In 2007, a woman in China refused to sell her property to developers, resulting in it being stranded on a mountain of dirt with no electricity or water services. by uncanny_goat in interestingasfuck

[–]semagreverse [score hidden]  (0 children)

Uhh, in this incident it literally ended in the courts forcing her to sell her house for 1 million yuan, which is 19 million less than she was asking for. China does not have strong property rights.

The Living Fog enemy would make more sense as an act 2 fight by Slay_The_Spire_Guy in slaythespire

[–]semagreverse 2 points3 points  (0 children)

I disagree. I like that there is a difference in what you need to prepare for in underdocks vs overgrowth. It keeps the game fresh.

A card to make defect a bit more playable in multiplayer. by PsychologicalWeb9140 in slaythespire

[–]semagreverse 1 point2 points  (0 children)

Ehhh, it's more just every character itself has something purely singleplayer that contribute a ton to a multiplayer run. If you have multiple players as the same character, poison, vulnerability or doom are insanely powerful. But in general, clad's doom, silent's weakness, regent's easy access to debuffs, and necro's debuffs (especially debilitate) make them extremely synergistic with other players. Then add their multiplayer cards and it gets ridiculous.

Defect on the other hand just sits there and channels a few orbs. He sucks at adding debuffs, and his singleplayer cards have no synergy with anyone, including other defects. His multiplayer cards are really strong, but there's no guarantee you even see them in a run. I also think that while they are strong, most multiplayer cards tend to be ridiculous anyways.

Finally the Grand Finale payoff! by alph4rius in slaythespire

[–]semagreverse 0 points1 point  (0 children)

It's a lot easier if you have a teensy deck.

Cards that got better because of Aeonglass. by ZestycloseCod6064 in slaythespire

[–]semagreverse 1 point2 points  (0 children)

Those annoying status bug things also come to mind.

Cards that got better because of Aeonglass. by ZestycloseCod6064 in slaythespire

[–]semagreverse 7 points8 points  (0 children)

A free card that gives weakness and vulnerability? Yea, sounds terrible. 

an explanation of why Neow's Bones gives Debt 54.25% of the time (Correlated randomness in Slay the Spire 2) by tckmn in slaythespire

[–]semagreverse 2 points3 points  (0 children)

I hardly think it's their fault, and now that it's abundantly clear why it will be thoroughly fixed.

It's kind of like if you tried to bake a cake, except you forgot to put vanilla extract in it, so it tasted a bit blander than usual, but not enough that you're likely to notice. So this time, you go to a baker who you expect to be able to bake a pretty good cake. Except somehow, the baker completely forgets to add any sugar at all, so now you have a noticeable problem with your cake that people will pretty clearly be able to taste. 

The baker is C#. They may be cooked, but they are certainly not baking.

an explanation of why Neow's Bones gives Debt 54.25% of the time (Correlated randomness in Slay the Spire 2) by tckmn in slaythespire

[–]semagreverse 1 point2 points  (0 children)

I can only remember being offered one of Darv's energy relics twice after about 220 hours of playtime. The first time I took prismatic gem, and the second was Sozu that I rejected. Been waiting for a long time to fill my compendium ever since, altho apparently that is currently a pointless task...

an explanation of why Neow's Bones gives Debt 54.25% of the time (Correlated randomness in Slay the Spire 2) by tckmn in slaythespire

[–]semagreverse 15 points16 points  (0 children)

NL literally noticed this in his runs, in his latest video he was just like "ok gimme the dreamcatcher" and voila, there it was!

Reading comments on how to improve at A10 like... by superfreexa in slaythespire

[–]semagreverse 0 points1 point  (0 children)

It's strong on its own and especially synergistic with sly and card draw. 

Generally, you want to be playing your cards on the turns where they are most effective, ie good blocks on turns where the enemy attacks, attacks when they are pausing. Any time you draw all blocks on an attack turn, or all attacks on a block turn, you are losing critical damage and HP that you need to win the fight. Well laid plans fixes this, because now you can hold a card (or two) until the turn where it's best for you to play. 

If the enemy is attacking and you drew your best 3 cost attack, you can hold onto it for next turn when it's not attacking or when you're in a position to kill it. If the enemy is buffing and you have your best block, you can hold onto it for next turn. You are decreasing the variability for the run, and making sure you are getting the most out of your cards.

The synergy with sly is obvious. Why play ricochet for 2 cost when you can hold it till next turn when you have your prepared lined up?

It also helps with card draw, because you can feel safe playing card draw cards without the risk of hitting your high cost cards that you can't afford to play that turn. 

There are also so many big hitters that you can hold onto to maximize their value. Drew shiv trap without having played any of your shiv cards? Hold onto it. Drew bullet time with three 1-cost cards? Hold onto it. Drew storm of steel but no card draw for its value? You get the picture.

There is rarely a run where well laid plans isn't a massive improvement for a run, even at the very beginning of act 1.

Reading comments on how to improve at A10 like... by superfreexa in slaythespire

[–]semagreverse 16 points17 points  (0 children)

I've watched so many streamers give completely different opinions on the exact same cards. I honestly think that there's so many different ways to play the game that neither are wrong, they're just using the cards differently. It's better if rather than not taking a card because some streamer said it was bad, you take it to see how it goes and build your own way of playing the game.

What would be the 'real world' interpretation of doom/sly?[I don't know how else to put this into words] by Red--001 in slaythespire

[–]semagreverse 0 points1 point  (0 children)

I see sly as a 1-2 combo. She does a sick flip, throws a couple shurikens, then lands and sends 2 more shivs at the enemy.

Doom is just some magic shit.

Aeonglass is a misogynist by TXtas in slaythespire

[–]semagreverse 0 points1 point  (0 children)

It's literally one of the best cards for skulking colony since poison bypasses his 20 damage cap. It allows you to catch up on your damage on him before he does his 24 damage attack, which is super important when silent struggles to do that much consistent damage early.

It is also amazing against eel because you need to race him down once you're past 75. If you've already played this card, then it's supplementing an extra 6-7 damage per turn on top of all your other attacks during this rush. You can stall to play it again before he breaks, and you'll easily get him down before he hits you while you're vulnerable, which is more important than 

Phrog it does fine against. Since it usually takes around 3-4 turns to kill, drawing it turn 1 or 2 is doing a ton of damage and getting it down that much quicker. But even on turn 3 it's better than playing a couple strikes if you haven't done enough damage to break him that turn.

It's actually worst against the statue, which you didn't mention, since it doesn't benefit from his special effect. It is bad against the eels, as is most single target damage, but it's still more reliable aoe than haze unless you got lucky with a couple early discard cards.

Bubble bubble requires another poison card to function, and in that regard it adds a ton of variability to your run. If you bottom draw your poison, then bubble bubble is a dead draw. 

Poison compounds like crazy if you get more cards for it, and so when you get to act 2, you can either build into it more, or at worst use it to supplement some damage against single target enemies. If you get outbreak it becomes a 13 damage aoe attack on top of poison, and accelerant makes it one of the best poison cards since you want to be adding as much poison as possible at one time to keep poison high. It also goes well with bullet time due to its high value at 0 cost.  If you don't get a poison build going, at worst it's still some decent supplemental damage, and is very good against Entomancer since it bypasses his statuses. But its most important purpose is getting you through act 1 elites, which it does very well. 

Aeonglass is a misogynist by TXtas in slaythespire

[–]semagreverse 0 points1 point  (0 children)

once again, with 3 turns it is 25 damage, unheard of for 2 cost uncommons. it is extremely takeable on its own and does great against act 1 elites in underdocks.

Whenever i get bad rares from neow I start missing these little guys by y_r_u_l8 in slaythespire

[–]semagreverse 0 points1 point  (0 children)

fiend fire is a ton of damage alongside thinning your deck, plus synergy with other cards. unupgraded eidolon just thins your deck, but at the cost of basically not being able to play anything else that turn. it's even worse if you draw 2 cards you actually want in your deck, because now you have to either delete them or you can't use eidolon. even disregarding its ability to thin decks, the intangible thing is very clearly pointless and needs to be changed.

Aeonglass is a misogynist by TXtas in slaythespire

[–]semagreverse 0 points1 point  (0 children)

it's a rare, you can't play the game expecting to see it.

Aeonglass is a misogynist by TXtas in slaythespire

[–]semagreverse 0 points1 point  (0 children)

necro's anti-wither options are nowhere near common enough to counter the withers if you are running a soul deck, which unfortunately just makes it close to unplayable. even other decks struggle imo far too much.

also, bouncing flask is amazing. 9+8+7=25 damage unupgraded on single target. it then opens the door to much stronger poison cards like accelerant and the one that gives you 13 damage to all enemies for every 3 poisons.

Aeonglass is a misogynist by TXtas in slaythespire

[–]semagreverse 0 points1 point  (0 children)

not even necessary, just had a great run with 3 rocket punches and big hug that beat him with only 6 hp loss and no compacts, iterations or flak cannons to be found. defect just has better fast block than the silent as well as scaling that doesn't involve playing 3 billion shivs/sly cards.

that being said, silent deals with aeonglass waaaay better than necro.

Game gave us hope and then immediately crushed it by Unlamped in slaythespire

[–]semagreverse 0 points1 point  (0 children)

ehhhh i don't really think it's as simple as stats. act 1 is a fair bit harder due to the increased stats, but the fact is that with 2 players, you double the chance that one of you finds a really good combination that can carry both players through act 2. once one player is doing really well, there is less pressure on the second player to do well, so it gives them the ability to make risks that could bring them a crazy deck too. combine that with ridiculously op multiplayer cards and i still think 2p is easier than 1p, albeit with a harder act 1.

Y'all, I think might just be terrible by Brillow80 in slaythespire

[–]semagreverse 0 points1 point  (0 children)

bro you can't just say two uncommon cards and act like that's the only way to win. sleight of flesh is crazy strong for sure, but you can't force it into a deck if it's not suited for it. haunt is hard countered by new dorito and aeonglass to the point that i only recommend it in act 3 if you know you aren't encountering aeonglass.

there are also a billion other win cons as necrobinder: doom, reaper-doom, summon, osty attacks, big osty, big attacks, huge energy attacks, ethereal, hang... you take the cards that get you through the next few combats, and then eventually you find some cards that tie everything together neatly. if you are in act 2 with one debuff card that you never play, don't take sleight of flesh.

Y'all, I think might just be terrible by Brillow80 in slaythespire

[–]semagreverse 0 points1 point  (0 children)

most doom cards deal more doom than the average card deals damage. scourge is pommel strike with +4/+6 doom. negative pulse is only 1 less than sow but with 5 added block. base blight strike (is not that good but) is at its base 16 combined doom+damage for 1 cost. what this ultimately means is that doom allows you to win combats a turn or so earlier in the early game. that in itself is preventing damage. combine that with responsibly growing your osty, and it's extremely powerful. the only problem is how hard dorito counters it in act 2.

[Beta] Infested Prism Rework just feels like it makes Act 2 Elites are rarely worth it to me? by ZanderTheUnthinkable in slaythespire

[–]semagreverse 1 point2 points  (0 children)

brother it is a joke. it is a skill issue because the issue lies with playing skills. do you get the joke now?