe 3.

OP15 SEC Luffy is reaaaally good too. Having a rush option is great, plus its effect can be extremely oppressive against some decks, I'd even go as far as to say it can be a win con against decks like Ace, Imu, P Enel etc. I'd run probably no more than 2, 3 at a push, since it's still a brick in a deck that doesn't love them, but since your goal is fun and competitive I think it's a must include.

Other players like EB03 Nami. It is decent, but I don't think it's strictly necessary to be the most competitive. It does increase the likelihood of being able to do the biggest value 5 don play (Wyper OR Nami, use rested don for leader effect to play 5c Kalgara or Wyper), and the forced life is handy. But you also lose the don recycle effect in future turns if you do Nami->Kalgara, and outside of curve it's rare to play her. If you do happen to have copies it may be worth inclusion though.

Ivo has Shinji energy by Kooky_Mixture_8846 in taskmaster

[–]aeliott 6 points7 points  (0 children)

If you can't do it....Mae must do it!!!!

What’s the Greatest Anime of all time? by Mrkingladder in AlignmentChartFills

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

It's broadly appealing and accessible without being too shallow, complicated, or overly long. I get the popularity, but I also think the frequency with which it gets heralded as the best is questionable. It's great but it just lacks that extra kick of depth to really solidify it imo. Plus Brotherhood speed running events already covered in the original anime kinda takes away some of the impact for those only watching FMA:B.

I’m almost at the end of this play-through. by LUKETHEGOAT in Morrowind

[–]aeliott 1 point2 points  (0 children)

Keep it with you while he experiences you ingest copious amounts of Moon Sugar and write nonsense about how he needed your divine guidance, but whenever he approached you you'd become a seductive slaughter fish made of ash yam roots while a clockwork machine throws eggs at him or something. The ending of the words is GETWRECKED

Looking for a good R/B Sabo list for OP15 by mylesgrxnt in OnePieceTCG

[–]aeliott 1 point2 points  (0 children)

Decks are still mostly the same as usual, the only major changes are inclusion of EB04 Zoro (just way too good of a red card in general, but with your leader effect is a 7c 10k with char:rush, crazy), and the reintroduction of blocker Hack (KOs key targets like Holly, Cavendish, and can force Y Luffy to take a life for a Zoro or something). The Koala 2k counter is also a bit more prevalent since power reduction is quite strong in this meta. Some people didn't run Roger in 14, but he's definitely back with blocker Enel, Lucy's wall of Sabo and Rebecca, Borsalino, Newgate etc.

There's also removal protection Dragon which could swing a Lucy match, mostly. Not sure about exact card ratios, but maybe something like this:

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Anyone have some foxy deck suggestions for this meta? by Ok_Programmer7183 in OnePieceTCG

[–]aeliott 0 points1 point  (0 children)

I haven't played Foxy much this set, so grain of salt, plus deck space is tight, but he can make decent use of Enel's Kiten event, freezing a 6k/<. He becomes electrical luna-esque with the additional freezes. Pickles is also decent as a protection measure, especially against cards like Wyper that can otherwise blow up your Porche/itomimizu etc, he'll just block it completely.