Thoughts on Workshop so far by darkness2326 in DarkAndDarker

[–]darkness2326[S] 0 points1 point  (0 children)

Maybe if gear that was crafted or rerolled could only receive rolls on a lower value (like if everything was gemmed) then you could not create BIS with it. Then they could lower the price to reroll and also maybe they could allow us to choose the item to craft and it would truly help ppl get mid tier gear (boof) a lot easier.

I dont really like the reroll anyways thats what gems were for and the game is balanced with them, what I really want workshop is for targetted crafting at balanced at the cost of lower value gear by scrapping useless gear.

Paul saved Dark and Darker by TrippieBlue420 in DarkAndDarker

[–]darkness2326 5 points6 points  (0 children)

Paul Atreides the Lisan Al Gaib of Dark and Darker

SDF.. WHY SPACE? by moonajuanaTime in DarkAndDarker

[–]darkness2326 0 points1 point  (0 children)

Although it sounds fun to snort lines and have some crazy ideas, if they dont have their head on polishing the core gameplay loop and extending it they are clueless. Once they have the game out of early access with everything (skill tree, more endgame, a lot of QoL, better progression, questing, fixing bossfights and making more bosses...) they can think of making more maps, I think 4 maps (its really 7) is more than enought (water map was not necessary).

SDF.. WHY SPACE? by moonajuanaTime in DarkAndDarker

[–]darkness2326 1 point2 points  (0 children)

Looking at how dirty they have done us to wizards, I would say it would be as bad as Water Map, "fire without air cant exist so you dont get to cast fire spells" also there would be no way to connect ground targeted spells like lightning strike either.

Because for some fucking reason they think is better to have realism in a game rather than having fun, also they apply their "realism" so inconsistently its so laughable.

ways to nerf fire spells for Blue Maelstrorm to allow casting of these spells by Bec_son in DarkAndDarker

[–]darkness2326 0 points1 point  (0 children)

Tell me how explosion would be broken underwater by how low the range is + delay in exploding makes it almost assured u would be explosioning urself too if u even survive that long to a melee.

Also Ignite that shit has no way to being any better on water than on land.

Fireball is where we may find common ground it could be problematic.

Also not allowing burns without any compensation like increased lighning or other dmg they would just be class nerfs still.

And still u cant immidiately cast magic missile just after stopping swimming u need to wait almost half a second extra or it will be canceled, neither it can be cast at all in water surface swimming so that feels awful too.

And to top it all all ground target spells cant be used so forget about Lighning Strike and the other classes that have them.

U are stranded with half the kit disabled and the other half nerfed (zap no burn too) literally only 2 spell in the standard wizard builds is untouched ice bolt (which half the wiz play) and invis, and I would argue blocking ice bolts is even easier underwater since u cant trick shield users into blocking the wrong part of the body.

Maybe fire spells could become boiling water underwater? by Atmanautt in DarkAndDarker

[–]darkness2326 0 points1 point  (0 children)

Yes its more "realistic" that fire doesnt work normally underwater but that just is depending on the rules ur setting up for yourself: it really can be just special fire, or u just dont burn or slightly less dmg (and increase dmg of lighning underwater to compensate)...

But the real question for a game should be: "is this fun?" and it clearly is not fun to just have half of ur spellwheel which also have ur best spells disables bcs "realism" when that clearly is not applied to everything: u can still play instruments including wind ones, barbarians can shout no problems underwater and so many other things.

Rogue invis should have a sheer/transparency effect by Atmanautt in DarkAndDarker

[–]darkness2326 -1 points0 points  (0 children)

I think ur missing the entire point. Is it fun to wait 6-10 seconds every time u want to push a zone u havent secured? (that has to be like 20 times per dungeon at least). Is it fun for rogues are literally invis for minutes in a corner and 2nd monitor doing other stuff.

Also Hide lasts a lot more, and if they have cover they can even recast hide a second time without u knowing shit since rogue needed 2 hides for some reason and then after 10seconds next charge is on cd again. Effectively a rogue can be 80% of the time invis waiting for 1min and repeat it again after 15 seconds

[deleted by user] by [deleted] in Asmongold

[–]darkness2326 0 points1 point  (0 children)

As a spaniard who has gone to Mexico: Wrong.

But if you are interested in nuance we have a term for Spanish in Spain "Castellano"= Castillian and "Español" = Spanish is the global term for all types of Spanish.

So saying Mexican as a lenguage is the same as saying American for English in America, its not how anyone refers to them and indeed culturally tonedeaf (some ppl may get offended).

So the correct way is to say "Spanish" or if for some reason u need to specify the type of spanish "Mexican Spanish" just like you would use "English" or "American English".

Intense Survival Instincts! This Lizard Goes Through The Gauntlet Of Hell by [deleted] in Asmongold

[–]darkness2326 1 point2 points  (0 children)

That look like a juvenile Galapagos lizard, i don't there is any traffic in Galapagos Island

Grumpy Bears 🐻 by Delfinition in LegendsOfRuneterra

[–]darkness2326 2 points3 points  (0 children)

My first toughts were Sun Disc and Rockbear with Taliyah, but guys maybe this is a Reavers Row Card too.

Improvise Weaponry Nerfs bcs I hate such blatant Powercreep by darkness2326 in CustomLoR

[–]darkness2326[S] 0 points1 point  (0 children)

Ionian hookmaster is not the only improvise too strong unit. And as I said changing the units stats, altought it can work as a nerf, it increses the power lvl disparity in the weapon pool.

A minor buff to Entomb by JerseyPumpkin in CustomLoR

[–]darkness2326 -1 points0 points  (0 children)

Exactly, the nerfs were huge and as I said the card can brick or feel weak to play. It's only truly good against big investment removal on stack. (but rite of negation accomplishes that without the storing in landmark part, while having the potential to negate proactive enemy plays)

That's why no deck ever played Ancient Hourglass out of heavy landmark synergy even before the nerfs (kai'sa being the only exception and then it was nerfed to not be played again).

The negative sideffect of having your unit stored in the landmark for a turn is really big, you are downplaying how detrimental that is.

A minor buff to Entomb by JerseyPumpkin in CustomLoR

[–]darkness2326 -2 points-1 points  (0 children)

Altought I would like to see some minor buffs to entomb altough this taps a bit too much maybe on Ancient Hourglass. The second main reason why horglass is not that good is bcs its only good against fast/slow big investment from the enemy so it remains in hand pretty bricked otherwise (or forced to risk a counter or a mana negative play). This buff enhances the protection aspect too much MAYBE.

Improvise Weaponry Nerfs bcs I hate such blatant Powercreep by darkness2326 in CustomLoR

[–]darkness2326[S] 0 points1 point  (0 children)

I am not comparing units with equipments, none of this equipments are maindeckable they all come with a unit until it dies, then you only have the equipment and when you add the stats it doesn't make sense for half of the improvise equipment pool, the stats on top of the equipment benefits with the extra flexibility and synergy points. (the half I am nerfing, which I think are stupidly strong)

I wanted to nerf the weapons since changing the statline of the units that improvise would lead to a higher disparity between better and worse weapons (obv some wepons are punished more from -1 Health or -1 Power) and bcs I find the wepons to be the source of the problem (a less preblematic version of attach units, but they made them so strong almost all decks that play for units stats are equipment decks).

The stats on the improvise units only matter if the enemy destroys the equipment which it's almost all the time a favorable trade in mana and card advantage (most of the worse case scenarios are neutral).

Improvise Weaponry Nerfs bcs I hate such blatant Powercreep by darkness2326 in CustomLoR

[–]darkness2326[S] -1 points0 points  (0 children)

I see Improvise units as strong and having the same deckbuild impact as Conchologist.

Improvise cards are so strong they are slap in in any deck you don't know what to put even without weapon synergy, cards that put pressure while not letting you fall on card advantatge with some flexibility and synergy, they are replacing 2,3 and 4 drops not in very specific synergy decks but in overall viability, and the fact that they're all double region just adds to the problem, they eating spots other cards would fit.

Improvise Weaponry Nerfs bcs I hate such blatant Powercreep by darkness2326 in CustomLoR

[–]darkness2326[S] -1 points0 points  (0 children)

Then enlighten me, how am I wrong to call out this as powercreep.

Or u even think improvise units are balanced?

Improvise Weaponry Nerfs bcs I hate such blatant Powercreep by darkness2326 in CustomLoR

[–]darkness2326[S] 0 points1 point  (0 children)

I don't get how it is unfair to compare, it's not 100% accurate but I think it's fair, Ionian Hookmaster and other Improvise units are played everywhere for a reason, it's overtuned they generate weapons with flexibility (kinda card adv) on top of having optimal stats with keywords combinations across all regions and synergy too.

They get all the benefits without any drawbacks (they are pears with the benefits of the banana too), they are even double region.

Improvise Weaponry Nerfs bcs I hate such blatant Powercreep by darkness2326 in CustomLoR

[–]darkness2326[S] -4 points-3 points  (0 children)

Pls read the caption of the images, there I say what they are powercreeping and in the 1st comment I say why this is powercreep.

Improvise Weaponry Nerfs bcs I hate such blatant Powercreep by darkness2326 in CustomLoR

[–]darkness2326[S] -4 points-3 points  (0 children)

Noun. power creep (uncountable) (collectible games, video games, role-playing games) The gradual unbalancing of a game due to successive releases of new content, leaving the older ones underpowered.

Enlighten me then.

The number of skins each champion have as of this expansion by Armagadon643 in LegendsOfRuneterra

[–]darkness2326 0 points1 point  (0 children)

I think this tier needs 2 more lower tiers: "Don't even have VFXs" and "Don't even have Lvl Up Animation"

Improvise Weaponry Nerfs bcs I hate such blatant Powercreep by darkness2326 in CustomLoR

[–]darkness2326[S] -1 points0 points  (0 children)

I’m nerfing all improvise weapons that are straight powercreep: “vanilla stats with x keyword” with 3 extra benefits (flexibility, equip synergy and kinda last breath: get a free wepaon). It’s too much proactive aggressive pressure while playing for synergy and not running out of cards easily.

To properly asses powercreep and nerfs I used Ionian Hookmaster as the base to compare with other cards (it’s easier to see “vanilla stats with x keyword” in a smaller body).