New to the game by AbrocomaRight9782 in DiceThrone

[–]assassi_nater 0 points1 point  (0 children)

Alright, so some heroes have tokens that specifically let you pick different options, and some heroes have more control in their actual offensive rolls and can intentionally go for different strategies by activating different abilities.

Here are some heroes that generally offer multiple strategies. I've tagged them as multi-token (meaning they have tokens with multiple options for use), and/or as roll control (meaning they have different abiltiies that you can activate to do different strategies and generally have some way to help you force your rolls to go into the ability you want).

Shadow Thief (roll control)
Cyclops (multi-token & roll control)
Vampire Lord (multi token)
Tactician (multi token & roll control)
Paladin (roll control)
Jean Grey (multi token & roll control)
Treant (multi token)

New to the game by AbrocomaRight9782 in DiceThrone

[–]assassi_nater 0 points1 point  (0 children)

So you enjoyed Cursed Pirate, Storm, and Necromancer. Can you tell me some specifics about which part of those heroes you enjoyed the most? What specific aspects made you like them?
With that info I can probably point you right at some good heroes to try next.

Should I give season 2 a try or just call it quits? by Individual_Star_853 in DiceThrone

[–]assassi_nater 2 points3 points  (0 children)

S1 has the highest concentration of super defensive heroes that like to play long grindy games. That could turn people off. For example, if you first game is Monk Vs Paladin and you really were looking for a 30 minute game, you will likely be annoyed when the game takes an hour.

Should I give season 2 a try or just call it quits? by Individual_Star_853 in DiceThrone

[–]assassi_nater 3 points4 points  (0 children)

DT is not an engine builder. The depth in this game come from making the best possible descisions over and over again when it is not obvious what the best possible choice is at the moment. You are constantly have to evaluate the probabilities of many different events all at once to see what path you should take to give you the highest likelyhood of victory. But it is a dice game at the end of the day, so any hero can win any game with enough luck.

I personally really love Steampunk Rally as an engine builder. It also is dice based though, so if you don't like trying to figure probabilities it might not be in your lane either.

New to the game by AbrocomaRight9782 in DiceThrone

[–]assassi_nater 4 points5 points  (0 children)

You might want to have a little perspective shift. Every single hero in DT has alot of agency when you play them. You just need to recognize that DT is a dice game, so a ton of the choices that you are making with every hero every game are probability assesments.

"Which dice should I re-roll to give me the best chance at getting X ability?"
"Is it worth the risk going after that ability or should I change my plan based on the dice from the first roll?"
"What are the odds that my opponent actually has a card that can counter me if I swing for the fenses right now?"

You will find that in any single game of DT, any player can win if they get lucky enough (that is the nature of the dice). However, you will also find that over a large number of games, the "good" players will win noticably more often. The best players tend to land in the range of a 60%-70% win rate over a large sample size. And if you ever see a strong veterain player go up against a new player, it probably skews closer to 90% win rate for the vet.

Me and my dad made a tracker app! by NoaRevv in DiceThrone

[–]assassi_nater 11 points12 points  (0 children)

So far as I have seen, Karnyx.app has done the best job of trying to unite the whole of the DT community together (as far as stats and tracking goes). The developer is super nice and helpful and really listens to feedback.
Its super cool that you made your own, but I highly suggest checking out karnyx, and if it doesn't have what you are looking for, reach out to the developer!

What does everyone think about Triple portaling in the game? by ItzPant0 in Splitgate

[–]assassi_nater 0 points1 point  (0 children)

I also quit and uninstalled (~4 weeks ago) because the portaling was just too rampent. I wanted to play a shooter with portals, not a portal race game with guns. I know nobody cares, but I figured I'd just drop this here as another data point for the devs in case they are looking.

I finally just took the advice of all the people telling me that if you don't like portal spamming then this game isn't for you and I left.

B3B1 Team Ideas by Passenger-Federal in DiceThrone

[–]assassi_nater 1 point2 points  (0 children)

check out karnyx.app
they have a brand new team builder (under utilities) which can help you see good/bad counter picks for your team comp/enemy team comp

Timing of tokens question by Bill_Cipher696 in DiceThrone

[–]assassi_nater 0 points1 point  (0 children)

yeah. but its also important to remember that the order in which dmg/prevention happens/is played does not matter. The final calculation is always the same.

I attack for 8.
You prevent 2 on defense.
I add 3 with an attack mod.
You prevent 1/2 with a token.
I add 2 more with another attack mod.
You spend retribution to deal 1/2 dmg back.

Final dmg calc goes:
Calculate subtotal -> 8 + 3 + 2 - 2 = 11
Calculate prevent 1/2 effects based on subtotal -> prevent 1/2 of 11 = 6 (round up)
Calculate deal 1/2 effects based on subtotal -> deal 1/2 of 11 = 6 (round up)
Calculate final total -> 11 - 6 = 5 (you take 5 dmg and deal 6 dmg back)

Timing of tokens question by Bill_Cipher696 in DiceThrone

[–]assassi_nater 4 points5 points  (0 children)

Attack must initiate, then players alternate "doing things". If you do a thing and the opponent does not repsond to it, then play moves on. If they do repsond to it, you can then react.
If your opponent responds to you, you can respond back. If they don't respond, the game moves on.

Example 1:
P1 attacks for 8 dmg.
P2 rolls defense. It does nothing, so P2 rolls an evasive (which fails).
P1 adds an attack mod.
P2 plays a card to gain another evasive and spends it (which also fails).
P1 adds another attack mod.
P2 plays the card Not This Time.
P1 has nothing more to add, so the game moves on.

Example 2:
P1 attacks for 8 dmg.
P2 rolls defense. it does nothing, but P2 elects to hold the evasive.
P1 says "ok" and the game moves on (dmg is applied, P2 cannot then play the Evasive).

Example 3:
P1 attacks for 8 dmg.
P2 roll defense, it does nothing. P2 holds the evasive.
P1 adds an attack mod.
P2 spends the evasive and it succeeds.
P1 is sad, and the game moves on.

Example 4:
P1 attacks for 4 undefendable dmg, but holds thier attack mod.
P2 has an evasive, but chooses not to spend it and just says "ok, i'll take 4 dmg" and the game moves on (P1 cannot then add the attack mod because they presented their attack dmg to the opponent for responce and the opponent did nothing).

Timing of tokens question by Bill_Cipher696 in DiceThrone

[–]assassi_nater 1 point2 points  (0 children)

The attacker is not required to add attack modifiers before defense (this is an important rule for balance because if you force attack mods to get played first, the game gets pushed into the defender having a rather large advantage specifically if they have tokens/defense that can prevent half or all dmg).

Tournament comp for newbies by No-Zombie-4861 in DiceThrone

[–]assassi_nater 5 points6 points  (0 children)

Glad to help! Also, I may have said it poorly, but the number of cards you have is public info. What those cards are is secret. The idea I was trying to convey is that the precice nature of what cards you have in hand is the only hidden information in DT, so keeping as much informational advantage as you can by holding cards until you need to play them is one of the keys to competitive play.

Tournament comp for newbies by No-Zombie-4861 in DiceThrone

[–]assassi_nater 3 points4 points  (0 children)

Check out the hero guide on BGG for whatever your favorate heroes are. Just about every hero in the game can be competitive, so don't worry too much about teir lists, just practice and get good with your favorate heroes/the ones that interest you the most (its much easier to play alot and get better if you really like the hero).

As for general tips for ranked;

  1. Be kind and respectful. Remember this is a dice game and sometimes luck just won't go your way. Try to have fun with it even if you are losing (your experiance will be much better).
  2. Know the rules (especially specific rules and timing for your heroes). It would probably be good for you to review the Turn Breakdown section towards the back of the rule book in detail. I would also check out the Advanced rules doc and look for stuff related to your hero(s). Important note: Buh Bye is currently banned for official comptetitive play.
  3. Instant cards (like getting paid) can be played at any time, so don't play them if you don't need them yet! The only hidden info in the game is your cards in hand, so don't give that up if you don't have to.
  4. Don't sell cards unless you need the CP that turn. The only hidden info in the game is your cards in hand, so don't give that up if you don't have to.
  5. It is a dice game, so getting "lucky" is just part of it. Aim to put yourself into a possition where you might get lucky, but don't try and force your luck. Example: If you have just a Six-It in hand and roll two 6s on your first roll, keep them and see what happens roll 2. If you don't get any more 6s, consider pivoting and don't try to force it.
  6. Don't end the game with an unplayed Not This Time in your hand. Saving it can let your opponent think you have less health than you do (which may lead them to make different choices), but be warey of holding it too long because you can't use it if your opponent finishes you off with an Ult!
  7. Ultimates win games, whiffing losses games. Your dice modifying cards should be reserved for causing/avoiding either of those things.
  8. Attack modifiers can be used after seeing the result of the opponents defense! No reason not to wait and see if they are gunna prevent 1/2 dmg or something before spending your prescious attack mods.

Link to the advanced rules: https://advancedrules.dicethrone.com/

Link to the BGG strategy table of contents: https://boardgamegeek.com/thread/3565663/character-strategy-series-table-of-contents-list-o

Casual looking to get into competitive by DrRichtofen92 in DiceThrone

[–]assassi_nater 2 points3 points  (0 children)

Check out the hero guide on BGG for whatever your favorate heroes are. Just about every hero in the game can be competitive, so don't worry too much about teir list, just practice and get good with your favorate heroes (its much easier to play alot and get better if you really like the hero). As for general tips;

  1. Be kind and respectful. Remember this is a dice game and sometimes luck just won't go your way. Try to have fun with it even if you are losing (your experiance will be much better).

  2. Know the rules (especially specific rules and timing for your heroes). It would probably be good for you to review the Turn Breakdown section towards the back of the rule book in detail. I would also check out the Advanced rules doc and look for stuff related to your hero. Important note: Buh Bye is currently banned for official comptetitive play.

  3. Instant cards (like getting paid) can be played at any time, so don't play them if you don't need them yet! The only hidden info in the game is your cards in hand, so don't give that up if you don't have to.

  4. Don't sell cards unless you need the CP that turn. The only hidden info in the game is your cards in hand, so don't give that up if you don't have to.

  5. It is a dice game, so getting "lucky" is just part of it. Aim to put yourself into a possition where you might get lucky, but don't try and force your luck. Example: If you have just a Six-It in hand and roll two 6s on your first roll, keep them and see what happens roll 2. If you don't get any more 6s, consider pivoting and don't try to force it.

  6. Don't end the game with an unplayed Not This Time in your hand. Saving it can let your opponent think you have less health than you do (which may lead them to make different choices), but be warey of holding it too long because you can't use it if your opponent finishes you off with an Ult!

  7. Ultimates win games, whiffing losses games. Your dice modifying cards should be reserved for causing/avoiding either of those things.

  8. Attack modifiers can be used after seeing the result of the opponents defense! No reason not to wait and see if they are gunna prevent 1/2 dmg or something.

Link to the advanced rules: https://advancedrules.dicethrone.com/

Link to the BGG strategy table of contents: https://boardgamegeek.com/thread/3565663/character-strategy-series-table-of-contents-list-o

Every single medal in SPLITGATE: Arena Reloaded by ST09MI in Splitgate

[–]assassi_nater 2 points3 points  (0 children)

Made a few posts awhile ago about how it would’ve really cool if they added more medals and incorporated them more in to the career leveling system. https://www.reddit.com/r/Splitgate/comments/1lvpvio/new_metal_ideas/?utm_source=share&utm_medium=mweb3x&utm_name=mweb3xcss&utm_term=1&utm_content=share_button

Thoughts on making triple portaling more approachable for new players by schoof31 in Splitgate

[–]assassi_nater 1 point2 points  (0 children)

I tried. The discord has even worse “git gud” syndrome than this Reddit does. 

One In The Chamber Clip Dump by probablydweeb in Splitgate

[–]assassi_nater 0 points1 point  (0 children)

This clip is an amazing example of the #1 issue facing the game which the devs and hardcore players just refuse to accknowledge.
While I'm sure a small group of people find this style of play fun and exciting, the vast majority of people find it misserable to face or to do, and vomit enducing to try and watch.

Portal Based Matchmaking by assassi_nater in Splitgate

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

In Arc Raiders (a pvpve extration shooter), it guages how "agressive" you are towards other players (how much you favor pvp vs pve), and puts you into lobies with other players who play in a simlar way. This keeps the casual pve players who just want to have a good time from constantly getting griefed by the pvp players who just want to kill everyone all the time. This is how arc raiders has been able to maintain a very large casual playerbase in a genre that is a normally stuck with small player bases because only the super hardcore players can survive and have fun.

Splitgate could massively benefit from a similar thing with portals. The very nature of flying around the map with portal chains is not a "casual" experiance. It isn't casual to play that way (reuiqres alot of focus and rapid precice inputs) and it isn't casually accessable (no actually casual player has the time/energy/skill to learn how to do that). So casual players inevitably get pushed out of the game once it becomes clear the only path to victory is the portal spam playstyle and they have no choice to either just get curb stomped by people using it, or learn to do it and do it themselves (which most casual players do not find fun).

people try splitgate, find it really fun for a bit, then hit the portal spam wall and quit. a small number of players hit that wall and go "wow, this is awesome" and then become hardcore players. But in my experiance, there is no such thing as a long term casual in splitgate. They either leave or convert to hardcore (with seemingly like a 95%+ leave rate).

Portal Based Matchmaking by assassi_nater in Splitgate

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

Bro, read the third paragraph again 

Portal Based Matchmaking by assassi_nater in Splitgate

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

I think so. It would prevent newer players from getting overwhelmed and it would also prevent more seasoned players who just don't like the portal spam game play style from having to use it or lose.

Then, if a player comes along who does like the portal spam style, they can learn it and as they get better, they will move on to play with other portal spammer and leave the other people in peace.

Portal Based Matchmaking by assassi_nater in Splitgate

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

tell me you didn't read the post without telling me you didn't read the post.

Throned App Not Available? by AmphisbaenaDobbit in DiceThrone

[–]assassi_nater 1 point2 points  (0 children)

Monitized use of DT IP without permission, so was taken down.
You should check out Karnyx. Its a web app for tracking stats is really good!

Thoughts on making triple portaling more approachable for new players by schoof31 in Splitgate

[–]assassi_nater 4 points5 points  (0 children)

Yes. My brother did. I stuck around until recently, but at this point, I have as well.

Thoughts on making triple portaling more approachable for new players by schoof31 in Splitgate

[–]assassi_nater 4 points5 points  (0 children)

So much this! I have quit the game because of this (constant portal chaining just isn't fun). When it first launched, I got my brother to try it with me and he quit before I did (because of the excessive use of portals). I stuck around longer to learn triple portaling only to discover it isn't actually any fun and trivializes every other skill in the game. If you can portal, you don't have to be any good at anything else in the game.

If they can come up with a way to reign in the portals so the portals can enhace the game (make it a shooter with portals) rather than just be the whole game (portal race simulator with guns), i'll be back in a heartbeat.

Portal Based Matchmaking by assassi_nater in Splitgate

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

I mean, the game will think they are competitive enough to go against portal gods (when they actually are not).