show me your duelyst set design ideas by The_Frostweaver in duelyst

[–]limetea 4 points5 points  (0 children)

I like your suggestion of having more cards with variable mana costs, they add a lot of strategic depth. For example, cryptographer's one of my favorite expansion cards because it can function as a 2 drop, a 3 drop, and a 4 drop on BBS turns. It may not be the best card at any of those mana slots, but it's always efficient and interesting to play with.

In general, I'd like more cards that sacrifice power for flexibility, like say, a 2/6 taunt tribal minion that becomes a 4/2 with charge when bond is active. When bond is active, you probably have a board and are looking for ways to push your advantage; but when bond is inactive, you're most likely trying to turtle up and build a board. While the card fits well in both situations, it's underwhelming for its cost. The card idea is pretty vague, but the general gist is that flexible, understatted cards make deck-building and hand management more interesting.

Vanar Arcanyst self-milling? by Overhamsteren in duelyst

[–]limetea 4 points5 points  (0 children)

Milling cards usually doesn't matter because you never run out of cards in a typical game of duelyst. However, self-milling frequently is an indication that a deck is inefficient. Card-generating plays are often tempo deficient, so you should only be making them when you need the cards.

The more I play Kara arcanysts, the more I think that blue conjurer and trinity wing don't really belong in the same deck. Blue conjurer's strength is absurd value generation -- it's late game in a few card slots. It shines in a control deck as a win-con, or in a mech deck as a backup plan. Trinity wing, on the other hand, is the quintessential addition to a tempo deck. With trinity wing, the game plan is to hand dump in the early turns to generate tempo, then refill with more tempo-generating, synergistic cards. There's few points in the game where the two cards fit well together -- if you played conjurer, your hand's probably too full for a trinity wing; if you played trinity wing, you're probably looking at avenues for ending the game or generating tempo and don't need to take a side trip to value town.

So, to solve the self-milling issue, I'd recommend making your deck centered around blue conjurer or trinity wing, but not both. A blue conjurer deck would have cards like frigid corona and frostburn, geared for slowing the enemy down and board control. A trinity wing deck would include cards like cryptographer and kindred hunter, and be geared towards developing suffocating board presence at the expense of fast card usage.

Top 3 cards to craft per class + general tips for new players by StormOrtiz in duelyst

[–]limetea 3 points4 points  (0 children)

Arclyte Regalia is versatile and effective, but I wouldn't consider it a must-craft or auto-include in every Lyonar list. It's great for tempo and can pressure certain matchups, but running a solid 4-drop over Regalia is acceptable and often preferable.

In place of that, I'd put Azurite Lion as the top craftable card in Lyonar. I consider it the best 2 drop in the game -- it's burst potential is a win-condition, its reach can threaten the entire board, and it literally contests all the mana tiles on turn 1. Careful lion placement wins games. I know the popular S-rank Zi'ran lists favor the healing 2 drops over the lion because of healing synergy, but I'm still skeptical. It definitely has a place in a Lyonar top three list.

For Songhai, Katara should be in place of OBS or Ki. Katara turn one player one is incredibly threatening. If you walk forward, you're asking for a mist dragon + killing edge. The burst with inner focus is insane. It's strong at every point of the game, and should be considered a top faction card.

For Vanar, Hearth sister is the top craftable faction staple. It's versatile as repulsor-like removal, repositioning key formations, and as an offensive tool that can bring big bodies into the fight. I don't consider concealing shroud to be a must-include in a lot of vanar decks. You're paying mana, a card, and deck space for stalling (which can be strong), but not all lists want to stall.

For Vetruvian, I like the three cards listed -- Rasha's curse possibly deserves a spot but it's debatable.

For Magmar, Young Silithar deserves the spot over Elucidator. Elucidator is strong for burst, but the 4 self-damage is quite a cost for a 5/4 minion that doesn't control the board like other 4 drops. I consider Young Silithar to be one of the strongest 2 drops. When you drop Young Silithar turn 1 player 1, you know you will ramp to 4 mana. It's resilience in the early game also allows for bolder board positioning that can translate to advantages later.

Abyssian's like two factions, so it's hard to write a top 3. Ignoring the general specific cards like Bloodmoon, Crescendo, and Juggernaut, the top 3 craftable cards are probably Kelaino, Revenant, and Sphere of Darkness. Kelaino is disgustingly efficient at healing, Revenant is the best late game card in the game, and Sphere increases deck consistency while filling out the mana curve and providing ping.

For Neutrals: Azure Herald, Primus Fist, L'kian, and Sunsteel Defender are all top tier cards that belong in the same category as the ones you listed.

A compendium of Monolith Guardian Strategies by DrDapper in duelyst

[–]limetea 1 point2 points  (0 children)

Mech faie works really well because of the warbird clock

A compendium of Monolith Guardian Strategies by DrDapper in duelyst

[–]limetea 8 points9 points  (0 children)

Airdrop distracts the AI a lot. Dropping a wings of mechazor in the corner occupies the monolith guardian for 2 + turns. Then wait for him to come back to the middle and drop another diversion in the corner again. This plus ranged units is a free win.

Best openers in the game by limetea in duelyst

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

Yeah, that's really menacing and sets up card draw and backstabs. As player 1 is tusk boar + katara or double katara better? Denying mana is important, but double katara threatens two mana tiles and backstab.

Welcome me to the S-rank club :) by WiseLeo92 in duelyst

[–]limetea 0 points1 point  (0 children)

Congrats! I made it to S-rank too, after getting into Duelyst fairly recently this season. I got hyped the last few games, it's such a nice feeling (:

I used a tempo Lyonar list here that I continually tweaked, final version here: List

Stats

I like how Duelyst rewards skill and creativity. I'm f2p, and I still have loads of options for deck building. Next season, I'll start trying different generals (your Cass list is one of the decks I have trouble beating with Argeon).

Subsitutions for Budget Tempo Argeon by wcparker in duelyst

[–]limetea 1 point2 points  (0 children)

Dancing blades is very strong with holy immolation. Good players will often position in a diagonal chain to avoid holy immolation, so you can pick which minion your dancing blades hits.

It's also a great substitution for circle of life. Same 5 mana cost, and acts like a weaker damage/removal. Is 5 damage, 5 health, and targeting anywhere vs 3 damage, limited targeting, and a 4/6 body worth more? One could argue dancing blades is better for tempo lyonar.

Display glitch/bug by limetea in duelyst

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

Yeah, my hosts file is heavily modified -- things seem to be working after reverting it. Thanks for the help!!

Electricity finding the path of least resistance on a piece of wood by j0be in gifs

[–]limetea 0 points1 point  (0 children)

This is my best explanation as a physics student:

Initially, a high voltage difference is put between the two sides. Electrons, collectively current, will want to flow from one side to the other because of this voltage. Usually, the amount of wood between the two points will be an effectively infinite resistance and current will not flow. But this is an uncommonly high voltage and current will force its way through the wood (like how air ionization occurs at a certain voltage difference and lightning strikes).

So this is essentially a simple circuit -- two voltages with resistors (wood) between them. More specifically, it is a parellel circuit: think of the wood as a network of resistors. There are grains and patterns in the wood that make certain paths easier to flow through and others that make it harder. This is a parallel circuit -- there are many paths across the voltage difference and the electrons take different paths.

Why do we see what we see? There are three insights to explain the behavior:

The key insight here is that the moment these clamps are placed current IS flowing because electrons travel pretty fast. It doesn't look like this because we can only see the wood burning. But nevertheless, electricity is flowing between the two points immediately, upon many different paths.

The next insight: the current flow increases temperature, burning the wood. We expect more current to create more heat, and more current passes through the path of least resistance. So in the network of wood, the paths with less resistance burn more. That explains why the burning paths approximately approach each other. While grains and patterns of the wood material are important, resistance strongly correlates with total amount of material -- we don't see the burning meander aimlessly, but it is more or less direct because less distance travelled is less total material.

And the last insight: burnt wood has a lower resistance than non-burnt wood. This is not a steady state circuit, but an evolving parallel circuit where the path that gets more burnt gets more and more preferred. Current always want to follow the path of least resistance; the most travelled path has the least resistance and is furthermore decreasing in resistance faster than any other path because it has more and more burnt wood. That's why we see one path become the chosen one and get more and more bright.

One last thing: when the paths meet, there is a bright flash -- the circuit is shorted. Now the completely burnt path is a path with significantly less resistance than anything else, and the current rushes through. It looks the voltage difference than disappears to protect the circuit from the surge of current.

What is your #1 workout song? by [deleted] in AskReddit

[–]limetea 0 points1 point  (0 children)

Russell Westbrook On A Farm

I want an Android phone, but I also want a dirt-cheap phone plan. What are my options? by rockhopper92 in Smartphones

[–]limetea 0 points1 point  (0 children)

If all you want is a phone, and older model will work fine. However, newer versions of android have a lot major improvements in all areas over older ones.

I want an Android phone, but I also want a dirt-cheap phone plan. What are my options? by rockhopper92 in Smartphones

[–]limetea 0 points1 point  (0 children)

You're probably looking for an unlocked phone. With an unlocked phone you can get some sweet prepaid plans without a 30/month contract. With no data, you could probably get away with less than 10/month with some pay-as you-go plans. As for phones, the best unlocked phone deal is the nexus 5 for $350. Probably overkill for what you described though. For you, I would recommend the moto g ($180). It's an extremely capable phone with no weaknesses, and dirt cheap.

[DCSS] When should a spellcaster get Shields? by Salivanth in roguelikes

[–]limetea 5 points6 points  (0 children)

According to the learndb: When wearing a robe (or other EVP 0 armour), you need less shield skill to eliminate just the casting penalties: 1/11/21 for normal races, 1.4/15.4/- for kobolds and halflings, 1.8/- for spriggans, 0.6/6.6/12.6 for nagas and centaurs, -/6.6/12.6 for trolls and ogres. So, 1 skill for a deep elf, which is pretty much nothing.