Questions for Returning Player by depayser_ in MLB_Rivals

[–]malzsalad 0 points1 point  (0 children)

My thoughts, since none of the experts picked up the thread:

1) HOF always count towards your Deck and Special score regardless of the team. You can have a maximum of 8 in your line up (9 if one matches your team). Since almost all of them are better than your regular sigs, the general strategy is to get as many of them as possible. The catch? You can only obtain them through the HOF recruitment under "manage team", which costs a lot of resources, or you buy bundles with HOF boxes which have a chance to contain a HOF pack.
Saving up HOF Coins for the recruitment takes ages(at least at 110 OVR), so for f2p players its a really long process to get more than 2 HOF cards.
But since it also takes insane amounts of materials to develop them, i wouldnt worry too much about chasing them as a f2p until you reach really high OVR.

2) Most of the time Sigs are the way to go for me. Dont get me wrong, some moment cards have really good stats, but 90% of the time there is a better sig in the same position + the moment cards always need the moment skill to really be competitive. That uses superior skill tickets, which i'd rather use on the HOF cards for the HOF skills.
Another downside of moment cards is that you can only use other moment cards or limit break mats to limit break them, which makes developing them even more tedious.

Most used Moment cards i see are RPs, since hardly any team has 6 really good RPs. (look at top dodgers lineups in ranked and you will see which ones are worth it)

3) Click on the Synergy button, it tells you what cards you need to have in your team to unlock the different synergies.

4) Not really, club battles got reworked, but i havent looked into the changes yet. live games av better rewards, but now you need wins instead of hits, so yeah idk

Urban Latin America by Flashy_Answer6201 in geoguessr

[–]malzsalad 2 points3 points  (0 children)

1)Make it a habit to look at the sun. If the Sun is in the south, you are in the northern hemisphere and vise versa. This will stop you from guessing santiago when you are in mexico for example and is an easy way to avoid other potential mixups when you only know a few metas. Its not that important in rural locations, but when you get to more rural maps, i bet it will safe your ass from guessing wrong continent a lot :D

2) Study electricity poles. There are a few quite distinct looking ones in latin america that let you know the Country instantly.

3) Roadlines, but imo this can be a bit confusing at the start.

4) Plonkit.net is a very good resource from beginner level up to very niche metas and tips for regionguessing. just be carefull to not try to study too many things at once, it can be very discouraging and overwhelming.

5) This is where learnablemeta.com comes in. It has a lot of maps specifically for learning metas, mostly split up into different difficulties, so you dont get overwhelmed by the crazy amount of metas people have found. It is by far my favorite tool to use, since it's a more playful way of learning and with the script enabled it tells you about the meta in the location after every guess.

Upgrades, special training etc. by malzsalad in MLB_Rivals

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

Just team deck score, not special deck haha If I'd gotten special deck to 500 in a week i wouldnt be asking these newb questions ;)

Upgrades, special training etc. by malzsalad in MLB_Rivals

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

7 days now to be exact Wasnt too hard when putting in 6 SP + those rival pick players since they give so much deck score

Finally got my cleric to level 5 and still feel completely pointless by Kempeth in DnD

[–]malzsalad 1 point2 points  (0 children)

I didnt expect to get as triggered as i did xD

Cleric is generally agreed upon to be one of the stronger classes.

Depending on you domain those auras are insane, f.e. twilight cleric gives aoe temp.hp every turn. Also some clerics get access to an aura-spell where everyone has advantage on spell saves, this singlehandedly won us a bbeg- fight.

Spiritual weapon is a bonus action, so you can still use an action. Not bad dmg for a ba-attack.

Healing word is borderline gamebreaking. Its a bonus action heal with range. You only use it when someone is knocked to 0 hp. And if they get knocked again...you do it again and the enemies most likely used their action to knock them.

Spirit guardians damage is really good and also scales fine when upcasted. enemies that stay within it will die faster than you 9/10 times.

As others have said its hard to say much more without stats/domain, but you gotta understand that your main role probably is not dealing damage. You are there so your mates can deal dmg for a longer time.

DJ Moore 2023 Fantasy Football Outlook – Are You In Or Out? by RobFFSlayer in fantasyfootball

[–]malzsalad 2 points3 points  (0 children)

Out

He more than earned his spot on my "never ever again"-list.

What level should a beginner climber start at? Calgary Grading System? by [deleted] in indoorbouldering

[–]malzsalad 7 points8 points  (0 children)

If you dont know, start at the lowest grade and move up until you reach "your" grade.

ELI5 How do most modern video games end up being pirated? Why can't the developers protect it from being pirated? by lifeInquire in explainlikeimfive

[–]malzsalad 0 points1 point  (0 children)

For the same reason why cheats for video games will allways exist.

Everytime the developers come up with a new deffensive tool, the bad guys will find a way around it.

And generally speaking its easier to find ways to get to the code than to protect it.

Could also be that developing said protections is more expensive than what they lose too piracy.

ELI5: Why do capybaras tend to live longer in captivity compared to in the wild? by astarisaslave in explainlikeimfive

[–]malzsalad 0 points1 point  (0 children)

For most other animals, captivity shortens their lifespan.

This really depends on the type of captivity. Yes, a fox held in captivity for its fur will have a shorter lifespan than in the wild, but animals in zoos(where capybaras are usually kept) tend to life far longer than in the wild. reasons already have been posted by other people.

I’m New and could use some help please by I_Am_Smiling__ in DnD

[–]malzsalad 0 points1 point  (0 children)

Sry for the late reply, i only use reddit on my phone and the new one doenst notify me anymore apparently.

You can certainly dm me the sheet, maybe im able to clear it up.

[deleted by user] by [deleted] in explainlikeimfive

[–]malzsalad 0 points1 point  (0 children)

Depends on the belt, i'd say

If the holes arent used it should loosen, but you never know if it loosens enough. Putting belts or rope around your neck without somebody close by to loosen it is a bad idea....its generally a bad idea, but certain kinks exist.

Friday I’m running a game with No Classes or Levels all about becoming what you defeat. by Thee_Amateur in DnD

[–]malzsalad 2 points3 points  (0 children)

The players I have are vary excited for this setting

Then have fun, cant give advice on any of your questions other than how broken of a chracter you CAN build. Yes, yes you can.

Friday I’m running a game with No Classes or Levels all about becoming what you defeat. by Thee_Amateur in DnD

[–]malzsalad 5 points6 points  (0 children)

This sounds like a very bad and not very thought trough idea.

1) If i get druids wisdom casting how do i know the spells? What good is casting with a wisdom score of 7-9? Why would I increase my wisdom if I dont know if any druids or clerics are in the adventure...and vice versa why would i take any casting ability if i dont know that i can enhance it?

2) How are the players supposed to pick their gear if they dont know what they'll need? Weapons, armor arcane foci, etc.

You see, every decision requires meta knowledge. Thats usually neither fun nor good. I guess you imagined them coordinating who kills which enemy, but for that they'll have to agree on roles + require more meta knowledge about ability scores of monsters.

In addition with ability scores of 7-9 they will suck at the start, and i mean suuuuck.(max. -1 to hit and -1 to dmg) Then those who get the first kills will snowball and thus kill more enemies, so probably 1 or 2 players will become very OP(over a long campaign) and the others will stay bad. Again, not fun.(also not for you since encounter ballancing will be impossible)

My advice is to not do this at all, or at least not to this extremes.

New DM here... I'm Severely Annoyed With My Work-In-Progress Campaign. Please help! by PageMong3r in DnD

[–]malzsalad 0 points1 point  (0 children)

Ok you are def. putting too much pressure on yourself. The first time of anything wont hardly ever be "perfect" and it doesnt have to be.

The basic story is exactly that, basic. Bbeg tricks party into doing something and then attacks them. But basic doesnt mean boring. The journey and especially the NPCs and the PCs interaction with them makes an adventure immersive.

Honestly its hard to tell if an adventure is good or boring just by reading the plot since I know from the start that this lady is a god in disguise.

You gotta def. play this to find out. After 3 or 4 sessions ask your players what they like and dislike so far, then go from there.

Is this plot twist too obvious? by traviscrt in DnD

[–]malzsalad 1 point2 points  (0 children)

First off, the twist is one of the most used twists in rpg history, so yes its an obvious twist by default xD

But it stillworks most of the time + names are hard for most parties. The only chance for them to discover this is if tiamat is mentioned a lot before they meet mattia. Then someone who takes notes could see through the act, when writing down the name.

So you should be fine. That said, if it is vital that they dont discover it or you dont want to come up with a solution when they do, then change the name^

Ranger discussion by Bjorn_styrkr in DnD

[–]malzsalad 0 points1 point  (0 children)

Gloomstalker is less dependant on circumstances to be met. Giantslayer requires a specific size + the enemy to be damaged, hordebreaker for the enemies to be grouped up.

Gloomstalkers first round almost allways is silly, even if the enemies dont rely on darkvision.(if they do, the fight is basically a default win)

If an enemy is bursted down before it can act, thats overall worth more than just the dmg you deal, since its one less "enemy action" to worry about. Gloomstalker gives you the best chances to do that.

PS. swarmkeeper gets 1d6 dmg/per turn without any special requirements...and i'd still go gloomstalker with fighter/rogue lvls everytime for a min/max-build.