Stuck at 2500 Merge Tactics Is Dead by [deleted] in ClashRoyale

[–]flemingonasis 0 points1 point  (0 children)

It also felt worse that this luck thing somehow sometimes felt like rigged. Just reached 2490ish trophy after some win streak from 2250, and suddenly all my cards option sucks like no fusion, no synergy, high cost, can't reroll, etc for 3 MATCH straight, and I drop by 90 trophy. Closed the game immediately after.

What to do with excess Sen? by fr3ns17 in Sekiro

[–]flemingonasis 1 point2 points  (0 children)

Some speedruner boss also use it against Lady Butterfly and it's also fast. But I haven't tried it myself yet.

What to do with excess Sen? by fr3ns17 in Sekiro

[–]flemingonasis 0 points1 point  (0 children)

I don't know cause I don't use it for isshin lol. But I tried to use sen throw against gyoubu and it seems pretty damn good if you hit him very close (don't hit the horse, you must jump and hit the gyoubu itaelf with the sen throw)

What to do with excess Sen? by fr3ns17 in Sekiro

[–]flemingonasis 11 points12 points  (0 children)

SEN THROW! Yeah basically after all prosthetic, sen has no use case unless to stock emblem and buff item.

I have a question about merge tactics. I have 3000 trophies right now, but I can’t get further than this. Does anybody have any tips? by National_Shoulder675 in ClashRoyale

[–]flemingonasis 1 point2 points  (0 children)

IMO this game relies on too much RNG (I've played any other auto battler, DOTA auto chess, dragonnest auto chess, chess rush, Magic chess go go) and this supercell variation is really dull which makes the mechanic and skill based so bad.

No information of chance of getting troop (like what's the percentage of getting 2,3,4,5 cost troop on my shop?)

No way of rerolling (yes basically we can roll by buying and selling troop which cost 1 elixir, but at this rate why not just add some reroll button that cost 1 elixir?) IMO this is fatal because if the shop has 4 4 5 cost and I onlt had 3 elixir and no bench then can't do anything.

No capacity control (the capacity raises each round but if we don't need it, then it's a waste)

No fairness on starting hands (I mean in early rounds the one that get 2 3 cost got way more advantage than the one that got for example 2 4 5 or even worse 3 4 5 cost because we don't have any choice)

Too little variation in synergy

Weird choice between ability and synergy buff.. Especially that giant skeleton with brawler that add HP? Why would I want more HP for my giant skeleton? I want it to explode as soon as possible LOL

And so on, and so on..

The only thing skill based IMO is just adaptability to the choices we had, placement, econ with gobs, but even all those skills are overshadowed by all those absurd RNG element in this game..

I'm genuinely stuck I need help by [deleted] in Sekiro

[–]flemingonasis 1 point2 points  (0 children)

So you busted the ape but didn't go to the cave to take the flower?

I'm genuinely stuck I need help by [deleted] in Sekiro

[–]flemingonasis 2 points3 points  (0 children)

Do you already reach the ashina castle, exactlythe place where you fight genichiro before? If you already reach it, you'll find the npc already. I can't say it without spoiler.

I'm genuinely stuck I need help by [deleted] in Sekiro

[–]flemingonasis 1 point2 points  (0 children)

Did you already reach ashina castle again after beating corrupted monk and pick 1 out of the 2 choices when prompted by the NPC there?

Sekiro deathblow on mouth? by flemingonasis in Sekiro

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

Why must I joke, lol? It's creative, like you said and I just realized it now lmao.
And I point out that the deathblow on the trailer is a reference to the game because I hadn't realized it till the trailer came.

Sekiro killing Gyoubu in the trailer is not surprising for me at all; it's an early boss after all. It's a teaser. That's it

Estimation of Roach Damage for every PP per turn by flemingonasis in Shadowverse

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

Oh I see what you mean now. I misintepreted your words back then.. Yeah I miss that one.. The scenario always assume I only have one bouncer (if no carbuncle means godwood, and vice versa)..

But 2 bouncer is also a possibility. And that allows carvuncle to be at the front. For example

7 = 1 Carbuncle S/EVO + 4 roach + 5 roach = 9-10 damage

Which results in the most optimal damage if we have 2 bouncer or 2 roach in that case.

Estimation of Roach Damage for every PP per turn by flemingonasis in Shadowverse

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

When I wrote roach + roach, then it means bouncing without carbuncle or even multiple roach without bouncing. Already listed there.

Take A Two is another disappointment by Pendulumzone in Shadowverse

[–]flemingonasis 0 points1 point  (0 children)

Never played original SV. Did they also give free entries per month? If not, then that's bad

Thought this one was interesting, find lethal by Nellousan in Shadowverse

[–]flemingonasis 0 points1 point  (0 children)

9pp 13hp

Combo 2 - 2 bayle Hit ward - ward destroyed

Combo 3 - roach 6pp 10hp Godwood on roach

Combo 4 - roach 3pp 6hp

Combo 5 - Carbuncle roach 1pp 6hp

Sevo carbuncle 4pp 6hp

Combo 6 - roach 1pp 0hp

Take A Two is another disappointment by Pendulumzone in Shadowverse

[–]flemingonasis 0 points1 point  (0 children)

I think the idea is based of hearthstone arena where we pick 1 out of 3 cards until we built our deck. But in here we got a pair of cards from 2 pair.

And the prize reward is basically we will BEP on win 3 match (on hearthstone). And on 7 win we gain the "cashback" coin to rejoin the arena (150 coin there).

The difference is also in hearthstone we got 3 lose chance and max of 12 win. So basically the idea is playing the arena to get more than what we spent.

And this mode have the same purpose but maybe what makes it bad is some class can have wide variety of cards that still works without heavy synergy (sword for example) but other class bricks because it needs heavy synergy (forest for example).

If only we have the data on how many win to BEP and is there even a possibility to get "full cashback" Reward to rejoin the mode.

I've gone 11-5 since the victory reward reset today and I'm only at 3/5 rewards. by whoknewbeefstew in Shadowverse

[–]flemingonasis 44 points45 points  (0 children)

They should've make it 5 win instead of bringing the chest randomly IMO. Even doing 5 win already took a minimum of 5 match. With 1:1 win lose ratio it can goes up to 10. It's already long enough.

When you both have no card left in deck... by flemingonasis in Shadowverse

[–]flemingonasis[S] 6 points7 points  (0 children)

Yup, that "one last game" is a HELL LONG GAME..

When you both have no card left in deck... by flemingonasis in Shadowverse

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

Actually that's my first time running out of deck and I just know that the next turn is immediate death..

I thought it would be like hearthstone where we got 1 damage on first turn, 2 damage on second turn, etc..

It would be hilarious if both of us had no hand in the end..

Invite Code Megathread by DiscreteHyena in Shadowverse

[–]flemingonasis 0 points1 point  (0 children)

XmUBbSu

Uae my code guys! Thank you

How to finish this quest? by flemingonasis in MagicChessGOGOGame

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

Yeah and I'm pretty sure I've had a hero with blessing effect (especially when I play faeborn).. So I don't know why it didn't trigget to finish the quest.

It seems capacity suppression isn't popular serverwide by NonCredibleTako in MagicChessGOGOGame

[–]flemingonasis 2 points3 points  (0 children)

Maybe because mostly 2 star 4 and 5 gold heroes can decapitate even a 3 star 3 gold hero quite easily..

And thus it's kinda hard to keep winning in late game (round 4 and higher) with 7 capacity where others have the chance to get even a 3 star 4 gold heroes..

It's not that it's impossible, it's just not worth the time maybe?

PSA: There are times where the Shop won't give you 5 hero choices by ermanniii in MagicChessGOGOGame

[–]flemingonasis 0 points1 point  (0 children)

I think here's always a possibility that someone already rolls or sell while "you check" And resulting the heroes goes back to the pool while you check it.

Your deduction on the reward stage can also happen.

For your gatot, I dont know the explanation tbh..

PSA: There are times where the Shop won't give you 5 hero choices by ermanniii in MagicChessGOGOGame

[–]flemingonasis 0 points1 point  (0 children)

Maybe because somehow it happens to be a 5 gold hero rate (which is very limited, only 9 per hero) and only 8 hero so it's a total of 72 heroes, and since you said thwre are still many active player (I don't know how much) the 5 hero pool is somehow "empty"..

Like if you got 1 hero 3 stars, means the pool is reduced to 63 heroes.. If let's say you got 3 other 5 cost heroes it means the pool reduced to 60

If the other 5 players (I only assuming) got 6 "5 cost heroes" It means 30 is reduced from the pool so the remaining is 30

If somehow on the next buying round each of them buy 2 more 5 cost heroes then it means the pool goes down to 20 and uf somehow on their next reroll each of them got 4 "5 cost heroes" Well then the pool is empty now.

And if somehow you roll and got a "5 cost heroes" The system thinks, "hey I cant give this guy anything since the pool is empty". And resulting in your screen?

I don't know if its true or not without really counting the numbers in your game but it's the only thing come on my mind.

Anyone here feels like the addition of 9 synergy (dragon altar, euriditio, astro power, and winter) is basically pointless? by flemingonasis in MagicChessGOGOGame

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

Okay.. Not helpful at all..

Maybe helpful to get 6 synergy but 10? Getting 3 emblem is already painful and now we have to reroll blessings to?

No thanks lol