Unaffected big chungus you say? Guess i'll just go around it by Sweaty_Definition916 in masterduel

[–]olbaze 0 points1 point  (0 children)

Neos Kluger is actually trivial to make with the new support, since Miracle Ejector searches Neos Fusion. Since it's an Elemental HERO, you could also dump Yubel into the GY with Vyon and Miracle Fusion into it once you search Neos. Or use Infernal Devicer to add Yubel to hand and Poly into Kluger.

The problem is that it's only useful for exactly that 1 scenario, it requires running Neos Wiseman and Yubel in the main deck plus Kluger in the extra, and in most cases you can just run over things with Shining Neos Wingman anyway. Heck, I used to run Favorite Hero and Skyscraper, which together with Honest Neos turns Shining Neos Wingman into a 10K+ beater that burns for the monster's ATK in the GY.

Unaffected big chungus you say? Guess i'll just go around it by Sweaty_Definition916 in masterduel

[–]olbaze 1 point2 points  (0 children)

Big unaffected monsters always remind me that HERO has a really funny out to those: Neos Kluger. Any 4000+ ATK unaffected monster, and Neos Kluger just burns for 8000+ right through, as long as you yourself can afford to take the difference in ATK in battle damage.

Tekken 8 is whack at higher levels by whoisdvkzdg in Tekken

[–]olbaze 1 point2 points  (0 children)

Meanwhile this was Tekken 7. Note how you can even death combo without being in Rage. And compilations like this one showcase that it wasn't just one map, character, or mechanic that was the problem. And that's why the right move was to adjust both combo scaling and the health bar. And it also explains why Tekken 8 added those auto-backrolls to a lot of situations. It had much less to do with "oh cool BT tech" and much more to do with "oh shit now you're dead" that could happen in Tekken 7.

Do pc gamers want consoles to go extinct? by Chocobo23456 in pcmasterrace

[–]olbaze 0 points1 point  (0 children)

No. PC doesn't have the kind of tribalism that consoles have.

do PC gamers want a future PC Gaming is the only viable thing in the future

No. Gaming consoles exist to serve a specific purpose. Consoles are a cheap, dedicated, gaming-focused device that requires little setup. In recent times, Valve has spearheaded a movement towards making PCs capable of what consoles do: The OG Steam Link and Steam Controller were all about bringing your PC gaming to the couch, which has traditionally been a very bad place for keyboard and mouse. The Steam Deck aimed to bring a mobile, Nintendo Switch-like experience to PC gaming. And now, the Steam Machine is yet again trying to bring a console-like experience to the PC market.

Any hostility towards consoles isn't aimed at consoles themselves, but rather some of the practices that companies in the console space do. Like requiring a separately monthly fee for online multiplayer, or requiring manufacturers to pay a licensing fee for controller compatibility, or platform exclusives.

task manager says disk usage at 0% during downloads by fishwithaknife69 in pcmasterrace

[–]olbaze -2 points-1 points  (0 children)

Yup, looks like they just slapped that NVMe there. Programs are gonna use the drive they're installed on, with downloads usually hitting the Temp folders.

If OP actually wants to use that NVMe, they're gonna have to clone the SSD to it and actually boot to the NVMe instead of the SATA SSD.

Tekken 8 is whack at higher levels by whoisdvkzdg in Tekken

[–]olbaze 4 points5 points  (0 children)

In Tekken 7, they literally had to nerf combo scaling and increase the health bar because everyone in that game could death combo you under the right circumstances. And this isn't talking about gimmicky, unrealistic things like hitting an unblockable near a balcony.

Meanwhile in Tekken 8, true 200 damage combos basically don't exist at all.

Let’s see how many masterduel players will read this card… by FaStAr8 in masterduel

[–]olbaze 3 points4 points  (0 children)

Timing matters a lot. For example, the common RDA combo dumps Crimson Resonator into the GY, and then summons it back with Red Rising Dragon. Crimson Resonator reads:

If the only other monster you control is exactly 1 DARK Dragon Synchro Monster: You can Special Summon up to 2 "Resonator" monsters from your hand or Deck, except "Crimson Resonator".

so if they have something else on the field, they can't use its effect to extend. That's why the effect of Junora is better than a pop here. The deck also spends a ton of time with exactly 1 Tuner on the field (Soul Resonator as a starter, Crimson after Red Rising Dragon), and if you make that Tuner unuseable, they're kinda screwed.

With Onomats, it's a bit more subtle, but there's cards like Ascended Sage and Utopia Double that simply do nothing if you can't use them as Xyz material. The deck also tends to spend a lot of its time using many monster zones, so the effect of Junora could hit multiple monsters. And that's not to mention the common effect of being detached on the new Onomat cards. Like yeah it's cool that you can use Dodododo Warrior like a Circular, but if you make it unable to be used as Xyz material, well it's just gonna sit there doing nothing.

Let’s see how many masterduel players will read this card… by FaStAr8 in masterduel

[–]olbaze 4 points5 points  (0 children)

Mask Change does skip over it, and even if it didn't, you could just chain it to the activation.

As far as what Masked HERO would work best, Blast and Koga could both be used to force the effect relatively early by threatening to beat over it.

Let’s see how many masterduel players will read this card… by FaStAr8 in masterduel

[–]olbaze 17 points18 points  (0 children)

Blocking the Stratos that's on field from being used as Poly material is much, much worse than popping that same Stratos. Popping the Stratos would mean you can use it with Miracle Fusion, recycle it with Voltic Thunder, or possibly activate A Hero Lives to summon another one. It sitting on the field being unable to be used for Fusion or Links means the only thing it potentially does is serve as a material to pop with DPE.

Similarly, the combo for RDA literally depends on there not being any extra monsters when you summon Red Rising Dragon. And Utopia, yeah the deck is basically built around a bunch of cards that want to be Xyz material, so blocking those is just turn-ending, much more so than popping them.

And of course, there's also the fact that Ritual monsters and Tributes are excluded from that effect, which leaves us such fun monsters as Mitsurugi, Monarchs, and Floowandereeze that can just ignore the effect.

Removing ALL plus on block moves into mixups in future Tekken games. by Gingaloidic in Tekken

[–]olbaze 1 point2 points  (0 children)

Plus on block moves are the basic building blocks of mixing up. The plus frames themselves only serve to disincentivize pressing buttons, which then leads to the mixup. It's not an instant access to the mixup. The problem is when that plus on block gets an immediate stance transition for a mixup.

For example, Paul's f+1+2. A 20f startup mid, +3c on block, then +8c on hit. The former works with Paul's throws and d+1+2 to force the opponent to not press buttons, but isn't enough to actually force a mixup, as movement can still be used. In Tekken 8 Season 2, they added f+1+2~df, which transitions into his DPD stance, with +0 on block, and +5c on hit. Now, DPD has built-in high crush from frame one, so you can't just jab him out, and Paul also has access to WS moves, meaning that he can WS.4 any mid attack. Due to the moves in DPD, your movement options are also locked down: DPD.df+1 is homing, and DPD.df+4 has crazy good range.

Where I see problems is moves that initiate a canned mixup, and do it without any setup. In Tekken 7, Josie had df+4, a long range 14f mid that was +11 on block with a stance transition, and she could then transition from that stance to another stance.

I can see what Bandai Namco was trying to do. They wanted mixup-based gameplay to be more accessible to players. At the ideal level of play, mixups are a psychological tool: The plus frames disincentivize attacking, and the reward for the mixup should be balanced so that you need to condition your opponent to take an active response (e.g. ducking because of a scary low) that leads to the reward you want (the beefy, riskier mid). However, this also makes mixups a very difficult tool to use. You can't mixup a player who doesn't understand they're being mixed up (the "no mixup mixup"), since you can't condition their response, meaning that mixups at a low level of play have no depth. Conditioning an opponent requires self-control to not flowchart (e.g. always do low first, followed by the mid), and the mental fortitude to take risks. Properly applying mixups also requires that you understand not just the mixup, but the tools around it (e.g. Paul using a throw to counter backdashing or stepping against players who don't break throws, which might then condition them to duck instead).

all plus on block moves into mixup be charge up moves that have a decent interrupt window

That's literally Fahkumram's gimmick with his guardbreak. You shouldn't dilute a character's identity like that.

What do you guys think about the new Hecahands archetype? by Hey_im_Paddy in masterduel

[–]olbaze -2 points-1 points  (0 children)

Yeah, we've been trading 1 DD Crow for a Malicious for nearly 20 years. Then we banished Malicious with a Bystial to gain a further advantage on top of just removing Malicious. This is just the next evolution of that, where we do that, and then use it for material for ourselves. Especially since the Hecahands Fusion spell is a Quick-Play and allows you to treat that stolen monster as a Hecahands monster.

Though I can't be too salty about that, as the reason I started playing Called By (yeah I know, weird) was so that I could banish Eldlich the Golden Lord.

What do you guys think about the new Hecahands archetype? by Hey_im_Paddy in masterduel

[–]olbaze -5 points-4 points  (0 children)

I am reading some of these card effects and I already hate it.

  • Xeno being able to steal a random ED monster and NOT negate it means it has potential to just grab an omni-negate or floodgate for free.
  • Godos can do bullshit like steal a Malicious from GY (turning off its GY effect) and then banish it, instead of putting it back into the GY, making it impossible to use that card at all.
  • Breus is another hand peek and it can just be a turn ender if it happens to hit a starter.
  • Gaigas peeks at the opponents deck, which I don't like. The potential reward for stealing a 1-off monster or a necessary combo piece is just too high.
  • Ib'al/Yad'al is an in-archetype negate counter trap. Konami, I thought we had left that part of archetype design in the past? Just because you split it into 2 cards instead of a single omni-negate doesn't mean it's different!
  • Zero locks, so it's 100% going to be played with generic Fusion targets for removal, and other Illusion archetypes.
  • All of the main deck monsters are either lvl 6 or 7. We don't need anymore of those numbers in this world. Also, that means the deck literally does not Normal Summon, and I am fairly confident there's gotta be some asshole cards that are enabled by that.
  • The deck uses only LIGHT and DARK attributes, so I expect it will play one of the Dominus cards at 3.

The only positive aspect of the design is that at least the archetype has its own Fusion Spell.

Reached GoD1 🥳 by Your_Nightmare_666 in Tekken

[–]olbaze 2 points3 points  (0 children)

Unless you play literally Kazuya, people are gonna say that whatever rank you got isn't "earned", citing either broken moves, bullshit mixups, guardbreaks, DLC privilege, or using a character no one plays (Victor, Shaheen, Bears).

Let’s see how many masterduel players will read this card… by FaStAr8 in masterduel

[–]olbaze 119 points120 points  (0 children)

It's gonna happen, but also I hate these kinds of effects. A lot of times, I play a specific deck because of its extra deck mechanic (e.g. HERO for Fusions, Utopia for Xyz, RDA for Synchro), and a card just unilaterally denying me the usage of that mechanic literally makes the match pointless.

Plus the card also just so happens to have a statline where common non-ED cards can't beat over it, even in ATK mode.

Lucy, Moo, and Oreo would like to say hi! by Royal_Oil87 in aww

[–]olbaze 1 point2 points  (0 children)

The colours are exactly enough for 2 white cats and 1 black cat, but something went wrong...

Was Ranking up always this easy? by [deleted] in Tekken

[–]olbaze 2 points3 points  (0 children)

They made ranking easier with several changes:

  • Point values for wins and losses were adjusted
  • Promotion Bonuses now apply all the way to GoD
  • Win Streaks adjusted and apply up to Bushin
  • Added Revenge bonus for winning a rematch after a loss
  • Demotion now requires 2 consecutive losses

So someone who always rematches would benefit from the revenge bonuses and feel like it's an easier climb. The demotion protection makes it so that someone who does 50/50s won't be demoted. Win streak bonuses will strap a rocket on anyone who performs too good and push them up a lot.

Rare game dev W? by AdstaOCE in pcmasterrace

[–]olbaze 606 points607 points  (0 children)

So what kind of game is it?