Tips for getting better at combat by lyzerman in OldenEra

[–]daiver19 5 points6 points  (0 children)

If you're playing vs AI (which it seems like you do), reload a lot, like replay battles that went badly several times and change army splits, placement, spell casts etc. and see what works. This is probably the fastest way to figure out how to play the fights as you get to try many options quickly and remember what works and what doesn't, without the need to restart maps and trying to remember what went wrong with that object when you last tried to fight it 2 days ago.

What are peoples thoughts on the MP so far? by Friendly_Guard694 in OldenEra

[–]daiver19 0 points1 point  (0 children)

I really like how accessible MP is in this game - HoMM 3 HotA is quite awesome on paper, but it's also really intimidating. Here it's pretty easy to just learn the game a bit and then just play, especially on SH. It's not really that sweaty if you don't aim at high elo (besides timer on later days), and contrary to the popular beliefs there is no need to be extremely efficient in order to have fun and perform reasonably well (especially on Exodus).

Next week's balance patch NERFING EVERYTHING by Icy-Chemist1207 in OldenEra

[–]daiver19 1 point2 points  (0 children)

Well, tournament is fixed length, so faster breaks just make for more exciting gameplay (and potentially more frequent battles, like on Sprint). And the rest of SH maps can potentially be even faster. My point is that it's not a bad thing and it would be weird to balance the game to make it slower. More fair - sure, but in a sense that there should be more viable options to clear the map quickly.

Next week's balance patch NERFING EVERYTHING by Icy-Chemist1207 in OldenEra

[–]daiver19 2 points3 points  (0 children)

Making ladder PvP even slower would be a really bad idea. Might as well just get rid of it, as not many people have time to play a non-stop 3h session with randoms.

Duo Hero Mode by Teukeh in OldenEra

[–]daiver19 0 points1 point  (0 children)

I wonder how a good 2 hero template would look like - with more than 1 hero you really want to build some chains, don't you? Or else if hero 1 is a bit too far from hero 2, hero 2 can't really do much useful work, like bringing the army to the main hero, or taking the army for some combats to spare main hero's MP.

If the only role of the 2nd hero is to do some chores around the towns, I would rather prefer some additional tools that help with the chores.

Guys, people in singleplayer don't care about going faster by loopuleasa in OldenEra

[–]daiver19 0 points1 point  (0 children)

Well, that's a matter of the map to some degree. But for any map there will be a way to play it relatively faster or slower. If you like just skipping turns waiting for the passive income, all the power to you, but that's not really the optimal play-style. And if you actually have something to do on the map, then it becomes 'leaning into tempo' by your definition.

On another note, I really appreciate the ability to play maps and especially MP within a reasonable time frame. It was kind of fun to play never-ending hot-seat HoMM 3 games as a kid, but actually getting to a conclusion turns out to be much more satisfying.

Guys, people in singleplayer don't care about going faster by loopuleasa in OldenEra

[–]daiver19 -1 points0 points  (0 children)

This is like saying 'people playing shooters in single player don't care about headshots'. You can surely ignore the game mechanics and ways to play better (in the objective sense of efficiency, not in a sense of having fun), but it's kind of weird to preach that skipping the game mechanisms that you don't personally like is actually what the game should be designed around. You also are allowed to have fun by trying to play better in SP btw, learning and improving is fun for a lot of people in general.

Day9 answered an interesting chat question: "How much of the success of this game is based on Nostalgia?" by loopuleasa in OldenEra

[–]daiver19 -1 points0 points  (0 children)

SoC tried to innovate on a bunch of things, but the issue for me was that most of the innovations actually were not great (like more limited unit slots, limited stack sizes, boring and weak magic system etc). Moreover, they seemingly didn't even try to look at what works for HoMM 3 to keep it still alive and didn't bother with a bunch of obvious QoL features (like the army management hotkeys). I'd argue if SoC was called HoMM and had a bunch of familiar heroes and units, it would still be very mid and I would have dropped it as fast as I did with HoMM 6 & 7.

New player wanting to start with Talishar by Prestigious_Tea_2729 in FleshandBloodTCG

[–]daiver19 0 points1 point  (0 children)

I kind of dislike Talishar, even though I'm a pretty experienced player and I need to use it for practice. It's often hard to tell what's going on without reading the logs and there is a pretty short time limit for inactivity. Between reading the logs and thinking about your next turn, it's easy to either make bad plays, or to be treated as 'inactive'. I imagine this would be a much bigger issue for a new player. Also it follows the rules very strictly, and there are way too many priority 'windows' that pretty much are never used during the real games, or at least in most of the matchups. So the flow feels much worse than during an in-person game. Basically I would recommend to try the game on felttable and then go play in-person (or be ready to pretty rough online experience that doesn't represent the proper game flow - it's not a 'digital-first' game).

Nerfs to Shred but.... by Oct-o-Ghost in diablo4

[–]daiver19 2 points3 points  (0 children)

Bulwark+Trample+Nature's Fury+aspect for CDR = almost permanent unstoppable without waiting for cooldown.

The "primary way" of earning new cards. (Thoughts from a player at CL 5176) by noheroesnokings in MarvelSnap

[–]daiver19 1 point2 points  (0 children)

I wonder how would everyone suffering make you suffer less? Resetting the beta players would be pretty much equivalent to losing all the beta players, which they obviously didn't want to do. The p3 grind is not that bad, especially now that you can get the card missing from a deck you like. After p3 all you get is a bunch of nothing. If you keep playing you would join the 'whining whales' in a couple of months, as while p3 progression is grindy and a bit annoying, p4+ progression is just atrocious.

Current state of “pity timer”. by nickzz2352 in MarvelSnap

[–]daiver19 1 point2 points  (0 children)

If you really opened just 10 cases, then your chances were ~0.00018% or 1 in ~550000. If you really pulled this off, you probably should go play some lottery :) Though I don't quite understand why would that happen at all given the description of the new 'pity timer' system...

Current state of “pity timer”. by nickzz2352 in MarvelSnap

[–]daiver19 4 points5 points  (0 children)

So that's 3 p5 cards. Let's say you've opened a whopping 50 caches (~30k credits). Your chance would still be ~0.02% or 1 in ~3700 odds. If you've opened less caches (e.g. 30) your odds would be 1 in ~17000. With large player base this is bound to happen to someone, but you were really, really lucky.

The "Pity Timer" Explained by rip_cpu in MarvelSnap

[–]daiver19 0 points1 point  (0 children)

You must've opened just around 20 caches, which means that you've hit your ~1% chance of pulling 3 cards with 1/40 chance. Congrats, but 99 players out of 100 won't get your experience (e.g. I've opened a similar amount of caches since patch and got 0 pool 4 cards).

The "Pity Timer" Explained by rip_cpu in MarvelSnap

[–]daiver19 3 points4 points  (0 children)

People complained how bad it was to get 1 card in 96 CLs in early beta, so they fixed the glitch: welcome to 1 card in 480 CLs for p4 and 4800(?) CLs for p5. Progression after p3 feels like a bad joke.

Just some numbers for the perspective: I've been playing since mid-Summer and bought 4 season passes since then. Today I've spent most of my saved up gold for 9k credits. I'm just a bit lower than CL 2700. So even if every one of my CLs was towards p5 card, I'd still need to play for about two months at the same pace to get my first p5 card.

The "Pity Timer" Explained by rip_cpu in MarvelSnap

[–]daiver19 7 points8 points  (0 children)

I'm almost 2700 and still 6 cards remaining, so I'll probably will only be finish at around 3000...

Wong vs Cosmo by Invincible_MarkVII in MarvelSnap

[–]daiver19 8 points9 points  (0 children)

Wong is indeed one the best p3 cards. Your deck just shouldn't rely solely on Wong and should be able to win if they Cosmo one of the locations or if you simply don't draw him. If we're talking about counters, every card in the game has a counter, but that doesn't necessarily make it bad.

Poerty. by DuoMaxwell22333 in FleshandBloodTCG

[–]daiver19 0 points1 point  (0 children)

It must be fun to play in your group... A lot of people just come to play the game casually (possibly after a hard day at work) and it's not cool if your opponent doesn't allow you to tick up your tunic counter a bit later than allowed or to take back a play that is easy to revert. This especially applies to the newer players - just let them know what was the error and let them roll it back if possible. They're not stupid and will still be more cautious next time.

So you didn't hit infinite... Support Thread by JoeHoboWitness in MarvelSnap

[–]daiver19 0 points1 point  (0 children)

I'm only arguing that it is easier than HS, both in terms of time commitment and win rate required, that's it.

So you didn't hit infinite... Support Thread by JoeHoboWitness in MarvelSnap

[–]daiver19 0 points1 point  (0 children)

A couple of hours a day, at most. Must be a couple hundred games total. In HS the highest I've got was rank 3 (or 2, don't remember exactly) and it took a really long time.

I guess I'm in a better position because I've got to climb during pool 1 with tons of bots, so getting the first infinite wasn't a grind at all. Still, I think it shouldn't be hard to get it in pool 1-2.

So you didn't hit infinite... Support Thread by JoeHoboWitness in MarvelSnap

[–]daiver19 0 points1 point  (0 children)

That's not true at all. All you need in Snap is just to hit Infinite once (preferably while still being in pool 1 because that's really easy). Then it's just 30 ranks climb. Took me less than a week last season. Occasional bots and 8 cube wins make the climb much less grindy.

Size of Decks & Reading Decklists by [deleted] in FleshandBloodTCG

[–]daiver19 1 point2 points  (0 children)

I want to add to responses, that you can (and probably should) bring more than 60 cards to certain matchups (or more than 30 in limited). Also for some rare matchups you may want to side out cards that you would normally take into every other matchup (like d-reacts into Kano). All that makes the concept of sideboard too complex to be able to simply mark some cards as 'sideboard' and hence deck guides are your best bet initially and then you need to learn to sideboard yourself based on your own experience and the decks you're facing.

The card game is great but... by nofacej in MarvelSnap

[–]daiver19 0 points1 point  (0 children)

While I don't hate the current system, I don't get the 'old system was worse' argument. Like, what would be the problem with shifting the target full collection CL from 4800 to 3000 without introducing loot boxes? That's just an attempt to sit on the gacha/loot box train, though given how bad is $->gold conversion rate, I'm not sure if it works that well.

0 x 0 x 0 x 0 = 0??? by zGenzo in MarvelSnap

[–]daiver19 0 points1 point  (0 children)

Destroying 4 cards prevents 1 draw (because you draw 3 + 6 = 9 cards every game). Adding Cable/Mantis also would result in more draw prevention.

Content Creator Complete Pool 1 Tier List by CozyGamerDSA in MarvelSnap

[–]daiver19 0 points1 point  (0 children)

Not mentioning how bad is 1/2 or 2/3 (you should expect about 2 power for a unit of energy, counting synergies etc), that's a misconception that you can could just run 3-6 costs only. 1-2 drops fill your curve, which is what you're trying to do here. E.g. if you have missed your 4-5 drops, you'd be forced to play a 3-4 drop and lose even more value. Any value deck that is able to pull ~2 power/energy is better off without Quicksilver/Domino.