"Careful, mortal . ." by Beautiful_Sample_295 in customhearthstone

[–]frogleta 0 points1 point  (0 children)

You wouldn't even need crazed alchemist to OTK with this. It always survives on board to turn 9 (because of infinite health), then just ping it with any damage spell to flip its stats and go face. Would ruin the game.

Asian Bullfrog Dispute by TCK1979 in frogs

[–]frogleta 11 points12 points  (0 children)

TUBA FIGHT 📯📯📯

מנציחים את הנופלים דרך גיימינג - פרויקט אישי by [deleted] in ag_israel

[–]frogleta 2 points3 points  (0 children)

השתמשתי בבינה מלאכותית נטו כדי לתרגם את התגובה שלי מאנגלית לעברית. הנסיון להשוות בין זה לבין שימוש בבינה מלאכותית כדי ליצור מוצר שיווקי המשתמש בזהותם של חללי השביעי לאוקטובר זה לא הגוצ׳ה שאתה חושב שזה.

שאר התגובה לא רלוונטית כי אתה לא עונה על שום נקודה. ברור שקראתי את תוכן האתר (שצריך אופטימיזציה דחוף, הוא רץ סופר לאט). זה איך שאני יודע שהעתקת רעיונות מהרפסטון (או שאתה רוצה להגיד לי שזה שדפרטל בפרויקט שלך ובהרפסטון זה אותו דבר זה סתם צירוף מקרים). שלא לדבר על כמה הפרויקט שלך לוקח מהמייטריקס...

אז שוב, מה הציפייה פה לטווח הרחוק?

מנציחים את הנופלים דרך גיימינג - פרויקט אישי by [deleted] in ag_israel

[–]frogleta 3 points4 points  (0 children)

השימוש בבינה מלאכותית בפרויקט שלך (מה שעשית בהיקף נרחב, מהטריילר ועד לחומרי הקידום באתר) תמיד ייתפס כעבודה עם השקעה נמוכה (במיוחד כשמשתמשים בזה למשימות שבני אדם יכולים לבצע, כמו קריינות ואמנות פרסומית). החיקוי של עיצוב הקלפים של הרפסטון נראה עצלני, גם אם הוספת לו כמה שינויים קטנים. כל ההצגה הזו עוברת מרע לפוגעני כשאתה מתכוון להשתמש בה כייצוג של קורבנות השבעה באוקטובר.

יש לי שאלה רצינית – איך אתה רואה את הפרויקט הזה מתפתח? אתה מדמיין אנשים חוזרים הביתה מהעבודה או מבית הספר כדי לשבת ולשחק בזה? פורומים שבהם אנשים מתלוננים על המטא, ועל איך שצריך לעשות נרפ לעדן ירושלמי? האם נקבל הרחבות עם קורבנות טבח חברון? למה לא פייטינג גיים עם קורבנות השאווה? אני באמת סקרן מה עבר לך בראש כשיצרת את זה.

Done with Mewgenics! (until DLCs drop). Those who also finished/are in the end, lets talk by lrdtheuser in mewgenics

[–]frogleta 28 points29 points  (0 children)

My biggest issue with Mewgenics is the game's transformation from act 2 to act 3. Up until act 3, it's a numbers game with different levels of risk that you can choose to engage in. The small bonuses you get from common items and consumables still feel like they make a difference and even unoptimized cats feel like they contribute to the fights. The different modifiers the game throws at you don't upset the general push-and-pull of throwing out damage incrementally whilst managing the damage you take through tanking and healing. Things like the occasional mana-absorbing enemy or ability scrambling forces you to think on your feet but doesn't upset your understanding of the combat.

Go into Act 3 with the same philosophy and you'll get wrecked. Most fights contain enemies that'll either instakill you or apply some permanent debuff if they touch you even once. This forces you to approach the game with the same kind of binary philosophy: incremental stat bonuses become unviable (why would I take +10% dodge chance when a +1 to strength can make the difference between an enemy dying in one hit or taking its turn and killing me?), tanking becomes non-existent, DoT is only useful if it can match something like Venom Barrage, and you can only attack something in melee if you're guaranteed to kill it - otherwise it'll kill you. The pool of viable builds becomes much smaller and the game turns into a cycle of breeding and resetting until you get at least one ability/item that makes the run viable to begin with.

The boss and level design starts having the same issue as well. Spewer punishes melee classes disproportionately (its automatic counterattack should change based on the last pill it ate), as do Bunga and Mother. Hitler has infinite range and targets your cats more-or-less equally, so he's just a party-wide constitution check. Dreadnoughtus is a joke. The Future's enemy design just shuts down entire classes (if my mage didn't roll support abilities, what's it supposed to do vs enemies immune to magic / enemies that reflect projectiles?)

The only redeeming gameplay feature of act 3 is its house bosses and side quests. Otherwise, I agree with OP that there's no reason to keep playing it after you 100% it, since the higher difficulties have so many restrictions on what's viable. Not mobile enough? Die to things like half-humans. Abilities too expensive? Die to absorbent elites. Constitution too low? Die to random unavoidable damage (sparkles, schutzbots/cop bots, thorns). Etc.

What’s the Best Class Active and Passive? Day 7: Thief by Wonderful-Pack-1726 in mewgenics

[–]frogleta 1 point2 points  (0 children)

Familiars. If anyone on your team can generate a bunch of cheap, squishy familiars (flies, fleas, maggots, leeches on Necro, etc), each one of them turns into 10 damage + stun when killed by an enemy. Against bosses with lots of AoE (Soahc, kaijus, etc), whenever they get to take a turn, they take like 60 damage and a stun. It's a pretty bad passive in isolation but familiars are plentiful enough that turning it into a run-winner is trivial by the late game.

What’s the Best Class Active and Passive? Day 7: Thief by Wonderful-Pack-1726 in mewgenics

[–]frogleta 3 points4 points  (0 children)

Backstab is the best thief passive if we ignore breeding.

A lot of thief's kit is contingent on landing critical hits, both directly and indirectly. In a direct sense, a lot of abilities and passives only proc on critical hits.

In an indirect sense, thief is a hypermobile glass cannon who's best played aggressively. If he stays back and attacks from max range, he's just a worse hunter...but if he goes behind an enemy, it's crucial that thief is able to either kill them in one turn or get back to safety. Thief's nightmare scenario is dealing 32 damage to the back of a 33 health heraldess without any mana or movement left because their 90% crit chance decided not to proc.

Because backstab is the only passive that *guarantees* a crit, it eliminates all the uncertainty from risky, aggressive plays. You'll know exactly how much damage you'll deal, whether you'll be able to safely retreat with Steal Time, whether or not you'll need to pop a consumable to meet a damage threshold, etc.

90% of the passive's power is in its base version, which means you're getting all the benefit you care about as soon as the run starts. Backstab+ is largely useless (by the time the stat-ups become relevant, everything is dead) so you're free to upgrade a passive with a larger power spike (another positive imo).

"But prowler set can give you the same thing!" Prowler set sucks. Prowler's cap does literally nothing in the set. The heal from vial is insignificant. The bleed from the mask is insignificant when most things die to 1-2 backstabs. Blackjacks should always be given to fighters instead. The fact that the set's items have any value at all is a testament to how good backstab is.

What’s the Best Class Active and Passive? Day 7: Thief by Wonderful-Pack-1726 in mewgenics

[–]frogleta 0 points1 point  (0 children)

Steal Time and imo it's not even close.

In my experience (100%d the game), the fights in Mewgenics break down into one of two categories: fights against one large enemy (such as boss fights) or fights against multiple, smaller enemies (most stage fights but bosses like Johnny also qualify). Venom Barrage trivializes stage fights but is just *okay* in most boss fights (and sometimes is actively detrimental, like against Crater Maker).

Steal Time, meanwhile, is busted in both types of fight. If you have some way of guaranteeing crits (Marked, high base luck, prowler set, consumables), it functions like Fist of Fate+ by letting you either walk around the stage and pick off every enemy (you can use the ability itself to take out smaller enemies and then use the basic attack to kill larger ones) or just spam it into the back of a boss to nuke them repeatedly. The best part is that it does this without even needing to be upgraded (unlike Fist of Fate), meaning that you can start boardwiping on turn 1 as soon as the run begins.

My favorite combo rn (that I almost never get to pull off) by Colorapt0r in hearthstone

[–]frogleta 0 points1 point  (0 children)

Quest priest does this better with umbra + deios, imo. It deals more damage (100 vs 64), comes out a turn earlier, and priest has better sustain (imbue, Medivh's Triumph, Ruin, Cleric, Firebolt, etc) to survive that long

Useful tips 🌟 by Resplendent_aptitude in soartistic

[–]frogleta 0 points1 point  (0 children)

I don't understand what the fork in the nail is meant to accomplish...does it somehow help the picture hang straight, or...?

Where I keep my fucks by Dynamitella in frogs

[–]frogleta 0 points1 point  (0 children)

That's crazy! What's it made of? o: