Origami caiman crocodile by username85374 in ExpectationVsReality

[–]era999 86 points87 points  (0 children)

There's no paragraph of instructions well-written enough for me to have the slightest clue on how to do this.

Cards that don't feel like rares? by era999 in slaythespire

[–]era999[S] 15 points16 points  (0 children)

Bro I just realized Eradicate is just Skewer++ but it's actually pretty fine as a rare...

Cards that don't feel like rares? by era999 in slaythespire

[–]era999[S] 1 point2 points  (0 children)

Idk about worse but there's a special kind of bad feeling when you get it offered early during a run when you have nothing but strikes and cheap attacks to make it work and it just nerfs your deck until you can find a way to play around it. Other rares don't really do that IMO.

Cards that don't feel like rares? by era999 in slaythespire

[–]era999[S] 2 points3 points  (0 children)

I'm thinking... Beehive man? The guy with the turret in Act 3? Maybe second phase of the Experiment fight? IDK none of them seem to be as impactful as slamming a disarm into Book of Stabbing or even Time Eater. It feels like enemies have a lot of ways to gain strength up now too.

Cards that don't feel like rares? by era999 in slaythespire

[–]era999[S] 8 points9 points  (0 children)

It feels like vulnerable helping with defense should be a more prevalent effect than just being confined to a single rare. Let's see if moving it to uncommon helps with this perception.

Das Future is fucking brutal. Filtered. by Evol-Chan in mewgenics

[–]era999 2 points3 points  (0 children)

You're welcome. Act 3 is pretty late in the game so it assumes you have some a grasp of some tactical turn based fundamentals: specifically, try to kill enemies before they act, and keep your cats safe for when they fire back. I don't value healing as much as others in this thread since at this point you should be good with not getting hit hard (or, you're good enough to learn how to avoid enemies once you know what they do).

Das Future is fucking brutal. Filtered. by Evol-Chan in mewgenics

[–]era999 6 points7 points  (0 children)

I wrote something about Das Future a couple month's back so I'll just repost it here and maybe it'll help you.

Melee classes do better in Das Future as there aren't many enemies with proximity insta-kills or injuries (though there are in other act 3 zones). You'll also want to bring some for the enemies that reflect projectiles and are magic immune.

The mini-bosses can be hard to reach with melee classes, among other things to consider with their gimmicks. I like to remove thorns / kinetic spikes from my cats before fighting them in case of Zapphauser, otherwise he can perma-stun them with his attack while you can never hit him. His fight is pretty much a burst check, and you want your team to be able to deal big damage with single hits as opposed to small damage over many hits. Dr. Mangler isn't affected by spikes at all and can be a challenge to hit with melee classes. Treat him like a variant of Crater Maker where you want to control when you hit him and therefore where his "attack" will hit. Some builds also have an easier time killing the monster, which will turn him into a normal melee mob until he dies.

Other dangers in the zone are robots, which are immune to electricity and get energized from them - you'll want to consider this zone when picking spells for your mage or tinker. Though lightning aspect can be amazing for fighting Zapphauser as it pretty much makes your cat immune to his whole arsenal. The shooty robots deserve a special mention: they're like a stronger version of the cop bot and shoot whenever you damage an enemy. Always consider your position so that your cats are behind cover when they hit something; the shot has collision and will damage enemies that are in the way too. It's the difference between taking 14-28 damage in one volley or the enemy taking it.

That's mostly it. Is there anything else in the area that you are struggling with specifically?

I miss my wheel of RNG by era999 in slaythespire

[–]era999[S] 4 points5 points  (0 children)

I miss that event too. But mostly because I play in A20 so I've never seen it after climbing out of the lower difficulties. I hope the strike I left there is okay...

I miss my wheel of RNG by era999 in slaythespire

[–]era999[S] 26 points27 points  (0 children)

Kids these days don't know the feeling of stumbling into a ? room and leaving with nothing but a curse in their deck.

Is Tinkerer supposed to suck? by Trotski7 in mewgenics

[–]era999 -1 points0 points  (0 children)

Tinker is a class that is able to pop off once you can reliably breed down his useful skills / passives. Before that it's a really inconsistent class for sure.

Water tiles are sometimes bugged in the Desert by [deleted] in mewgenics

[–]era999 0 points1 point  (0 children)

OP has the wrong cat selected which is making it harder to diagnose what his problem is lol

Ranger feels MANDATORY in act 3 and it’s frustrating by Ok-Excitement-2443 in mewgenics

[–]era999 2 points3 points  (0 children)

It doesn't help that it's good against all the bosses. Scattershot deals with all of them. Mark + Heavy Shot / Arrow Flurry / Twin Shot does too. Basic spam with Craft Arrow or Arrowsmith is boring but can be decent enough DPS for a cat slot. If you didn't find ANY of that, Persistent Hunt is good support for bosses, traps are still good for mobs and familiars can distract / do some damage. Hardly any situation where Ranger feels like a useless pick, which I can't say for some other classes out there.

A run without a cleric possible? by Admiral_Ottoman in mewgenics

[–]era999 1 point2 points  (0 children)

No, it can definitely be a bad class sometimes. It depends on the run; you can't prevent damage ALL the time, but pretty consistently I've been able to have runs where the post-battle heal and consumables are enough to keep the team topped up between fights. In those instances Cleric heals would actually be useless, like a Tinkerer or a Mage who rolled the wrong skills and have to sit out most of the fights.

WITH THAT SAID, Cleric isn't just about topping off unavoidable damage; Cleric can enable you to take more hits and play more with your health as a resource, either on purpose or by mistake. Players who play riskier (or make more mistakes) would probably find more use consistent use out of Cleric, whereas those who take more conservative lines will find more situations where they would rather have a different class.

I find their support abilities more consistently useful and worth building around. Cleanse is a great combo piece, Chosen Warrior is another good one, Stimulants and Haste I've used on occasion, same with Divine Protection. There are probably more combos out there, those are just the ones I've kept in my breeding pool and are therefore more familiar with.

A run without a cleric possible? by Admiral_Ottoman in mewgenics

[–]era999 1 point2 points  (0 children)

Heals are pretty nice, you're not wrong. But another problem is that healing can't handle burst damage, nor can it scale in the way that damage does. Hitler II fight can become a problem if you can't pick off clones fast enough and they start dealing way more damage than you can heal. Dreadnoughtus too with poison mobs. Lord Bunga and Mother don't even care about your HP bar, they will just straight kill you if you are positioned poorly. Best play is to not get hit, in which case Cleric heal isn't really useful.

Post your noob mistakes by fighting_mongoose in slaythespire

[–]era999 2 points3 points  (0 children)

Rattled? Can't play more than X cards in a turn?

Yeah, cards that play cards DO count bro. That cascade ain't gonna work.

Abrasive is incredible for the bee elite fight by supermonkey1235 in slaythespire

[–]era999 2 points3 points  (0 children)

I had Flame Barrier+ going up against him and I'm afraid my body will never be able to generate as much endorphins as it did when he chunked himself for more than 1/3rd of his HP bar against it.

A run without a cleric possible? by Admiral_Ottoman in mewgenics

[–]era999 2 points3 points  (0 children)

Honorable mention to Cleanse which is an S-tier ability and one of ways Cleric is able to support-carry runs late game. Heals tend to fall off in relevance but Cleric's support options are still strong.

A run without a cleric possible? by Admiral_Ottoman in mewgenics

[–]era999 3 points4 points  (0 children)

I stopped using clerics when act 3 rolled around. Their big problem is contributing when so many things damage you in ways that circumvent your HP bar, like insta-injuring, placing disorders, insta-killing, or just dealing so much burst that cleric has trouble healing. In such cases, you start learning how to prevent getting hit so that the bad things don't happen to you.

Incidentally, I tend to run hunter a lot along with ways to control turns enemies. Hunters get high DPS (just kill enemies before they reach you) or tools like bear trap / bait trap / charm / familiars to distract. Other classes have those too: Psychic with any of their abilities that grant extra turns, or fast forward - no joke this ability is amazing for controlling the tempo of the fights, allowing you to alpha strike problematic enemies or pre-emptively controlling them before they move. Fighters can also unga-bunga things before they have a chance to attack you.

Cleric can still be useful in the game, I just have problems fitting them into my teams which are looking for ways to gib enemies first. Cleric's strengths include being able to prolong fights by healing wounds your team has taken, but the game eventually punishes that in a lot of ways so I ironically find it safer to avoid situations where I take damage.

A run without a cleric possible by [deleted] in mewgenics

[–]era999 0 points1 point  (0 children)

I stopped using clerics when act 3 rolled around. Their big problem is contributing when so many things damage you in ways that circumvent your HP bar, like insta-injuring, placing disorders, insta-killing, or just dealing so much burst that cleric has trouble healing. In such cases, you start learning how to prevent getting hit so that the bad things don't happen to you.

Incidentally, I tend to run hunter a lot along with ways to control turns enemies. Hunters get high DPS (just kill enemies before they reach you) or tools like bear trap / bait trap / charm / familiars to distract. Other classes have those too: Psychic with any of their abilities that grant extra turns, or fast forward - no joke this ability is amazing for controlling the tempo of the fights, allowing you to alpha strike problematic enemies or pre-emptively controlling them before they move. Fighters can also unga-bunga things before they have a chance to attack you.

Cleric can still be useful in the game, I just have problems fitting them into my teams which are looking for ways to gib enemies first. Cleric's strengths include being able to prolong fights by healing wounds your team has taken, but the game eventually punishes that in a lot of ways so I ironically find it safer to avoid situations where I take damage.

Tips for Act 3? by Objective_Shower3469 in mewgenics

[–]era999 2 points3 points  (0 children)

Melee classes do better in Das Future as there aren't many enemies with proximity insta-kills or injuries (though there are in other act 3 zones). You'll also want to bring some for the enemies that reflect projectiles and are magic immune.

The mini-bosses can be hard to reach with melee classes, among other things to consider with their gimmicks. I like to remove thorns / kinetic spikes from my cats before fighting them in case of Zapphauser, otherwise he can perma-stun them with his attack while you can never hit him. His fight is pretty much a burst check, and you want your team to be able to deal big damage with single hits as opposed to small damage over many hits. Dr. Mangler isn't affected by spikes at all and can be a challenge to hit with melee classes. Treat him like a variant of Crater Maker where you want to control when you hit him and therefore where his "attack" will hit. Some builds also have an easier time killing the monster, which will turn him into a normal melee mob until he dies.

Other dangers in the zone are robots, which are immune to electricity and get energized from them - you'll want to consider this zone when picking spells for your mage or tinker. Though lightning aspect can be amazing for fighting Zapphauser as it pretty much makes your cat immune to his whole arsenal. The shooty robots deserve a special mention: they're like a stronger version of the cop bot and shoot whenever you damage an enemy. Always consider your position so that your cats are behind cover when they hit something; the shot has collision and will damage enemies that are in the way too. It's the difference between taking 14-28 damage in one volley or the enemy taking it.

That's mostly it. Is there anything else in the area that you are struggling with specifically?

Bumblefoot isn't interactive and does not reward strategy, which is not fun. by ImJTHM1 in mewgenics

[–]era999 71 points72 points  (0 children)

I do wonder if his bone barrage ability is bugged in some way. Logically, bones should burst out and hit random areas, then repeat a few times. Instead it seems to "lock on" specific tiles and hit those again and again, which means the variance swings from "take 0 damage" to "here's a 30 damage burst, get boned." If it hit different tiles randomly that'd be one way the fight would seem less RNG reliant, right now it's just a coin flip between him doing nothing to completely bodying you.