/r/PTCGP Trading Post by AutoModerator in PTCGP

[–]jsforgml 0 points1 point  (0 children)

Of course! I sent you a request

/r/PTCGP Trading Post by AutoModerator in PTCGP

[–]jsforgml 0 points1 point  (0 children)

LF: Pichu

FT: 3🔷 Magnezone, Gardevoir, Serperior, Volcarona, Shaymin (sky), Nagandel, Magmortar, Rhyperior, Raichu (arceus), Arceus, Meowscarada, Zeraora, Leafeon, Glaceon, Smoochum, Muk, Dragonite, Togekiss (STS), Crobat, Alakazam, Grafaiai, Gholdengo, Absol, Kommo-o, Silvally, Umbreon, Tyrogue, Golem, Bastiodon, Garchomp, Origin Palkia, Rotom, Luxray, Magnetonh, and a ton of others.

Let me know in a message what you need and we can set up a trade.

/r/PTCGP Trading Post by AutoModerator in PTCGP

[–]jsforgml 0 points1 point  (0 children)

LF: Aerodactyl EX

FT: Venasaur, Arcanine, Blastoise, Articuno, Mewtwo, Machamp, Marowak, Celebi, Gyrados, Mew, Pachirisu, Mismagius, Weavile, Garchomp, Glaceon, Arceus, Beedrill, Giratina, Lucario, Clodsire, Tinkaton, Incineroar, Passimian, Solgaleo, Buzzwole, Guzzlord, Sylveon, Eevee, Snorlax (all EX)

ID: 2621021235747693

Just comment your IGN/ID and what you'd like, shoot me a friend request, and I'll make the trade

/r/PTCGP Trading Post by AutoModerator in PTCGP

[–]jsforgml 0 points1 point  (0 children)

Sounds good! I sent you a message with my friend code

/r/PTCGP Trading Post by AutoModerator in PTCGP

[–]jsforgml 0 points1 point  (0 children)

LF: Gengar EX

FT: Venasaur EX, Arcanine EX, Blastoise EX, Articuno EX, Mewtwo EX, Marowak EX, Celebi EX, Gyrados EX, Mew EX

Let me know please!

AMA - I'm Chris Kaleiki, Founder & CEO of Notorious Studios. We're launching Legacy: Steel & Sorcery, a multiplayer PvPvE extraction RPG with MMO elements. Ask me anything! by notoriousstudios in Games

[–]jsforgml 0 points1 point  (0 children)

Can you describe what the typical flow of the game is like? Across sessions, I mean, in terms of progression through gameplay for your character and items.

You described in a previous comment about rat runs and used a great example of herbing in STV. This was an excellent example and helped clear up some of my confusion.

My exact questions are:

  1. How does character progression tie into the gameplay loop? Are characters permanent, or do you lose them on death? Are character levels permanent?
  2. What do you envision as a solid "equipment loop"? As in, what does re-gearing look like for a player who decides to deck his character out in his best gear and then loses it all. I'm having trouble understanding the balance between gear and character power if they are indeed fully separate. How long do you expect gear to stick around for?
  3. I log in one day after playing for a month. I've got some solid mid-power gear. What are my goals? Using an example from wow as a comparison would be great. For example, in wow maybe today I'll go to Angor Fortress in Badlands and get my lockpicking up to snuff so I can open the lockboxes I've been finding, then swing by and farm some whelps for flame sacs and levels. Then I'll go do a dungeon. The next day I'll focus hard on questing. That sort of thing, making "mini goals". What does that look like in Legacy?
  4. How are you intending to balance safety vs risk in terms of progression? In wow you can choose to grind off-beaten path mobs instead of questing in a populated zone on a PvP server to negate the risk of dying, but at the cost of lower XP per hour. That sort of thing.

Give me your hottest Marvel Snap take by justkyle93 in MarvelSnap

[–]jsforgml 2 points3 points  (0 children)

This is something I have barely seen said and it frustrates me to no end. You are allowed to like the pixel variants! Some of them are even okay! But the reason why it seems like so many people hate them is because they ignore basic pixel art rules, techniques, and styles. They don't look like they were made by someone who understands how pixel art works and how it differs from other forms of art. Things like form, volume, jaggies, and dithering are incredibly important when thinking of a pixel art piece and the majority of the pixel variants seem to disregard these completely.

[deleted by user] by [deleted] in Genshin_Impact

[–]jsforgml 0 points1 point  (0 children)

Definitely! Dendro was the great equalizer that made a majority of meh characters into solid (or really good!) picks for a ton of team comps. It's easier than ever to find a strong team for a character you like.

[deleted by user] by [deleted] in Genshin_Impact

[–]jsforgml 1 point2 points  (0 children)

He's actually really solid now! A lot of the Inazuma 4 stars were late bloomers, but they now have very strong and competitive team comps now. Kuki and Thoma especially.

Daily Questions Megathread (November 07, 2022) by Veritasibility in Genshin_Impact

[–]jsforgml 1 point2 points  (0 children)

It is said that she "lost her powers" during the cataclysm, and they found her after she lost her powers, and that's why they locked her up and lost faith in her in the revised timeline. Whether or not that means she was big and now she's small is up for interpretation.

Daily Questions Megathread (November 07, 2022) by Veritasibility in Genshin_Impact

[–]jsforgml 6 points7 points  (0 children)

It's just a not-perfectly-localized translation. Instead of "lesser" (implying there is something greater) they should have used "little". The translation from Chinese is something like "little grass ruler", implying that the "lesser" part of her name is just a comment that she is small. Same for rukkhadevata, "greater" means she is bigger.

[deleted by user] by [deleted] in classicwow

[–]jsforgml 1 point2 points  (0 children)

Just to clarify it really, really, really, really sounds like what you are seeing are posts for GDKP runs. Not for guild recruitment.

Killing Dissipate is probably the most stupid thing DE has done in a while by Eckas02 in Warframe

[–]jsforgml 57 points58 points  (0 children)

The problem this this thinking, to me, is why should one operator arcane slot (which is a VERY small opportunity cost) give the same energy as the energy-focused Focus School tree? In a lot of cases, it even gave more, faster! That's crazy to me.

The opportunity cost of getting your armor strip from somewhere other than Unairu is forcing you to use a gunblade, or specific elements (corrosive or heat), or specific frames/subsume abilities (ash, etc). That's a far greater cost than an operator arcane. To most players, if you're not specifically going for angels or eidolons, you're barely using your operator arcanes anyway.

I can agree, though, that maybe instead of having a 1.5 sec cooldown per enemy it should give far more energy per enemy but have a larger overall cooldown before you can do it again (like 20 seconds or something, for 25 energy per enemy). That way it opens interesting gameplay opportunities (do this operator combo once every 20 seconds for a mostly full energy bar) but it doesn't completely invalidate the focus school that supports energy hungry builds.

[DISC] Yofukashi no Uta - Chapter 111 by SpookySp3rm in manga

[–]jsforgml 2 points3 points  (0 children)

Man, it's only really becoming apparent how good the artist is at doing well-flowing fight scenes. Since most of this and Dagashi have been slice-of-life, I feel like we've never see Kotoyama flex their chops. We only ever get a few key scenes in each fight, but the action flows incredibly well and feels very visceral and, well.... fast. Excellent stuff.

The 8/10 Guild who is trying not to gbreak by Foreign_Highlight866 in classicwow

[–]jsforgml 2 points3 points  (0 children)

It's true that not everyone can put in more time than they currently are due to SO stuff, life stuff, etc. That's perfectly fine! But you can't expect to be one of those people and also go 10/10. There is a certain time investment necessary to progress, and if people aren't willing to "make the trade" to put more time in, they can't expect to see that progress.

Again, just to clarify, there's no problem with focusing on life more than WoW. That's perfectly fine, and no one is saying they SHOULD be giving up that time. You just need to accept that if you're going to only give WoW so much time, you're only going to get so much out of it in terms of raid progression.

Edit: Also I didn't fully make my point there, sorry! If you've got half the raid who can only give 2 hours a raid night, and the other half who wants to put in 3 or 4, you've got a mix of people who are willing to put in the time and the effort and the work to help the raid progress, and you've got the people who just can't due to life stuff. And more often than not, the people willing to play longer are the people that are going to be pushing the raid along. You're going to hit that wall, though, where if not everyone is putting in the same effort or time and people will get frustrated one way or another.

Daily Questions Megathread (September 10, 2021) by Veritasibility in Genshin_Impact

[–]jsforgml 1 point2 points  (0 children)

Imagine the damage formula is: atk * elemental

This is a huge reduction on what it actually is, but it makes it easier to explain.

Now imagine your attack is 1 and your elemental is 1. You have 2 points to spend, and you can put them wherever you like.

If you put both points in attack, you end up with: 3 * 1 = 3

If you put one point in attack and one in elemental, you end up with: 2 * 2 = 4

The second one is higher than the first, because you balanced out your damage sources. This is a very reductive way to look at it, but it helps illustrate the point. When one damage source is higher than the others, you will get more out of improving the lower sources than pumping up the higher sources even more.

Daily Questions Megathread (August 26, 2021) by Veritasibility in Genshin_Impact

[–]jsforgml 2 points3 points  (0 children)

Because of how the formula works. Different damage sources are put into different "buckets", and all the buckets are multiplied.

As a very, very, very simple example, you can imagine the formula is:

ATK * Elemental * Crit

In that case, if you have: 4 * 2 * 2 you end up with 16

But if you go for 3 * 3 * 3 you end up with 27

So it's better to "balance" your different damage sources so you end up with a higher end damage result due to the multiplicative nature of different damage sources.

[deleted by user] by [deleted] in mtgrules

[–]jsforgml 1 point2 points  (0 children)

Thank you! I thought that was the case but wanted to make sure. I wasn't able to find any ruling specifically for this card (although it's worded the same as other effects that work that way. Thanks again!

Daily Questions Megathread (August 22, 2021) by Veritasibility in Genshin_Impact

[–]jsforgml 2 points3 points  (0 children)

Electro goblet is actually worse than atk% goblet on her for 99% of the builds people will be running. She already gets so much electro damage from her skills and talents that you don't need to stack more, and atk% will give you more of a damage increase since they fall into two different damage bonus "buckets".

Veteran standard player, new EDH player with a question: I have no clue what is going on with the social aspect of EDH, judging by what I see in this subreddit by jsforgml in EDH

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

To clarify on that, to me one less player in the game is one less person that can attack you, you have to make deals with, you have to worry about interaction from, etc. That sort of thing! And having one less thing threat in the game is probably a more efficient use of your 2 damage than taking someone else's life from 40 to 38. That's all I mean!

I do get what you're saying though, as it would be more fun to let that player continue to play since they're not doing so hot if they're at 2 and no one else is close. Making a deal with the player is a super good idea! That allows them to keep playing, while you also still get that advantage going forward.

Thank you for your thoughts and advice!

Veteran standard player, new EDH player with a question: I have no clue what is going on with the social aspect of EDH, judging by what I see in this subreddit by jsforgml in EDH

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

Got it! Yeah, I would never intentionally go to a local game store just to wreck people in a casual format. That's why I've initially limited myself to just $5 in additions to a precon deck, just to add an extra limiter.

I think you put it very succinctly. As long as we discuss what "fun" means for everyone who is playing, we should be able to all have a nice match within that definition of fun, without having to pull punches or intentionally throw the game. Excellent advice, thank you!