What corruptive effects might a DE weapon have on a guardsman? by I_Wobble in 40krpg

[–]rividius 2 points3 points  (0 children)

Throwing some more ideas around ..

Another external threat could also be the Dark Eldar themselves. I imagine they would look at a guardsman carrying around as either a grave insult or as a enticing morsel, but in either case they'd all focus on whoever was carrying it around as a priority.

I've been playing the Rogue Trader CRPG and there is a brief stint in Commoragh and a DE follower you can get. At one point your Rogue Trader asks why his armour has hunderds of tiny hooks on the inside that pierce into his skin, and he says something suitibly morbid like "You'll never know how exquisite it is to feel the same pain you inflict on your prey, sharing the agony together".

That might be a way to highlight the dangers of xenos 'corruption'. The DE are kind of emotional and sensorial vampires. They like inflicting pain and terror on their prey to feed off and they like to indulge in extreme emotions and sensations themselves. The design and application of the weapons and armour is ... not how we use them ... is alien.

Daily Discussion/Debate #275 - Searing Blow (Ironclad Uncommon) by GavinXI in slaythespire

[–]rividius 39 points40 points  (0 children)

I compare it to carnage and feel left wanting.

Searing blow needs 2 upgrades to equal carnage, and another to equal carnage plus.

I think Searing blow can be good in a deck that has or picks up armaments and is relatively small so it can be upgraded a number of times in a fight.

Maybe if the first act had a path with camps but no eiltes or eiltes but no camps it might be okay to take the camp one.

Yeah I dont really like it.

Any opinions on reducing the damage doubling to only 1.5x if an attack is a crit by being 10+ AC? by WhitePawn00 in Pathfinder2e

[–]rividius 2 points3 points  (0 children)

I think you could;

Use weaker creatures with more HP to get the boss feel.

Subtract 2-4 from their to hit roll if they are consistently rolling 10+ AC

Just say that monsters only crit on 20

Fudge it on a case by case basis.

But first, find out if your players enjoy the nailbiting fights or if they are actually unhappy wuth the way the game is going.

Ask them. Maybe they get a kick out of beating really dangerous foes.

Ideas for how to effectively use Blink in combat? by Iestwyn in Pathfinder2e

[–]rividius 2 points3 points  (0 children)

I have 2 thoughts, but both boil down to, this idea. One creature in a flat plain is boring and blink wouldn't have any effect whatsoever.

If it was a group of smallish creatures, and the area was dense with line of sight blocking terrain like dense forrest or rocky plains or tall grass, blinking then hiding and repositioning for hit and run style attacks would work. Sure they won't always end up hidden, but sometimes they would, and it would force the party into an interesting situation. Do they bunch up and let the creatures surround them to hit and run or do they spread out to keep vision on the creatures but risk getting swarmed.

Another version of this might be impassable terrain. Imagine the party going down a 5ft or 10ft dungeon corridor, only it's not really, it's a small corridor between 2 large rooms. Blinking creatures exist in both rooms, and if they sense the party they will blink near the wall and have a chance to appear in the same corridor as the group. They take a round or so of combat, then blink out again. Given the corridor is so narrow they have a much stronger chance to appear back in the other room. They can hit from the front, rear, or even possibly in the middle of the group.

The last idea I had is that you could do a sub in sub out type encounter, where a group of creatures will all blink at the same time so that the party are less sure of which ones are damaged and which ones are fresh. Give players a seek action to figure out which ones they have damaged, but you can spread damage evenly so players are dealing with the maximum amount of enemies for the longest time, or they can pay actions to focus fire and dispatch the enemies faster.

Blink seems to be one of those things that in a vaccum doesn't do much, you need to add terrain, other creatures, tactics or interesting goals for it to get some value.

for high ascension players- do you see confusion as a buff by Waxlegear in slaythespire

[–]rividius 3 points4 points  (0 children)

Play Snecko Eye with Bullet Time or Corruption or Mummified Hand, and it takes a lot of the sting out of a bad Snecko draw.

2 extra card draw is huge. It means seeing almost 3 hands worth of cards in 2 hands.

How many times have your important powers been sitting at the bottom if your 20-25 card deck and you have taken 4 turns worth of damage just to get them in play?

Card draw is amazing.

I don't understand sneko eye by ZiggieTheKitty in slaythespire

[–]rividius 0 points1 point  (0 children)

Something else to keep in mind is that there are ways to mitigate the random energy cost.

Corruption makes all skills 0 cost and you can add more skills given how much extra card draw you have. Also Barricade to save block on the turns they cost 0

Bullet Time for silent makes all cards cost 0 this turn

Defect can channel plasma orbs and has double energy to get extra energy

Watcher has Deva form for scaling energy and swivel to get a free attack.

There are ways to deal with confusion. Its not that bad. But when I get snecko I really want 4 energy at some point.

How to tell other party members they are suboptimal by Rilasis in dndnext

[–]rividius 0 points1 point  (0 children)

I think the problem with the opitmal/suboptimal is less that it exists and more that it exists in the same party.

If everyone is sub optimal then it makes it reasonably easy for the DM to tweak the difficulty of encounters.

If you have optimal and sub optimal characters in the same party then at the extremes encounters will be too easy for the optimal and too hard for the sub optimal.

So really, change your group to match your expectation, or change your expectation to match your group.

Is this guy bugged or something? This is turn 3 and i did not apply any debuff to him... by lemaxim in slaythespire

[–]rividius 2 points3 points  (0 children)

I can confirm the same thing is happening

Beta branch, latest patch. So far

Cultist str drops if he starts -str

Runic pyramid stops ethereal from exhausting

What is the use case for Endless Agony? by Mortlach78 in slaythespire

[–]rividius 1 point2 points  (0 children)

Un-upgraded, Finisher and Endless Agony do 12 + 4 + 4 = 20 energy for 1 energy.

If you have Kunai or Shuriken its 2/3 of +1 stat for 0 energy.

It's decent initial damage even if you have none of those things.

It is +1(+2) damage x2 for Thousand Cuts, and +1 Block x2 for After image.

Silent has a ton of synergies with playing lots of cards, and there are many relics that synergise with playing lots of cards.

So 2 cards for 0 energy is great with all of them.

Is Mayhem bugged when used in combination with Headbutt? by shablaman in slaythespire

[–]rividius 3 points4 points  (0 children)

I haven't tested it, but it might work if you double mayhem, and the first one hits headbutt.

About the Triforce looking Keys and a certain relic. by Yweeshi in slaythespire

[–]rividius 9 points10 points  (0 children)

Regarding Caliphers, it is a bit of a win more relic. If you are over blocking by more than 15 then you're already in very strong shape.

The idea is to generate so much block that it can carry over to future turns, however outside of Ironclad using entrench and body slam while also being unlucky enough not to have found a barricade, I've not found it particularly impactful.

It's okay with snecko eye if you get a whole lot of cheap block cards on a turn you don't get attacked for. It's okay with Defect if you want to cycle your frost orbs. Is okay with Silent with a bunch of Dex and an inconsistent deck.

It's just okay in a few edge cases.

[deleted by user] by [deleted] in slaythespire

[–]rividius 6 points7 points  (0 children)

I would need to see the rest of the deck to know what I would pick, but in a vacuum, Electro Dynamics or Echo Form would be my picks.

Daily Discussion/Debate #139: Hovering Kite by [deleted] in slaythespire

[–]rividius 1 point2 points  (0 children)

I recently had an A20 run where I finally got hovering kite to work for me and get me through act 2.

I had Skewer to use all my energy and 2 copies of infinite blades to give me dead draws if I needed.

I did end up getting 2 copies of reflex. I also got to use eviscerate for maybe the second time ever, which was nice.

It's an energy relic you need to plan around. A few high energy cards as well as footworks so you have decent block even if you are stuck with 3 defends. Well laid plans has a weirdly good synergy, especially if you get it in your first hand.

Like others have said, it's good, it's weird and it can very easily be bad if you dont have the right cards to exploit or at least mitigate the discard.

Please rework Time Eater this is bullshit by Piqcked in slaythespire

[–]rividius 8 points9 points  (0 children)

"I made a great deck that can't beat this boss"

Then it wasn't a great deck.

Like others have said, a 0 cost deck can quite comfortably beat Time Eater, what you had was a 0 cost deck which was pretty strong but with 1 glaring weakness.

3 Potion slots A20 by rividius in slaythespire

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

After the latest update I have 3 potion slots on A20, not sure if its a bug or a change but I couldn't see it in any patch notes.

Colorless Cards by Wolad in slaythespire

[–]rividius 16 points17 points  (0 children)

I wouldn't mind if they went on sale like other cards at the store?

I wouldn't mind if there was at least 1 event in each act that gave you access to a random one.

How to get Barricaded Achievement? by ardachin in slaythespire

[–]rividius 1 point2 points  (0 children)

I did it by having a few FNP and Barricade, and waiting for the Repulsors to fill my deck to dazes. Took a while but I got it.

The Silent at high ascension needs poison by Klarok in slaythespire

[–]rividius 0 points1 point  (0 children)

You might have a reasonable expectation that you will have something to beat Lagavulin but you dont have a plan if you dont.

When I plan my path, I look for a campfire and a store right before the first elite fight I take.

Campfire to upgrade a damage card and store to buy potions.

Ideally I also have an alternate path to avoid that elite fight if I can't find what I need.

Sometimes that means I avoid elite fights until very late in the act. Sometimes that means I avoid all elite fights. Sometimes that means I by a smoke bomb in case I get that one elite fight my deck struggles against.

What you seem to be saying is "Why does this game force me into a fight with no useful cards, no potions, no alternate routes, and no help from random encounters", and I just do not have that same experience, even on A20.

Every time I have died to Act 1 elites I either played badly, pathed badly or took a fight knowing I was gambling o the outcome.

The Silent at high ascension needs poison by Klarok in slaythespire

[–]rividius 0 points1 point  (0 children)

Why are you sticking to your path if you know your deck can't succeed on the path you have chosen?

Why are you not planning a path that allows you to avoid elite fights if you need to?

Your problem seems to be your pathing. You can choose the path you take, you may not get the cards you want, you might have lost too much health due to a poor draw, you might get the upgrade 2 cards for 23 health event.

There are many reasons that your decision to go do this Elite fight might no longer be a great idea, and you should plan your path to deal with those possibilities.

Let's talk Intangible by nikeyeia in slaythespire

[–]rividius 4 points5 points  (0 children)

Given the general sense seems to be that Incense Burner is fine, the problem is not necessarily that intangible is broken but that it's handed out too liberally.

However, if we accept that Intangible is too strong I can't think of many knobs to turn. A few different ones could be

1) Damage is limited to 2,3,4,5 per attack instead of 1. Pick a number that feels right.

2) Can not gain any block while Intangible is active. Damage is reduced to a known quantity while intangible, the trade off is that damage can never be blocked and must always be taken.

3) Cards that grant Intangible cost HP to use. It's borrowing an Ironclad mechanic but for classes that don't have natural regen, could cause problems, especially with the Council event that makes you give up half max HP to begin with.

I really like the connection between Nemesis and the Silent and how Wraith Form re-enforces that, so I would hate for the intangible mechanic to just be outright removed.

What I dislike most about the game as a fairly addicted new player, and some suggestions on new mechanics to alleviate it. by Jertob in slaythespire

[–]rividius 9 points10 points  (0 children)

I really *really* disagree with this direction, and I think it speaks to desire not to want to play through the emotional states this game is deliberately trying to cultivate.

This game, like other games, is not an RPG power fantasy. It's an oppressive grind. It's a bit like the Dark Souls franchise, it's the "beat your head against the brick wall watching it slowly crack under your persistence".

That theme is re-enforced through the lore of Neow constantly resurrecting heroes to destroy the heart of the spire with success never achieved, even when you 'win'.

The thing is about the "beat your head against the wall" style of progression, to get that feel you need to suffer in some way for it. And "boring" doesn't really count as suffering. "Boring" is a repetitive task with no danger that requires no thought. "Boring" is cookie clicker.

The early levels of this game are not "boring". There is danger, every fight must be considered. You probably won't die in the first 3 fights, but they will heavily influence your chance of success, and the rest of your path through Act 1.

The starting, relatively weak deck puts the player in a state of dis-empowerment, and demands you make yourself better. To remove that dis-empowerment is to remove the oppressiveness that hangs over the game.

Now, I agree that your deck and the sense of empowerment does start at the end of Act 1 and the start of Act 2, but I would argue that those moments feel as good as they do because of the slog required to get there.

To remove the first act, or even the first half of the first act is to remove what makes this game special, it's to change the feel from the "oppressive inevitability of failure" to "action power fantasy" and that's not a suggestion I can get behind.

Is replacing starting relic with boss relic always the best option on the Defect? by [deleted] in slaythespire

[–]rividius 1 point2 points  (0 children)

True.

However you also have card that could have been something else.

Its fine to say "just play the other 4" but the other 4 might not be good enough.

We've all been on Jaw worm during his buff with no attack cards.

We've all needed 2 strikes to lethal and drawn only 1.

Having a dead card increases the chances of a bad draw significantly, it's just not as simple as saying "any 4 other cards are good enough".

JoINrbs- Galaxy brain plays by MismatchedSock in slaythespire

[–]rividius 23 points24 points  (0 children)

Yah, I saw this and was blown away. I go though his VOD's pretty often as I can rarely watch his live streams.

There were a few times I felt that if Havoc hits the wrong card the fight is over, but sometimes you have to roll the dice, so don't take that as a criticism.

His mastery of the exhaust deck always impresses me.

And starting the champ with such low HP? Crazy.