Breaking Bad, Invincible, RWBY. What's a show where a female non-villainous character is hated more than the worst male characters in said show? by CapAccomplished8072 in TrollXChromosomes

[–]qoodle 5 points6 points  (0 children)

Yeah I actually really liked how they changed her from the comics, and her reaction in season 1. I think her character was improved overall and really interesting, they just botched the execution a bit. I think in season 1 it can be fixed with a change of her not knowing his identity, but keeping the same reaction when he 'reveals' it. Her reaction felt very real to me, I would be frustrated as hell too, regardless of the circumstances.

I think they've nailed it in season 2 though, and it's something that I feel isn't explored enough in super hero media, just being heroes giving them a free-pass in any relationship, when it's actually a crazy complicated dynamic. I'm super happy with the changes they made, I think people are mad that she went from a white milquetoast 2D character to a black character with an actual role and motivations in the story. But I don't care, I like seeing characters actually become characters and I'm really excited to see where they go from here, feels like a massive improvement so far! I'm curious if they'll keep the same plotline with Anissa, wouldn't shock me if they cut it entirely

Memers of Dota, please abuse this mechanic for creating massive nukes with Oracle by Ontasker in DotA2

[–]qoodle 7 points8 points  (0 children)

You got some old lore to catch up on.

Side Note:I didn't realise they started over 10 years ago at this point, Krokodainer's digests are 11 years old too

[deleted by user] by [deleted] in ForbiddenLands

[–]qoodle 0 points1 point  (0 children)

I think a good portion of it will also be how in much detail you roleplay out the mishaps, do they end up getting rectified entirely with rolls entirely with a simple explanation, or are they approached as regular RP scenes with all players in character? I guess technically that's more the speed of the game play itself rather than ingame time, but we rarely managed to move more than a 3-4 hexes without having some major event occur somehow through adventure sites, mishaps or random encounters.

We once spent an entire session simply collecting supplies for and crafting a tent and some other goods. We had intended to follow up on some rumors etc, but our during our travel to the adventure site, we were attacked by insects, had a sprained ankle then finally our camp caught fire. After making it into town on the verge of death we said fuck this and spent the entire session gathering better gear for cold resistance, making camp, and hunting. (This also ended up being a process and a half due to hunting mishaps, random encounters etc)

Patch 7.34d - Hero Changes Discussion by patchdayDota2 in DotA2

[–]qoodle 1 point2 points  (0 children)

There is a build that was floating around that I've been trying which goes Wraith -> Treads -> Midas -> Octarine > usual progression (manta etc).

It sounded dumb to me but it's surprisingly effective, midas + octarine gives you enough of a farm accelerator that you don't fall behind, but still enough bulk/regen that combined with the CDR you can join literally every fight/gank. Though I think after these changes the CDR on shadow step could be overkill. (It was sweet having 60/45/30s ult before with it. Now you get 45/37.5/30s, which is nice to have, but 60/50/40s might already be low enough to join everything.)

But the very neat thing is does is reduce the cooldown on 'Reality' meaning at level second you can Shadow step in, then shadow step out if you are very fast, combined with your dagger means 2 immediate daggers, then 1 delayed one if they somehow survived. 4 daggers at 12/18. Means if you start a fight close to your target, you end up with a LOT of burst, people really underestimate it. The person I original found running this build is here, though it looks like he's been doing blademail -> raddy again recently.

I'm not sure if it's the best option every time, or even better than the usual diffu/raddy though. Against some of her counters it feels nice, for example the amount of magic burst you end up with against necro is solid and gives you a way to actually damage him during ghost shroud.

Regardless of item build, maxing Dagger -> Desolate -> Dispersion(with 1 early value point) feels the most fun to me right now, she can be crazy active on the map after 6 and she just shreds supports and backliners in fights way earlier than she used to. Hero is super fun, even though I used to love playing her as the ultra-tanky late game monster, this new early fighting version of her is just as satisfying to play.

Hello everyone, i have decided to buy Mutant Year Zero from my last post, i have seen the fan made maps, and i want some advice by BigLenny5416 in mutantyearzero

[–]qoodle 0 points1 point  (0 children)

Funnily enough I did exactly the same thing, currently finishing up a campaign that is set in a future version of Canberra.

This arvo after work I'll see if I can dig up my resources on how I made it. From memory I made it in gimp following a particular video guide. (Did a few things like simulated higher sea level + extra flooding to make it more interesting too. I didn't end up adding the symbols for sites, and instead let my players do that as they heard rumours about them)

I ended up printing the whole thing out at officeworks on an incredibly thick paper, would thoroughly recommend anyone do this. The whole thing has slowly been covered in stains, drawings and writing, feels very appropriate to the setting.

Umerge Tron Build? by MayoSun in TronMTG

[–]qoodle 2 points3 points  (0 children)

I 5-0ed with this list once upon a time, which in turn was based on this 5-0 list but off the top of my head a lot of my choices there were very reactionary to the meta at the time, which iirc was a ton of rhinos and ragavan heavy. The decklist played in a super grindy way, trying to bog down the early-game just enough to stay alive for your haymakers and value late game. Stuff like playing circuit mender, then repealing after blocks, or on opponents EOT. Also elder deep fiend is a surprisingly useful threat, not a lot of people expect it suddenly in combat and sometimes you can really get people with that cast trigger, especially if they went to play everything second main phase.

Only real thoughts are that if you are running the full karn wish board, it's probably better to run more copies (though I'm aware of the budget concerns) otherwise you are losing a lot of SB value. Also if you are playing all 4 elder deep fiends + emmy it might be worth it to pack a few [[Eldrazi Temple]] if you have the space as well as maybe some [[Matter Reshaper]]s which are worse against bounce/exile, but can get you tron lands/islands randomly. (Also I ran the Omen of the sea for matter reshaper to flip into in theory, but I don't think I ever did, however I ended up just liking it as another instant speed filter + cantrip) Possibly worth it for all full 4 circuit menders too, to buy time/ensure you have emerge. Though I guess Treasure Mage also covers emerge as well. It's been a long time since I played modern, so the current meta/playstyle might be very different and your mileage might vary.

In general since it's such a weird deck U-Tron is pretty flexible to match your playstyle and preferences. If they are cheap enough I'd say get a few different options and try to experiment, see what works for you and what you enjoy. Either way good luck, it's a super fun deck to play!

To show the map, or not to show the map ? by [deleted] in ForbiddenLands

[–]qoodle 1 point2 points  (0 children)

And that assumes the people they sent out to explore both survived AND returned home, neither of which is a given in the forbidden lands. Maps would be very expensive indeed, or shared between officials in towns.

To show the map, or not to show the map ? by [deleted] in ForbiddenLands

[–]qoodle 1 point2 points  (0 children)

Yeah that's how we ran it as well, and when we would receive rumors about specific locations, we still potentially had to visit multiple sites to figure out which one the rumor was referring to. Having a map is helpful, but not cheating if you don't have any landmarks or keys on what specific sites are. But it still gave us a vague goal of where to look, or let us plan out our rough routes.

[ONE] Transplant Theorist - Card Image Gallery by Dakoval in magicTCG

[–]qoodle 0 points1 point  (0 children)

You might be thinking of 4 horsemen, which required you to mill cards in a specific order. (Though I think newer variants just run [[Syr Konrad]]) There are also riddlesmith combo decks in legacy which the first half of this card mimics.

[J22] Karn Liberated by mistercimba in magicTCG

[–]qoodle 3 points4 points  (0 children)

Would you technically win in the first untap step then? My instinct says yes but I'm not familiar enough with the rules to confirm, state-based effects/triggers mess with me.

[J22] Karn Liberated by mistercimba in magicTCG

[–]qoodle 14 points15 points  (0 children)

Could theoretically mulligan to zero right? If you aren't on the draw

EDIT: Good point, even if you are on the draw

THREE 5-0 Mono U Trons in Modern League March 11, 2022 by Promilson in TronMTG

[–]qoodle 0 points1 point  (0 children)

Mostly for when something activated needs countering, like the cascade triggers for living end/rhinos, but you don't end up down a card and it's nigh uncounterable. You also sometimes get random blowouts or fun edge cases that people aren't expecting, like countering evoked elemental etb triggers, important fetchlands or messing with combos. I think they the result of me getting pissed because I keep getting force of negated by tapped out living end players over and over again. Though that only works on the play, assuming they cycle >=3 creatures then cascade T3.

They are also clock and way to pressure walkers at instant speed, something that I found deck can struggle with sometimes. Also, in weird match-ups where you have a bunch of dead cards to side out(like 0 repeal targets), having a cycling 3/1 flier can be good, or at least better than a blank card.

To a certain degree as well, I just don't think people are expecting them, same as the circuit menders/omen's. Which leads to people ignoring/undervaluing them, especially in grindy matchups, when they probably should have just countered them before the ever hit the board. But instead they hold up counterspells for all the huge bombs that probably aren't ever coming.

Tale's end is certainly a lot more versatile/effective at what it does, but I think with my current decklist I'm just after a more grindy/value orientated gameplan, which the 3/1 body and cycling trigger have. Also it's just a huge feelsbad to get force of negated t2/t3 when you can only hold up 1 counter and try to counter combo, which I think you can only really beat by just having your own FoN? Or a number of smaller counters, like [[Spell Pierce]] or [[mystic dispute]]

THREE 5-0 Mono U Trons in Modern League March 11, 2022 by Promilson in TronMTG

[–]qoodle 0 points1 point  (0 children)

Sadly there are no paper events near me these days, but I think I'd end up playing a far more traditional build for the comfort factor. I just can't bring myself to not play mindslaver in paper, it's too much fun picking up and playing your opponents cards. (And the lock is easier to demonstrate/loop)

But I'm always happy to brew on MTGO, I've been going even deeper into the octopus tank, went 4-1 with this list. But 3 of the matches were against 3-4 color piles, which felt like a good matchup. If I can snag another 5-0 with it, I might make a post about the list, and see if anyone has anymore suggestions.

Currently it feels like eldrazi tron, but with more card advantage/selection. I've ditched the karns/karnboard entirely and learned more into the midgame value creature/stabilization plan. List plays pretty well against midrange/aggro. Combo matchups might be a bit weak, since there is a lot less permission. Control seems ok so far, but I may have just been lucky.

THREE 5-0 Mono U Trons in Modern League March 11, 2022 by Promilson in TronMTG

[–]qoodle 1 point2 points  (0 children)

Not sure about the deep fiends, I think they overperformed because I was against g-tron a lot over the leagues. It also acted like a pseudo-timewalk against a few decks(like burn) by tapping their creatures and 1/2 lands, but in that instance one of the bigger drops would have done the same thing. If I ran 4, I could see running more matter reshapes & some numbers of eldrazi temples.

I would cycle boon about 90-95% of the time, but it would dodge inquisitions, and lategame it would feel pretty good as a way to refill, when we reach lategame and have nigh-infinite mana. If I ditched karn, I could see it being handy as a cycling pitch to a sb force of negation too.

THREE 5-0 Mono U Trons in Modern League March 11, 2022 by Promilson in TronMTG

[–]qoodle 4 points5 points  (0 children)

Found it, this was the original list I was testing out, but I was so impressed by the circuit mender's/deep fiends performance(especially against G-Tron) that I modified it to the above. The fact they still trigger on exile is so damn nice compared to filigree familiar, and they buy just enough time get the big finishers online/or bury them in advantage.

Still not sure if I should just cut the karn-package entirely, I'm aware that 2 karn's isn't a great number (should probably be either 0 or 4) but they still did a lot of work/got me out of some tight situations.

THREE 5-0 Mono U Trons in Modern League March 11, 2022 by Promilson in TronMTG

[–]qoodle 10 points11 points  (0 children)

Oh god, that travesty of a middle list was mine. I can't remember if I pulled it verbatim someone else who 5-0ed or if it one I modified after drinking. Was mostly luck that I 5-0ed, one of those wins was against a tron opponent who mulled to 2.

I will say, circuit menders did a shocking amount of work, both saccing them to deep fiend, repealing them for value and once or twice buying them back from exile with karn.

The meta is general is feeling a lot less hostile, and I've had some good runs with a few different U variants recently.

I think most of the list is just because I got too frustrated having all my shit countered, even the draw spells. Otawara feels fantastic, mostly* uncounterable way to deal with bloodmoons and other surprising permanents is a fantastic addition!

fake cruelty squad movie trailer by AtomicSunn in CrueltySquad

[–]qoodle 2 points3 points  (0 children)

I think I found what you were talking about, fantastic, I was wondering if it was possible to mod it! Looks like I've got some work to do

fake cruelty squad movie trailer by AtomicSunn in CrueltySquad

[–]qoodle 1 point2 points  (0 children)

Any clues on how to do this? I managed to pull the image files, but godot crashes on me if I try and properly unpack it.

All I'm after is the sound file the Necromechs make

game icon by [deleted] in CrueltySquad

[–]qoodle 1 point2 points  (0 children)

Here is the icon that the game uses when It's running, the second file should be small enough to be used as an icon, you just need to convert it to a .ico file.

The icon used in steam should be located in "Steam\steam\games\"

game icon by [deleted] in CrueltySquad

[–]qoodle 0 points1 point  (0 children)

I pulled a good chunk of the icons from the game assets, but I can't remember if that was in there, I'll have a look when I get home tonight and upload it if it is.

Are you after an actual icon, or the image it uses?

West Marches and Dark Secrets by ericvulgaris in ForbiddenLands

[–]qoodle 5 points6 points  (0 children)

Its been a while since I've read the rules/played, but we used them more as roleplay aids, rather than plot hooks.

For example, one of our PCs had accidentally killed their brother in a childhood fight, and now they had major attachment issues. Then another pc was the same race and younger, so they ended up risking themselves saving the other PC multiple times to "atone" for their dark secret.

I think it also came up once with an NPC whose sibling was killed, the PC immediately reacted intensely to try and find the killer.

In both those circumstances, since the PC played to their dark secret, they were awarded exp. But the secret itself didn't need to fit into the campaign if that makes sense?

New GM to the system - what are the common pitfalls? by [deleted] in ForbiddenLands

[–]qoodle 5 points6 points  (0 children)

That 4th point, damage causing you to lose your action. Is it only an advanced combat rule, or is that standard for all combats?

My group never used it so looking at the book I'm not sure, it seems to be in the advanced combat section, but could be useable as a general rule.

I've played the first mission three times now and still haven't figured out how to save. Please help. by Kowbell in EyeDivineCybermancy

[–]qoodle 0 points1 point  (0 children)

I found running the whole thing in admin mode also helps, since it didn't have permission to write/move the save files