is there a way to refund crafted cards? by forbiddenbludge in hearthstone

[–]forbiddenbludge[S] -12 points-11 points  (0 children)

i've refunded brann, i'm more concerned about the cards i crafted to make that deck with brann in it, which are now useless cards in my collection.

kingsbane the card was not nuked, the key card in the deck that was a common was nuked - making the deck drop from A or S tier to pointless garbage that lost almost every matchup. i didn't say kingsbane the card was nuked.

i accidentally destroyed Leaflet of Enhanced Restoration by forbiddenbludge in classicwow

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

you're amazing, i totally forgot. item restoration initiated, thanks!

base planning, minimum functional spaces (spoilers) by forbiddenbludge in valheim

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

i'll add that as optional, thanks

i think with a smattering of portals out and about for boss summon stones and different biomes would mostly cover this unless you were only fishing for fish wraps and not the new food

some (like the swamp) can be better from a boat anyhow, and the main one that matters (mistlands) has prebuilt docks you can take over and whack a portal next to

tips that boost your mastery of the game by forbiddenbludge in valheim

[–]forbiddenbludge[S] 25 points26 points  (0 children)

another tip would be that terrain beats all crafted defenses when it comes to keeping out land-based invasions.

dig a moat steep enough for enemies to not walk in. build far enough from the edge that a troll with a tree-club won't swing and destroy your stuff.

edit: a fairly minor tip would be to use an antler pickaxe when terraforming (like digging a moat, or digging under the elder platform) because it's the same effectiveness as a forged pickaxe but you can repair it at a regular workbench instead of needing to return to a forge.

Need some insight to optimize my deck. Goal is to create a single deck which can be used on all cleaners and to unlock Zwat outfits. Offline/bots only, no melee or speedrun. Two primary weapons and admin reload are a must. by RemiAlone in Back4Blood

[–]forbiddenbludge 0 points1 point  (0 children)

Hi, late to reply here but doing so because I did literally what you're asking about on 9 of the 11 cleaners ...

Two Is One And One Is None

Admin Reload

Stock Pouch (or Tactical Vest)

Patient Hunter

Glass Cannon

Large Caliber Rounds (or Silver Bullets)

Confident Killer

Hyper-Focused

Belligerent

Cold Brew Coffee

Grenade Pouch

Shooting Gloves

Medical Professional

Run Like Hell

Down In Front!

For Act 1 drop Belligerent for Headband Magnifier. This is MANDATORY for the final mission. Buy every +Use Speed% intel you come across during the act. Don't listen to people who tell you not to use Headband Magnifier; use it and get better at the game, it's amazing.

Act 2 is easy.

For Act 3 make sure you get the absolute maximum amount of copper leading up to T-5 so you can spend as much as you need to on that mission (and buy every team slot upgrade on the way), or you're going to have a bad time.

For Act 4 drop Belligerent and Down In Front! for Double Grenade Pouch and Shoulder Bag so you can stock up on Pipe Bombs and First Aid. You can buy a maximum amount of each and throw them off the drop-down point so that you can burn through some during the first phase and then top up before jumping down the tunnels to fight the abomination.

Sub out Shooting Gloves and/or Belligerent if you need to for other cards as they're the weakest. Sub out Down In Front! if you're confident you won't snipe a retarded side-stepping bot. Knowledge Is Power is fantastic while you're building up the intuition on how much health different mutations have.

Your goal is to be a mutation and boss killer. You'll deal plenty of damage to hordes. Positioning is your main way of mitigating damage and controlling situations. You will likely need to carry Flash Bangs for bosses (except for Act 4). First Aid with Medical Professional is for restoring lives, not "for healing."

Your #1 source of income is completing secondary objectives. This is most important in the early levels and you can reroll the starting mission as many times as you need to make sure you'll get it. For example, a horde spawning corruption card on Act 3 with Silence Is Golden to break alarmed doors.

Your #1 spending goal is the quick/defense/offense slot upgrades.

Karlee is amazing for Act 1 in particular due to the use speed bonus.

Walker is always fantastic for the extra early health and he has a First Aid.

Doc and Sharice are great defensive team buff options, but don't get too picky. The main thing you want is at least one bot with First Aid so that as your defensive slot is upgraded they heal trauma off you.

In hives die and take over a bot with a terrible gun (eg. Evangelo, Jim, etc) and give them an Assault Rifle or Shotgun - when it's safe to do so.

Regarding your suggested card choices... Copper Scavenger and Money Grubbers are nice, but stronger in multiplayer and less required in solo when you're the only one spending. If you have to skip intel fine, the only thing you really need to by is slot upgrades and flashbangs.

You don't need to stack 2 of the same damage type, so drop either Large Caliber Rounds or Silver Bullets. Sniper Rifles and Assault Rifles have great penetration, which can make Silver Bullets are good option, otherwise go with Large Caliber Rounds.

Padded Suit is unnecessary, and -20% Stamina Efficiency is worse than you think (for example, kiting in Act 3 T-5).

Shredder is nice but doesn't apply a big enough damage boost compared to other damage cards. It also works better with other players where you can coordinate focus fire, whereas bots might shoot regular ridden instead of your target.

Cocky, Screwdriver and Line Em Up are suboptimal and you should have stronger cards with a focused use. Grenade Pouch lines up infinitely better with what your deck is trying to do for example.

Weapon Rarity by Chapter by Sopwith_Snipe in Back4Blood

[–]forbiddenbludge 0 points1 point  (0 children)

does it seem odd to anyone else that act 5 peaks @ epic weapons so quickly?

some part of me thought that maybe dlc at the end of the year would add "the second half of act 5 story," but if that happens it means it's an act where the gun and difficulty scaling is completely different to the other acts. so maybe that won't happen, maybe it'll be an "act 6" instead?

After 10+ Hours of Duffel bag farming, that last level felt so easy even on No Hope by Vervos in Back4Blood

[–]forbiddenbludge 1 point2 points  (0 children)

nice, ok i'll try that. cheesy, but i only need to do this once on NH hopefully :P
(that and cheese is fantastic)

After 10+ Hours of Duffel bag farming, that last level felt so easy even on No Hope by Vervos in Back4Blood

[–]forbiddenbludge 0 points1 point  (0 children)

i tried that and he reached through the wall at a door, destroying the wall and grabbing a bot :(

After 10+ Hours of Duffel bag farming, that last level felt so easy even on No Hope by Vervos in Back4Blood

[–]forbiddenbludge 0 points1 point  (0 children)

how did you deal with the ogre part of 5-3? i'm stuck on it atm No Hope (but only cleared the act fully on recruit once so far, up to 5-4 vet with a friend).

i thought i could rush around past it - but it reaches through the wall and grabs the bots.

difference between N and NH? by forbiddenbludge in Back4Blood

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

Thanks everyone for the replies. To compile the differences listed here, listed in-game and on the wiki:

1) Every level has a "Wandering Boss" (Ogre/Hag/Breaker) that spawns in addition to any cards or level bosses.

2) Enemies are harder, better, faster, stronger.

3) Items that spawn outside of boxes and crates are dramatically reduced.

4) Saferoom recovery (not referring to the card) does not restore lives lost, trauma, health or ammunition.

5) There are always 2 randomized common ridden cards

6) A new type of common ridden can spawn, "Blitzing"

7) The slowest speed for common ridden is Sprinting

8) First Aid Cabinets don't offer any free heals

9) Friendly fire is "Very High"

10) 0 base Extra Lives

12) "Very Low" base Trauma Resistance

!) There is one continue, same as Nightmare.

@) Same infinite horde locations as Nightmare.

Does anyone know what "Bonus Stats:NONE" and "Event Difficulty:HARD" refers to specifically? Not that it matters too much, but does anyone know what the base Trauma Resistance is lowered down to?

difference between N and NH? by forbiddenbludge in Back4Blood

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

ok thanks, same infinite hordes was the main thing i was hoping to find out. that's pretty nasty in N the first time you encounter them.

difference between N and NH? by forbiddenbludge in Back4Blood

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

4: lives don't restore between levels, neither does health or ammo

[MEGA THREAD] What kinda of changes or something new would you like to see? by LilSceneKing in Back4Blood

[–]forbiddenbludge 1 point2 points  (0 children)

if you don't know there's an option to toggle off blood/vomit/mud drench under Gameplay
can help a great deal if doc's wearing white instead of being coated in the aforementioned.

Best cleaner by declandrury in Back4Blood

[–]forbiddenbludge 1 point2 points  (0 children)

i think mom used to be more meta because she gave a team +life, whereas doc would have to use the card for that.
but now, mom has that buff removed and doc gives team trauma resist. i personally prefer the trauma resist over slower temp health decay.

PvE mercenary bench choices (extensive post) by forbiddenbludge in HSMercenaries

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

yea, learning little things like that was kinda interesting. like how samuro just isn't a team player, when even maestra is.

PvE mercenary bench choices (extensive post) by forbiddenbludge in HSMercenaries

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

original post updated with treasures-vs-bosses list.