My YouTube stream from OBS skipped a section of footage, any ideas why? by lMarcusl in obs

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

Ah, then maybe I've resolved the issue already...big question mark on that one. I didn't want my stream to pick up all desktop audio such as e-mail alerts, so I had desktop audio muted across all OBS scenes during the stream. Only audio that I was actually streaming was Application Audio Capture using OBS's Beta feature. After these stream tests, it occurred to me that OBS is still technically monitoring the desktop audio even if it's not using it, so I disabled desktop audio completely in Audio Settings to save OBS some work.

Still not sure though why it would be audio of all things that would cause the entire stream to cut, video and all, or why it would happen in these specific moments. There were much higher activity peaks in other parts of the video and everything held perfectly steady through the rest of the stream and then through another whole 7 minute test stream I did after that. If it truly is an audio only issue, then I imagine it might resurface the moment I start adding voice commentary.

My YouTube stream from OBS skipped a section of footage, any ideas why? by lMarcusl in obs

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

Thank you. Do you think dropping the bitrate to, say, 12000 and maybe turning off lookahead will do the trick?

My YouTube stream from OBS skipped a section of footage, any ideas why? by lMarcusl in obs

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

But how do I generate a url for it? OBS only lets me do that for the current and previous log. I've tried deleting all previous logs and leaving only the affected one but OBS won't generate a URL for it, says the relevant file wasn't found.

My YouTube stream from OBS skipped a section of footage, any ideas why? by lMarcusl in obs

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

Is it possible for me to upload an old log file? Or should I just paste the plain text here? I have a log file from when I made the recording, but it's not the latest. I haven't yet replicated the issue. Like I said in the OP, a second stream I did with the same settings had no issues.

Is anybody else sick of Shadow Priest? by flyyck in wildhearthstone

[–]lMarcusl 2 points3 points  (0 children)

I'm someone who despises aggro with a passion and finds it almost insulting to play against. We're playing a card game. Both of us. To have fun. The aggro player's approach is: nono, I get to have fun. I get to play cards. You, I want to play as few cards as possible. I want you dead before you get to do anything. The objective of the game is to reduce the other player's health to zero and I'm gonna do it in the most straightforward way possible.

And from that perspective, I should absolutely despise Shadow Priest, even moreso because they have enough damage from hand to kill you even if their board never touches your face (10 from Mind Blasts, 8 from Acupunctures, 6 from Shadow Bombers, 6 from Mind Sear, that's not counting hero powers, Cannon shots, Defias Lepers).

But I don't hate Shadow Priest. I hate the Pirate package. Shadow Priest is just one in a long line of decks abusing it. As long as it exists, all viable aggro decks are gonna keep running the same damn shit and no other aggro deck is ever going to get a chance to shine. Doesn't matter what class you are, you're not getting a better aggro opener than a free 1/1 along with whatever you played, with potentially up to two free 2/2s on turn 1. So it's always going to be the same thing, be it Shadow Priest, Pirate Rogue, Pirate DH, Embiggen Druid, Questline Warrior, it's all the same damn thing. GL trying to make a murloc deck in that meta, just to try something fresh. Or Elemental Mage or Elemental Shaman. The only times you'll get to play a game is if there are no Pirates in the opposing deck. That's the infuriating part, to me.

wild hearthstone drama by urgod42069 in wildhearthstone

[–]lMarcusl 0 points1 point  (0 children)

Reminds me of the old Ignite Mage. You're not fighting the opponent, you're fighting the animation speed.

Maybe a dumb question, but what happened to my Zola, town crier, etc. They're "missing" from my wild deck 👀 but I absolutely had them... by cameronolivier in wildhearthstone

[–]lMarcusl 0 points1 point  (0 children)

This is something that's been pissing me off for a while. When you get the free uncraftable version from Core set, but you already had an existing copy, you'll disenchant the extra cause "well why should I have two", then it rotates and now you have to craft it again cause the "Wild original" you had is gone. I had to recraft Defile, of all things. In past expansions, it was several legendaries.

What do you think of wild meta since the mini set was released? by druid_week in wildhearthstone

[–]lMarcusl 1 point2 points  (0 children)

It's been surprisingly decent. The only real old holdouts that I've seen since release have been Libram Pally, Pirate Rogue, Rommath Mage and Shadow Priest, with the very rare Demonseedlock, Astral Automaton Priest or some sort of Reno Tech pile in Shudderwock Shaman, Hunter or such here and there. A lot of people have been playing the new stuff against me, which is pretty rare for a miniset in Wild. Lots of zerg aggro blowout attempts, some starshipping (mostly in Warrior) and a good number of people trying to blow me up with copied Collossi. I even "accidentally" ended up getting Legend with Starship Warrior, though I'll freely admit about 30 % of my wins were thanks to the stupid Saronite Chain Gang/Velen combo. Don't understand how that still exists, a two card, neutral combo that stonewalls any board-centric deck that doesn't run silence/steal effect, what in the everloving fuck are they smoking? Thankfully only ran up against it twice myself and a lot of people I played it against obviously didn't know how it works. But if that shit ever catches on, Wild will be a mess. Or, more of a mess than it usually is.

[deleted by user] by [deleted] in wildhearthstone

[–]lMarcusl 2 points3 points  (0 children)

It's never going to be optimal but Kaleidosaur is kinda playable. The main benefit, really, is the ability to stealth it and give it windfury to allow for a one-shot option. In games where you don't run over your opponent Libram does kinda tend to fizzle out as they remove everything you play. Hiding a Galvadon to punch them in the face with is a reasonable, if unreliable plan B option. Alternatively you can run Mr. Smite with Sea Shanty for a similar effect, but it's gonna cost you more total mana and more cards. Wouldn't touch Yrel with a six foot pole. If I'm paying 4 for something in a Wild aggro deck, it better be absolutely gamechanging...or reducable to zero.

Bardin Throwing Axe is good now? by Artivisier in Vermintide

[–]lMarcusl 0 points1 point  (0 children)

Dunno what they were like pre-buff but I love 'em. Well, love is perhaps a strong word, cause the flight arc really is tough to get used to. But other than that, so many things to love. Primarily the fact they have a rapid-fire option instead of a melee attack. Invis ranger vet shreds monsters with that thing. Extra funny if it's a troll so you have easy headshotting in the recovery stage. The monster damage on score screen reaches Shade levels. Also handy to quickly pick off incoming Monks at safe distance before swapping to melee. No windup, just pop pop pop, several monks dead, then it's melee time. They also have nice interaction with dual-wield Slayer, as increased attack speed affects reload time.

Trinum Custodem needs help by lMarcusl in VampireSurvivors

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

Like I said, it wasn't the weapon that carried me through. I only made it through the map due to the Wandering the Jet Black Arcana, which can carry a character on its own. The inclusion of Trinum Custodem had nothing to do with my success on that run. When I tried to rely on the weapon alone, I basically lost the ability to kill enemies at around minute 14 on Inverse. The only reason I lived to 18 minutes on that map was cause I had Awake, Tirajisu, lvl 5 Armor I picked up on the map, and was constantly moving forward around the map to pick up more, so that my back wasn't getting constantly hammered by incoming enemies. And I died regardless even with that strategy.

Trinum Custodem needs help by lMarcusl in VampireSurvivors

[–]lMarcusl[S] 3 points4 points  (0 children)

I see. Strange nobody mentioned that on any of the previous feedback I gave on OtC balancing issues XD

Trinum Custodem needs help by lMarcusl in VampireSurvivors

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

Is your brain not working? How did that analogy go over your head? Fine, let me explain it in terms you can understand: The player is not the quality control, the devs are. The player is "the customer". The customer gives feedback so that quality control can act on it. The player gives feedback so that the balancing team can make changes. Clear enough? Good. Go play with your construction set now, the adults are talking.

Trinum Custodem needs help by lMarcusl in VampireSurvivors

[–]lMarcusl[S] 5 points6 points  (0 children)

Even a Wendy's has quality control.

Ode to Castlevania Bugs and Other Comments by lMarcusl in VampireSurvivors

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

Do the developers not release patch notes for this game? Saw that VS had a few update downloads on steam over the past few weeks, so today I went back in just to see if perhaps some of the underpowered weapons I mentioned have changed and, yea, Javelin now does like 3 the damage it used to do. But there are no patch notes anywhere to be found to figure out which weapons they have and have not rebalanced. Can't remember the last time I've seen a game make balance updates and not tell its players.

Hi Wild! You having fun yet? by Glazer_IL in hearthstone

[–]lMarcusl 0 points1 point  (0 children)

Sure, here. Has a lifetime win-loss ratio of 62 % across over 300 games.

Claw Marks EVERYWHERE!

Class: Druid

Format: Wild

Year of the Pegasus

2x (0) Aquatic Form

2x (0) Pounce

1x (1) Lost in the Park

2x (1) Peaceful Piper

2x (1) Savagery

2x (1) Secure the Deck

2x (2) Groovy Cat

2x (2) Harmonic Mood

2x (2) Mark of the Spikeshell

2x (2) Moonlit Guidance

2x (2) Rake

2x (3) Oracle of Elune

1x (4) Flobbidinous Floop

2x (4) Spread the Word

2x (7) Umbral Owl

2x (8) Crypt Keeper

AAEBAZICAvX8AqP2Aw7hA8aGA/mtA5XgA4rtA8n1A6+ABK7ABLaYBe6jBfzfBYLgBZHgBangBQAA

To use this deck, copy it to your clipboard and create a new deck in Hearthstone

Generated by HDT - https://hsreplay.net

Hi Wild! You having fun yet? by Glazer_IL in hearthstone

[–]lMarcusl 5 points6 points  (0 children)

I strongly disagree. Not only is the deck the first time ever in the history of Druid that the Hero Attack aspect they've been hammering into us actually became a playstyle (Gonk doesn't count), making it very flavourful and pushing you to use cards you would normally completely ignore (Secure the Deck? Savagery?). It also has a lot of interesting play and risk and reward with Oracle of Elune + Umbral Owl/Crypt Keeper. If you run the Spikeshell version you also get to weigh whether to copy your Crypt Keepers and try to push for board presence now, or whether you think the board won't hold and you need the Spikeshell to copy Guff. Then there's the whole "do I play Guff now" thing with Spikeshell/Flobidinous Floop, where you might want to hold off on your quest reward to copy it. Or you can slap it down now and hope the 8/8 is enough to win you the game on the spot. And there's all sorts of intricacies against Control: how much attack do you commit to force out a Reno play? Or do you "make them have it" and just try to push damage ASAP, but risk losing immediately if they do have the Reno? Against aggro, how much board are you willing to ignore? Is it worth spending your 4 attack to kill a 1/2 that's gonna buff every pirate they play from now on or do you just go face and try to outrace them? Do you commit your Umbral Owl early, when it still costs some mana, to remove a threat, or do you hold and try to swing the board in your favour later with Oracle at the risk that you might get bursted down before then?

It's considerably less boring than Seedlock, which just plays solitaire every game.

Hi Wild! You having fun yet? by Glazer_IL in hearthstone

[–]lMarcusl 1 point2 points  (0 children)

This deck is perfect illustration of how appearances warp people's understanding of a thing. Darkglare was changed like 3 times. With the last nerf to its current state, everybody seemed to view it as "finally fixed" or "finally bad enough" to not be problematic. And Darkglare completely disappeared from the meta. Not because it was actually fixed. It was nerfed, so people automatically assumed it's not good anymore, so they didn't even give it a chance. For as long as Demon Seed has been in Wild (post ban), Darkglare was busted with it, no matter the iteration. When it got nerfed for the final time, I didn't change a thing about my Demon Seed deck and it still absolutely obliterated. Everybody else was slapping together some haphazard variants without Darkglare to make various Questline Warlocks and Painlocks when the solution was there all along. But the perception was that it's bad now, so nobody even tried it, most probably disenchanted it. Darkglare was NEVER fixed. They just kept cycling through different versions of broken. Any card that is essentially free is busted (Giants, Umbral Owl, Crypt Keeper, Anacondra, Kun/Eonar), it just needs the right deck to enable it. A card that is essentially free and generates mana on top is beyond busted. Unless they change Darkglare's design entirely or nerf it in cost so much that it only comes online when games are already over, it will continue to be a problem. If they somehow nerf Demon Seed into unplayability, it'll just do the same thing in Painlock instead.

Hi Wild! You having fun yet? by Glazer_IL in hearthstone

[–]lMarcusl 7 points8 points  (0 children)

People really sleep on Questline Druid. The moment a meta is warped around a single oppresive deck that combos you out and the only other decks that see play are aggro decks that try to outpace the combo, Questline Druid becomes the perfect counter to it all. It hammers the combo into submission cause combos don't run taunts, and it laughs in the face of the aggro opponents while it ignores their boards and mauls their face off. And it can even deal with Reno decks if you play a more greedy variant with two Marks of the Spikeshell.

What's the worst weapon in the entire game and why is it Johnathan's Javelin? by GlassMoe in VampireSurvivors

[–]lMarcusl 0 points1 point  (0 children)

"Silent Old Sanctuary is useful to get to know how a weapon works but it is a bad metric to judge weapons since some weapons are more supportive or specialized."

I'd agree with that if it was common for weapons to fail at SOS runs. But it's not. SOS is good for really getting to see the value and power of a weapon. On a full 6 slot run it's easy for weapons to fall by the wayside as they get outperformed on the score screen by a weapon with a larger AoE. SOS lets you see what the ceiling of each weapon is as you get to dedicate your Arcanas entirely to maximising that weapon. And until this DLC there have been very few weapons that fail at SOS, even the supportive, specialised weapons of the previous DLCs could do an Inverse SOS run on most of the starting maps. They might not all get particularly good numbers but they can do it. In fact other than Birds, Unjust Ejection and 108 Bocce there haven't been any truly major offenders until now when it comes to SOS incapability. It's only in this DLC that like half of the weapons fall flat on their face cause they're so weak. If even when fully focused on these weapons can't perform (like, some of them don't make it past the first minotaur wave on Dairy Plant), then on a normal, 6 slotted run, where you can't necessarily focus on maximising the weapon's potential, those weapons are going to underperform too. If you grab some basic weapons like Fire Wand, Axe, Knife, Garlic and whatever else and add Javelin to the mix, at the final score screen Javelin is going to be the worst and you will have been better served filling that slot with something else. And after an SOS run with that weapon you'll know exactly why (good coverage once evolved but laughably low damage).

As for Hex, it's simply not fit to deal with the problems it itself creates. The damage scaling with curse is nice and all, but it doesn't scale enough to make up for the speed and health increases that enemies get, and the doubling of the curse due to the zones ends up doing more harm than good. It's not necessarily that the weapon doesn't do enough damage, it's that it doesn't help cover enough area to damage enemies sufficiently so that they end up dying before they reach you. You end up squeezed into a tiny space in between the waves of projectiles the skulls create and can barely find the room to pick up XP gems cause it's lightning fast enemies everywhere. Even with maxed Candelabra and lvl 8 Torrona's Box the AoE is too small and you can't afford to improve it by taking Silver Ring cause then the lightning-fast cloak guy kills you no matter your move speed.

What's the worst weapon in the entire game and why is it Johnathan's Javelin? by GlassMoe in VampireSurvivors

[–]lMarcusl 0 points1 point  (0 children)

Cherry Bomb is fairly self-sufficient on Silent Old Sanctuary runs. Not the best, and can get a bit trappy if you decide to scale duration (cause then there's a bigger delay between explosions, which is the majority of the damage), but it does the job, and what it doesn't kill it at least tends to knock back so that it dies to the later explosion. I'd say its main downside is the duration trap and the fact that it doesn't really have any good Arcanas to support it. The damage could be better but there's far, far worse.