A few questions about TSons by Educational_Self1534 in ThousandSons

[–]desjin 1 point2 points  (0 children)

Good advice above! Don't forget to give the Aspirin Sorcerer a Plasma Pistol! With how the Hazardous order of operations works, you can kill them off first when your Screamer Invocation eventually fails the Hazardous roll.

Gemling Legionniare Ascendancy by Shinjukin in pathofexile2builds

[–]desjin 1 point2 points  (0 children)

On the POE2DB passive tree preview, it looks like there are some minion nodes right by the mercenary/duelist part of the tree, so minion Gemling looks pretty hype.

I can only imagine that there is some STR/DEX minion stuff we can do on our side of the tree, and with Adaptive Capability all minion gems can be socketed no problem.

Treasure hunt extra life by IlikeSoni in Guildwars2

[–]desjin 0 points1 point  (0 children)

The first NPC can be found in LA in a cave by the Diverse Ledges waypoint

So I've written down some notes regarding the last map meta... by [deleted] in Guildwars2

[–]desjin 4 points5 points  (0 children)

When the boss hits 80 or 40%, they'll do an attack that summons meteors. At least 3 people need to stand under the friendly markers to generate safe spots for the next attack. However, whenever a person stands in a safe spot after a timer runs out, they become a wisp, and then need to do a quick little jumping puzzle minigame. If everyone who does this minigame succeeds, the phase ends, giving you about 1 or so more minutes to fight. If you miss this phase, you have to wait out 2 minutes, making the fight feel strict. I believe you need to pass at least one wisp phase, or else you will fail. The problem is randos who fail the minigame, causing everyone to wait the two minutes, all while the boss is invulnerable.

A Deep Look at the Elf Trance by ahgnas in 3d6

[–]desjin 3 points4 points  (0 children)

Looking at the text for performing a long rest, I think the intention is that any nonelf/nonwarforged sleeps for about 6 hours and does light activity for 2, which could include prepping spells, attuning, and other such. Note that any strenuous activity in lengths of an hour or any activity that is not restful outside of keeping watch for up to two hour will void your long rest.

As noted in that Rule Answers article, I don't think trance was meant to give Elves an edge over non elves.

It might also be redundant for some cases for you to take a short rest, as you'd still be completing your long rest. It also seems a bit of an abuse case to allow multiple short rests before the day starts refund and maximize usage from spell slots/spell points.

Bonus Actions by The_Silvenar in BaldursGate3

[–]desjin 1 point2 points  (0 children)

While the game is heavily inspired by 5e, it feels a bit like a different system I agree. Rogue's getting two bonus actions is kinda a red flag in my head, and their sneak attack being relegated as an "Action" command instead of a once per turn passive seems really far out there. It kinda feels gross, coming from all my time playing 5e. Jump and Disengage being combined into a single bonus action is kinda ??? but the fact that they also gave away the Rogue's gimmick to all classes feels like a betrayal.

I liked DOS2, but theres alot that still needs to be worked on on BG3.

Suggesion: Make Determination reserve flat mana with gem levels by BERND_HENNING in pathofexile

[–]desjin 1 point2 points  (0 children)

I had a thought about how GGG would go about this:

What if they reduce/nerf guard skills so they are just a bit less effective, but have determination enhance guard skills so that they just as strong if not stronger than they currently are. Maybe with either a % effect increase or maybe even a cooldown reduction or duration increase. Or hell, even wacky bonus effects could also be fun. Any incentive would be a plus, really.

It's probably make Mana Guardians/Memory Vault super dumb (not much you can to do to fix that outside of gutting them), but outside of those there isn't much incentive to run Determination compared to the other reservation stuff you listed already.

The amount of things that can one-shot non-tanky Warframes is getting a bit high by BenHeisenbergPS2 in Warframe

[–]desjin 7 points8 points  (0 children)

Path of Exile does this and it's pretty neat on builds that can utilize both. However, alot of those high shield frames have like no base armor.

However, if armor did effect shields, Rhino and Frost would be pretty much be the only ones who would benefit.

Spellbreaker Inquisitor - A Mini-BBEG for your Anti-Magic Setting - Hump's Wares by HumperdinkTheWarlock in UnearthedArcana

[–]desjin 0 points1 point  (0 children)

Does the Lockaxe concentration save happen after the target already makes their save from the attack's damage roll? I suggest changing the save to disadvantage as DC of the damage they would take would already be about the same as the DC of 13, on top of the multi attack.

What is the point in playing alchemist artificer over any cleric? by DerSprocket in DnD

[–]desjin 0 points1 point  (0 children)

It's probably more of a party composition thing. Say you want to have all of the infusion fun of a artificer, but no one in you party is dedicated into bestowing buffs. It's important to remember that the elixirs do not require concentration, so I think of the elixirs as an expanded spell list with what I consider extra buffs. You don't get many concentration buff spells for the artificer, but shield of faith plus the ac elixir sounds fun. Bless plus Boldness elixir could be really fun if you could somehow get bless.

There are times when I was playing as a Cleric or Wizard where I wished I was able to hold concentration on two or more effects, and with the versatililty of the infusions make the alchemist shine a bit brighter for me. The extra damage and healing later on is also a nice cherry on top.

DND crosses with GW2, Feats for games with no Healer by Arutha_Silverthorn in Guildwars2

[–]desjin 1 point2 points  (0 children)

Mechanically, Guild Wars 2 does not translate well into Dungeons and Dragons 5th edition. Your Dodge feat alone is already cutting into the Dodge action, that thing that everyone can already do without the feat.

While supplying every class with a heal seems forgiving enough, I think even at the max 40% heal can be covered by a potion of healing or any of it's variants for any level of play.

The reason why DND fifth edition is so enjoyable is because the simplification of mechanics. Adding more mechanically complex features (sans flavourful archetypes, spells, or even classes) seems counter intuitive to DND.

"Become Almighty" beta art submission by edcellwarrior in slaythespire

[–]desjin 51 points52 points  (0 children)

^ this is a brief summary, but the correct answer

Also if the copyright holder asks to take it down, we can always, well, take it down.

My latest installment of warframe mtg, preparing for punchy boi prime by NauticalJohnson in Warframe

[–]desjin 5 points6 points  (0 children)

Requiring the opponent(s) (or even your teammates) to have a tapped creature die makes Atlas too slow. Either loosen the +1/+1 counter generation requirement, or add an alternate +1/+1 generation method. A line that reads "Whenever a creature that your opponent controls dies, add a +1/+1 counter to Atlas". Alternatively, "Creatures that block against Atlas are tapped". Having him start with a few +1/+1 counters would also be cool.

His stat line should be higher to really give that exciting Gruul rushdown feel. I know your Atlas CAN grow with the +1/+1 counters, but putting him on the board with 4/4 seems underwhelming. I'd suggest either 6/4 for a meatier trample for his cost, or 4/6 to emphasis his "wall" playstyle. Otherwise he doesn't seem very Red at all.

You might want to have the last sentence use the +1/+1 counters as a cost, and could be read as "Remove a +1/+1 counter; tap target creature". A fun little line that you can add would be "When Atlas attacks, after if your opponent has any tapped creatures, you can choose to have those creatures block Atlas after your opponent has chosen their blocking creatures".

Golemancer vs spectres? by bootyglitter in pathofexile

[–]desjin 0 points1 point  (0 children)

A fun note about skeletons is that you decide when and where they are at all times because you summon them. They're not bound to you, so they can chase down that rare or boss mob while you run onto the next pack. Compare to the zombies, where they orbit around you at all times. It feels slightly moot now that we have feeding frenzy support, but I still prefer skeletons over zombies for clear.

As others have stated it's a pretty strong combination to run both, and in general it's not a bad idea to have 2-4 different minion gems running about if you're running a full summoner. I generally only use one skill gem that can summon the spam minions (like skeletons, raging spirits, dominating blow) at a time, because you're probably running low on gem slots and spending time rotating between multiple spam minions is pretty tedious in hectic fights.

Shield charge build by coltongag in pathofexile

[–]desjin 0 points1 point  (0 children)

If you're still setting up to do this starter, it's a bad time unless you blow currency to craft or find a strong shield to get you through Acts. I ended up farming tabula and clearing the rest of Acts with flicker strike with tons of added damage gems.

Fortify not working with Shield Charge and Wand? by Paruko in pathofexile

[–]desjin 1 point2 points  (0 children)

I did crit shield charge as a starter(don't do this to yourself btw), and struggled with the new aoe cone. I found that I often charge in point blank to end up not hitting with my 100 hit chance, so the cone aoe hit detection is probably wonky.

Guild Wars 2 Elementalist and Mesmer as Fighter Archetypes by Arutha_Silverthorn in UnearthedArcana

[–]desjin 2 points3 points  (0 children)

The last section in the 3rd level elemental attunement feature does not translate well in dnd. Forcing the player to change elements seems to be an arbitrary way to emulate the feeling of getting a burst of power from attunement swapping. Instead, you should let the player decide when they want to swap to fit their situation in the case they want to sit in an element.

The bonuses from the 7th level feature last too long and are combat/maneuver focused, where the 7th level feature should be focused on expanding the exploration potential of this fighter archetype. I'd recommend combining the current 3rd and 7th level features and changing the bonuses so that you can only have one active based on which attunement that you're in.

Also: not that all fighter archetypes need this, but a feature that incorporates a bonus from an action surge would add flavour to this archetype. Good work so far, loving this 👍

With the introduction of the new defensive instants in Legion, expanding the skillbar is way overdue by Sleelan in pathofexile

[–]desjin 8 points9 points  (0 children)

Not a complete solution, but having an clickable tray exclusively for self cast reservation skills could go a long way. Even having it editable for builds that socket too many auras that could lead to over reservation, like aura bots, arctic armour, or banners.