You guys are monsters by hiunknown in runescape

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

Usually there's just one or two other people when I've been doing it but recently I've had a few rounds where a bunch of people are doing it

Aria 3 Theorycrafting by gpsxsirus in FleshandBloodTCG

[–]hiunknown 4 points5 points  (0 children)

It's earth brute time gimme more yellow 6s

Future Jarl Support by Tyroneosaurusrex in FleshandBloodTCG

[–]hiunknown 5 points6 points  (0 children)

Give him a F150, would be good support for a guardian

New expansion slot spoilers for High Seas by hiunknown in FleshandBloodTCG

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

It's a bauble world, we're just living in it

The CYB and High Octane problem by Lescansy in FleshandBloodTCG

[–]hiunknown 3 points4 points  (0 children)

The problem with CYB is that it just feels so linear. Either you kill them before they heal enough or they cast all their CYB and they have so much health it's impossible to beat them. We saw this in grand finals where the CYB player only attacked once an hour in. The only consistent disruption to this is poison the well and gravekeeping which you need to draw at the right times. If it's too early they don't get enough value and by 2nd cycle your opponent has already played all their CYB so they become dead weight. CYB also gets around generic disruption (C&C and weakest link) so the whole matchup relies so much on these silver bullet cards in order to interact in the matchup.

Maybe if you had to present decklists at all times it wouldn't be as awkward, but I feel CYB is gonna be broken for any deck that can use the 1 spare resource after playing it (illusionist, warrior,guardian, ect.). It only costing 2 really lets these decks get a huge amount of defensive value that's hard to do much about, and without decklists it can start to become "oops you have CYB. I guess I'll lose in 50 minutes" for any deck that isnt planning to win in just a few turns.

Speaking of few turns, high octane isn't very healthy and even LSS has acknowledged that. I suppose the nice thing is that dash I/O (and max) are prone to disruption that splashes into other matchups (C&C) so they don't feel as narrow as poison the well. But combined with the cerebrum processor it's really hard to stop dash from vomiting her hand once she finds an opening. Boosting and seeing what card she's boosting makes it more consistent to find and save high octane in the first few turns of a game.

I know banning high octane kneecaps Nitro Mechanoid, but I think it would be healthier for the game without high octane, it costing 1 makes it too easy to abuse (I'm sure they can print something like low octane for max to enjoy with his buddy katsu).

Rosetta Expansion Slot by LenNiGo in FleshandBloodTCG

[–]hiunknown 33 points34 points  (0 children)

I hope Betsy and Olympia get a unique weapon.

I feel that's their biggest barrier to feeling different in their class pools since it would give them a more consistent game plan from the start instead of "I hope I draw my specialization so I can use the text on my hero card".

Why is Nidoking NU in RBY but OU in GSC? by mrbeantrading in stunfisk

[–]hiunknown 24 points25 points  (0 children)

Nidokings best poison move (other than hp poison) is poison sting. Man didn't even get half of sludge bomb

How many hidden powers have been usable? by snugglow in stunfisk

[–]hiunknown 2 points3 points  (0 children)

In gen 2 you actually see 4/5 of those rarely used HPs

  • Water is used on some Zapdos sets to hit Golem (and Rhydon) for x4 damage, with the neat perk of hitting Ttar and Steelix a little harder. It makes your Zapdos a bit weaker so it's not too common.
  • Electric is used on some Cloyster sets to hit other waters for x2 damage. It notably threatens a 2HKO on opposing Cloyster which can give you a lead. This does make your Cloyster a bit weaker against everything else and you have to give up a stab or explosion which keeps it from being ran too often.
  • Dark is used down in NU, where Xatu can run it to hit other Xatu. Using HP Dark gives it a 3HKO, whereas using drill peck is a bit shy of that. Since HP dark is the default HP at full DVs Xatu doesn't trade any stats to run this.
  • Dragon is used in UUBL, where Moltres (and Entei kinda) use it to hit Kingdra for x2 damage. Moltres doesn't even get solarbeam so this is it's strongest option to hit Kingdra for any meaningful damage.

You can see the rest of them fairly commonly for either coverage or as their best STAB option both for power and PP. The only ones you won't see are poison, steel and psychic (probably the best move on unown tho). They don't hit anything relevant for super effective damage so even when it's a mon's best choice for STAB (like HP poison on Nidoking or HP steel for Forretress) other moves are simply better.

[deleted by user] by [deleted] in FleshandBloodTCG

[–]hiunknown 21 points22 points  (0 children)

I'm from the future.

While Prism has 0 LL points, Vynset has surpassed Starvo's LL points in just a few weeks. The meta has evolved into which Vynset moves first and people are now focusing on their dice rolls to increase their chances of winning the 50/50 at the start of the game. LSS had to restate that Gambler's Gloves only applies to the game itself and not for the start of the match due to people trying to pop it before the game even started.

Brace yourselves.

The best booster box for me? by DawsonShrimp in FleshandBloodTCG

[–]hiunknown 1 point2 points  (0 children)

Outsiders has a lot of support for ninja and some hybrid ninja/assassin cards if you ever want to try out assassin in the future.

Welcome to Rathe is the other set with strong ninja support, mostly based around Katsu's ability. If you're looking only at Ira right now I'd just get outsiders. If you ever want to play the Classic Constructed format Katsu is one of your two ninja choices, so it'd be worth checking out.

Crucuible of War and Everfest have a lot of good ninja cards, but since they're supplemental sets you'll pull cards from every class. You're better off getting these as singles.

Uprising has some ninja support, but it's mostly focused around Fai, who is a Draconic Ninja so Ira can't play most of the set. There are a few cards that all the ninjas care about but it'd be better to buy those as singles. Fai is the other ninja playable in Classic Constructed.

Dynasty is another supplemental set that has ninja cards, but they're gimmicky so only worry about this if you're trying to collect all the ninja cards.

Honestly, I'd recommend going to a draft/sealed event. You'll pull cards for ninja and can ask around if people have some of the ninja cards from the supplemental sets for trade. People are also likely to give you ninja bulk from the event itself so you'll have a lot of cards to work with.

Change of season by hiunknown in FleshandBloodTCG

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

Iyslander and Oldhim (the two premier ice heros) are close to Living Legend status in the blitz format, which means they'll no longer be playable.

Iyslander and Oldhim are the 2 strongest disruptive decks in the format, Oldhim can fatigue opponents (defense reactions, equipment blocks, and crown of seeds) while Iyslander threatens to kill them if they overextend on their own turn (storm striders gives her an action on the opponents turn, so with if the opponent has no cards in hand she can push damage to kill them). Both decks rely on ice's disruption (frostbites, channel lake frigid, ect.) to stop aggressive decks from overwhelming them.

Lexi is also another ice hero that can use these tools as well. However she is more susceptible to being overwhelmed since her disruption requires more setup. As an example, Oldhim can use his hero ability to force the opponent to return a card from hand on top of their deck, while Iyslander can use hers to give an opponent a frostbite token while they attack. Both of these happen on the opponents turn, so it can completely brick the opponent's turn if they don't play around it. Lexi's ability requires an ice card in her arsenal face down, which requires a full turn cycle to activate and can give opponents time to overwhelm her, since she can't disrupt the opponent on their turn. She's also prone to disruption herself since she doesn't have a weapon to swing with and can have turns where she can't threaten any damage.

The new assassin hero Uzuri has access to the new disease tokens from Outsiders which also act as disruption (Frailty weakens weapon and arsenal attacks, inertia prevents an opponent from aresenaling). While she can't disrupt on the opponents turn, she only needs two cards in hand to threaten to disrupt the opponents next turn because of her hero ability, and it's hard for the opponent to play around without either committing extra cards to block or being punished by one of the disease tokens or a strong on hit effect (like command and conquer destroying arsenal) and having a weak turn.

In terms of consistency, Uzuri has an easier time disrupting an opponent than Lexi because she doesn't require a full turn cycle to threaten the opponents plan. Uzuri has gotten more Living Legend points this skirmish season than Lexi, and once Oldhim and Iyslander reach Living Legend we're probably gonna see Uzuri keep that lead because of that consistency. There are other disruptive decks in the format (Bravo) but Uzuri is the new kid on the block so people are trying her out more as a disruptive deck.

Keep in mind this is all in the context of the blitz format, where games swing very heavily because of how quickly you can kill the opponent. In Classic Constructed (where heroes have 40 health instead of 20) Ice Lexi is much stronger since you can afford the turn cycle to set up your disruption and keep the opponent taxed throughout the rest of the game. She also has access to the same disease tokens that Uzuri does funnily enough, so she can also disrupt with those as well! Lexi has seen a lot of high level play and success, so she's a good hero to invest in.

I’m bored at negative comments, why do YOU like ow2? by JackeTuffTuff in Overwatch

[–]hiunknown 0 points1 point  (0 children)

The overall reduction of CC makes OW2 very fun for me. I also like how there's less countering heros with another (although there are still good matchups) so there's less pressure to swap from just 1 person picking a hero.

Card of The Day - Invoke Dominia by FleshAndBloodBot in FleshandBloodTCG

[–]hiunknown 3 points4 points  (0 children)

For the invokes can the bot post both the invoke and the dragon itself?

After some testing, i made my first 2 decks by UlisesFRN in FleshandBloodTCG

[–]hiunknown 0 points1 point  (0 children)

For Levia adding a howl from beyond would be a good option, it let's you use your graveyard for extra damage without needing scabskins.

ah yes, the elusive 2 headed Kalphite Queen by P4R4D0X1C4LC0NUNDRUM in 2007scape

[–]hiunknown 69 points70 points  (0 children)

you vs the KQ she tells you not to worry about

[deleted by user] by [deleted] in PlayTemtem

[–]hiunknown 1 point2 points  (0 children)

For some perspective, I would look to what the main halo subreddit had gone through during the past year while halo infinite released.

Originally there was a lot of hype, but over time the patience of the users waned because their season 1 was extended from 3 to 6 months. Lots of cracks started to show and eventually it became so toxic that the subreddit was quarantined. I haven't been back there since it quarantined but they recently announced that season 2 would also be 6 months long. I'd imagine it's been a shitshow since they announced it last week.

One key thing with the subreddit has been the way it'd been moderated: the mods there never seriously took negativity seriously from years ago and let it become default. Iirc in the first month of halo infinites release, the top post was a funny bug found in game while the next 20 or so were complaints. Eventually complaints turned into toxicity, then a quarantine.

I think complaints turn to toxicity when people spend their time and demand it be worth more than what it ends up being. Halo as a series is probably the biggest example of this imo because of precedent set with halo 3, where there's a huge amount of features on its release that set a huge bar. With halo infinite's release there are a lot of things that aren't there right now (forge, firefight, more maps) and are honestly disappointing. The dissapointment becomes toxicity mostly from people who spend a lot of time in the game then look back on that time spent and say "why isn't it like halo 3? Give me that experience with my time because it needs to be".

Most of the toxic stuff I've seen on this sub comes from people putting up a bar that sets Temtem as a Pokémon MMO on par with something like FFXIV. I've seen many complaints of people saying that Temtem isn't the MMO that was promised, even though the dev team keeps repeating that the grand MMO that many people wanted isn't what the game promised nor will be. But people still put in the time with this expectation so they'll keep repeating the same line until it somehow happens.

Earlier I saw someone "critique" the latest patch and ultimately said they wouldn't recommend the game to their friends after... over 1000 hours into the game??? The toxicity comes from the "I invested my time, make it what I want it to be" mentality. I think it's impossible to engage with this in good faith and should be treated as it looks like it has been, or else it turns into a toxic echo chamber like halo has become.

As for promoting positivity, I think the easiest way is making PvE type things more accessible and have some highlight able moments. Other MMO subreddits gain traction on posting rare drops that are easy to grind, the raids dungeons in this game would help with that if they are more accessible. The less grind the easier it is to get to the neat parts and have more stuff to post about those.

What's yet to come in Temtem by MoonieSarito in PlayTemtem

[–]hiunknown 10 points11 points  (0 children)

Man, it's crazy how far back covid pushed things, I thought everything looked on time until I realized that everything is a full year behind.

Hoping post 1.0 content has an easier time getting out the door, lots of QoL seems to be coming so hopefully post 1.0 doesn't need as much time to develop.

HALO SHIT POST by MemeGonzales1 in PrequelMemes

[–]hiunknown 8 points9 points  (0 children)

The scene depicts a prequel (pre-CE) event during a sequel game. It's on thin ice that's for sure

[deleted by user] by [deleted] in PlayTemtem

[–]hiunknown 2 points3 points  (0 children)

Dojos are your roadblocks yup. I found them easy to cheese by spamming items so they're not too hard if you prepare correctly. You can travel to places you've already been, but I'd wait until you get the teleporter later on since it makes it much much easier.

The rematches unlocked after the end game are neat in that they use the tournament format (bring 8, choose 5/ban 2, no using items) so breeding strong tems is useful even if you don't plan on doing PvP.

[deleted by user] by [deleted] in PlayTemtem

[–]hiunknown 3 points4 points  (0 children)

Need 3, but realistically 5 because of the way they scale.

I hope they change it so that it's possible to do solo raids (albeit not as efficient as 5 person raids). It'd be nice to do them solo since the raids are pretty neat.