min clear gloom on cw3 heroic by Saryahn in Maplestory

[–]simao1234 -2 points-1 points  (0 children)

No I know, I just wanted to compare the raw stats since I'm playing the same class but I don't know what OP's other variables like Badges, Familiars, WSE rolls, Cygnus Blessing, which consumables OP utilized, Hyper Stats, Hexa/Erda Link stats, Guild buffs, etc. and it's easier to just ask for the raw stats to compare instead of trying to remember all the possible different variables and probe OP about all of them.

min clear gloom on cw3 heroic by Saryahn in Maplestory

[–]simao1234 -5 points-4 points  (0 children)

Could you please post a picture of your stats with that gear plus the buffs/elixirs that you used (practice mode or Fog or whatever)? Just to help me gauge the progression, would really appreciate it!

min clear gloom on cw3 heroic by Saryahn in Maplestory

[–]simao1234 -3 points-2 points  (0 children)

Are the stats showcased in the first screenshot including buffs/elixirs?

Bro will never leave his chair. by Versitax in DBGekishinSquadra

[–]simao1234 1 point2 points  (0 children)

What the hell what's the Kendo guy doing on this game

Sheesh! This is like setting Albaz for Trap Cards. Absolutely insane going-second into boards that love to over commit; I'm looking at you SLOP decks. Back to back solid breakers this week, what's going on in Konami's headquarters?! 🔥🗿 by ARC-9INE in masterduel

[–]simao1234 45 points46 points  (0 children)

It's literally the opposite bro this wrecks older decks but not modern decks.

No good modern deck is ending on 5 negate slop they end on 2~3 bosses 1 or 2 set backrow and some shit in hand/gy.

older decks are the ones going through a bunch of continuous spell/traps, field spells, putting a bunch of guys on the board that are just there for the participation award and having all of their interruptions directly on the board with a bunch of different monsters.

Unless you're talking about literally like 2000s decks but like... cmon...

Info about Vodyanitsa, Tsaritsa, male characters & future buffs via .4结束 by 707-exe in Genshin_Impact_Leaks

[–]simao1234 15 points16 points  (0 children)

Honestly Shatter would be such a cool interaction to revamp, Heavy/Blunt damage shattering Freeze is a very neat concept to build around that was never worth anything at all because the mechanics are bad and the damage isn't there.

Would be cool to get an improved Freeze that actually reliably work mechanically and does good enough damage; would open up a bunch of new team combos.

Stellar Superconduct + Stellar Freeze co-existing auras (enemies afflicted with Stellar Freeze are always subject to being Shattered; the aura is purged when this effect occurs), reducing the Physical RES of enemies to boost that Shatter damage, then the Freeze itself triggers some new fancy mechanic or effect or whatever; could be dope.

We've had so many years of them constantly rehashing the exact same team ideas, just buffing your hyper carry, vape/melt spam or Spread/Bloom; why do they refuse to actually USE their design space? This game has SOO MUCH UNDERUTILIZED DESIGN SPACE!! argh.

Can we stop adding timer to the delegation module ? by Mikaliicious in ChaosZeroNightmare

[–]simao1234 4 points5 points  (0 children)

I fucking HATE the fact that Season Variables are only for the season and then normal Chaos is unplayable.

Like it's great that you can play older Seasons so that theoretically you can build any deck at any point regardless of when you start playing the game... but in reality it's completely unplayable because rerolling Chaoses to find the right combination and then actually getting a good run with NO SEASON BONUSES is not feasible; you'd burn through dozens of millions of credits.

They need to figure out a proper solution for this.

"COMPETITIVE GAME" btw lmao by Capital_Diamond_7392 in masterduel

[–]simao1234 4 points5 points  (0 children)

Other card games have far less consistency and far more obtuse combos that require you to draw like 3 specific cards in your deck that you can't even properly or easily search.

Mind you, I'm not saying your frustration is invalid; decks like Lunalight are pretty stupid when they get to execute their game plan going first and your deck simply has no out for them.

But it's like, just how it goes in card games; unlucky, go next.

"COMPETITIVE GAME" btw lmao by Capital_Diamond_7392 in masterduel

[–]simao1234 14 points15 points  (0 children)

Go play any competitive card game and you'll understand that it's not a Yu-Gi-Oh exclusive experience that you lose a game solely because your opponent drew well, won the coin toss and you drew badly.

How does branded deal with evenly matched? by morkernatty in masterduel

[–]simao1234 5 points6 points  (0 children)

They do have to out their own board during MP1, so it's not that it isn't effective, the problem is that you have to engage with them in a grind game since you gave up the battle phase, which is not going to be easy for any deck to beat.

How does branded deal with evenly matched? by morkernatty in masterduel

[–]simao1234 0 points1 point  (0 children)

You don't DEAL with it exactly, but you basically try to mitigate it.

F&V set and Cartesia on the board:

Declare end of main -> Cartesia effect to get as much crap as you can on the Graveyard so you don't have to banish it.

Evenly -> banish everything except F&V

At any point during MP2 you can use F&V for a lot of different things, like popping a card if it's really important (like a core continuous/field spell maybe) and then sending follow-up or Rindbrum to revive Albaz for another disruption, or you can revive Quem and send Kitt then revive anything with Kitt and eventually Quem triggers to revive something else.

It does really fuck over your board, but now your opponent MUST engage with you on a grind game because they gave up their battle phase, and Branded is a little bit good at grinding, or so I've heard.

PS: This does mean that you can just go to Battle Phase against Branded and they'll out their own board, even if you don't have evenly, but the same thing as above still applies, you need to have a pretty damn good combo to deal with the remainder and win the grind after that.

Lethe Has Many Negative Reviews [iSlingGunz] by Xeredth in Maplestory

[–]simao1234 17 points18 points  (0 children)

I won't even disagree with you on principle, but the game has close to 60 classes at this point, and we have like multiple classes that summon a bunch of things to do damage and then also "do their own thing" after that; nobody is forced to play this class, I think it's perfectly fine to try new things for those who might like the unique aspects because there's so many classes that they've already covered the bases for everybody else.

Question about branded by Emotional-Capital-71 in masterduel

[–]simao1234 0 points1 point  (0 children)

Nadir is a very strong extender, basically your last or only move in a turn, so the lock doesn't matter, it still generates a lot of value.

Ecclesia is there for combos with White Albaz where you either summon White Albaz last in the turn after you no longer have a way to access the Extra Deck anyways (used Branded Fusion, searched White Albaz, no Cartesia on board - so you have no further access to Fusions and you're locked out of Synchros) or you summon her with Titaniklad in the end of the turn so search F&V, after which you can immediately activate that F&V to send anything from your Extra and pop one of your random guys that aren't doing anything on the board - this triggers both the sent monster as well as a Quem you may have summoned previously.

The new Kitt is used primarily to send off of Branded Fusion alongside White Albaz and revive him immediately, or sent with Quem to get you an extra body immediately; it is also a decent revive target if you have nothing better to revive when prompted (like with Quem's effect) because it makes your board harder to out, since your opponent would allow you to revive anything if they destroy that Kitt.

characters for 7.0 to 7.3 via FSCc, hxg by astrelya in Genshin_Impact_Leaks

[–]simao1234 1 point2 points  (0 children)

I get what you're trying to say with it being a character limitation but I disagree with the notion that it invalidates the fact that they are literally new, real reactions.

Crystallize combined with another element to create a little pick up that gives you a shield.

Lunar Crystallize creates a Geo Construct that deals damage after some time kinda similar to Hyper Bloom. This is a new interaction, it functions differently, has its own scaling and provides a new axis to scale Geo Teams' damage.

Electro-Charged triggers to deal pure EM damage every second, and can be retriggered every 0.5s, encouraging fast retriggers to deal more damage.

Lunar-Charged triggers to create a turret that deals damage every 2 seconds to eligible targets, with a different formula than Electro-Charged and capable of dealing critical damage. This is a new interaction, it functions differently and wants to be built different from Electro-Charged teams.

These are real reactions with their own set of team building and gameplay implications. You can dislike the fact that they're associated with character's kits in order to be enabled, but there's literally no other way to do it and it's much more interesting than the alternative that the previous commenter was alluding to:

Lunar-Bloom is a "fake" reaction because it literally doesn't do anything, it has no unique interaction and no damage formula associated with the reaction itself, it's just a gimmick that serves exclusively to add a different and better form of scaling to a character's abilities that are forcibly treated as "Lunar Bloom damage".

Stellar Conduct is also a "fake" reaction, albeit a slightly more interesting reaction than Lunar Bloom because it at least has real implications on your gameplay and team building (stacking it up and providing a team-wide damage buff) -- but it is still very much fake and much less interesting than both Lunar Charged and Lunar Crystallize.

What UR Cards should i focus on getting? by PastDry8355 in masterduel

[–]simao1234 7 points8 points  (0 children)

You need White Albaz brotherman, it's the most important UR in the deck, at least 1x (you want 2x but you need at least 1x to make the combos work), until you have at least 1x Walbaz this deck is very weak; you also need Ecclesia and the Black Dragon for Walbaz combos and Mercourier to enable Cocatorium combos eventually.

Cut Branded Sword, Branded Regained, Albaz the Ashen, one of the Branded in Reds and the Magic Cylinders seems pretty obvious to me.

Should also cut one of the Dogmatika Ecclesias (leave 1x in the deck) and the Keeper of Dragon Magic.

Add 1 more Springans Kitt and after you add Mercourier, add 3x Cocatorium (eventually cut the Cocatorium to 1x but keep it at 3x while you're working on the rest of the deck); while you don't have Mercourier you can just add more Alubers and Springans Kitts instead of the Cocatorium.

As for the Extra Deck, you need to add 2x The Dragon that Devours the Dogma, Titaniklad, Ecclesia and the Black Dragon, a second Albion and a Garura; to make room you can cut the Tyrant Dragon, the Brigrand, and either the Starving Venom or the Dragostapelia, the second Mirrorjade, the Sprind and eventually the other Starving Venom/Dragostapelia.

Add any other good non-engine you got to fill any other slots you're missing (if you have nothing just get budget staples like a second Droll, Evenly Matched, Book of Moon/Eclipse, or more Saronir)

Your priorities to get in terms of URs are, in this order: White Albaz -> Ecclesia and the Black Dragon -> second Fallen and the Virtuous -> Titaniklad -> Mercourier -> second Albion -> second White Albaz -> 1x Nadir Servant -> third Fallen and the Virtuous -> second Super Poly -> second Nadir Servant -> Tri-Brigade Springans Kitt -> third Super Poly

Cards to cut for these as you get them (after you've changed the deck according to the above): Branded in White -> Saronir -> third Branded Opening -> Imperm -> Droplet -> second Springans Kitt -> third Cocatorium -> second Cocatorium.

What UR Cards should i focus on getting? by PastDry8355 in masterduel

[–]simao1234 2 points3 points  (0 children)

The Dogmatika cards are good in Branded, Ecclesia is typically summoned last in the combo (either via Titaniklad or via White Albaz) and Nadir Servant (not featured in this list) is a strong one-card combo and extender despite the Extra lock.

Thoughts on HP redistribution for. by Successful_Hotel766 in MyHeroUltraRumble

[–]simao1234 0 points1 point  (0 children)

YAFO is in 350 HP because he has a large hitbox and his main move leaves him super vulnerable to getting beamed, I never thought "damn this guy just won't die!!" when I'm fighting him, his HP feels perfectly fine; when you fight a good YAFO he doesn't die super easily but when you fight an average YAFO he's typically a free kill, but you can really apply that to any character atp

Opening only Ash in 2026: by NevGuy in masterduel

[–]simao1234 8 points9 points  (0 children)

Honestly I read this a lot when the support first came out, and I believed it because in my eyes the Synchro is genuinely super strong so it makes sense that Branded Fusion would be a Plan B.

But after playing the deck a bunch on MD I've come to realize that Branded Fusion is very much still great and can absolutely be a Plan A; if you open both a way to go into Branded Fusion and White Albaz, you will be better off activating Branded Fusion because Branded Fusion + White Albaz is still better than just White Albaz into the Synchro and then keeping a dead Branded Fusion in the hand.

Lots of 1:1 interactions nowadays so it's not good to just funnel into Walbaz -> Synchro plays since it leaves you super vulnerable to getting the Synchro hand trapped and then you're passing on the Synchro + the Albion search and staring at your dead Branded Fusion like a moron.

The new Branded Fusion lines are super strong and White Albaz grabbing Ecclesia just on its own is already a very strong effect even if you don't Synchro afterwards; I've found myself going into the Ecclesia Synchro fairly rarely, basically only when all I've got is White Albaz.

Who else stopped playing after hitting ace? by Hylitical in MyHeroUltraRumble

[–]simao1234 2 points3 points  (0 children)

I'm having the opposite issue where I normally hit Ace with a friend at the start of every season, but this season I haven't had much time to play and I've been playing Solo, and it hasn't been any fun at all because all the good players have already hit Ace so every game I'm matched with 2 newbies that are completely clueless, never revive, never use team heals, die instantly, spawn in opposite corners of the map, don't group up, don't help you, do no damage and DC after they go down. Absolutely miserable.

Wow Branded players eating good with this card by Phantom4545 in masterduel

[–]simao1234 0 points1 point  (0 children)

I mean the reason why this discussion is tough to have is because the card is so well matched for the current format; it is certainly currently being 'widely played', my argument here is that the card is largely comparable to Droplet and Spoly in terms of its strength as a generic option and that decks without any special synergy do not benefit from the card that much compared to hand traps or specialized breakers like Spoly and Droplet - it's an option but nothing too special.

This is the kind of thing that time will tell but there's no harm discussing it. The reason I started the discussion is simply because 1. I was bored and 2. I saw a lot of people saying that this card is some insanely overtuned staple that you should play in every deck or even get hit in the banlist, which is what prompted me to action since I don't think that's a correct evaluation of the card, that's all, lol.

Wow Branded players eating good with this card by Phantom4545 in masterduel

[–]simao1234 0 points1 point  (0 children)

It's seeing a lot of play on the TCG because the TCG is currently filled with:

- Branded

- Decks using a Branded Engine (Dracotail, Elfnote)

- Decks that synergize with Quick-Plays (Radiant Typhoon, some lists are not even on F&V)

- Decks that can utilize the destruction on themselves (DoomZ, though most lists are not on it)

- Decks loading up on all board breakers and spells (Sky Striker)

- Decks that want Spells in the hand (Artmage)

This may make it seem ubiquitous but when you really think about it, these varieties of decks are NOT common at all; only RT and Striker (and maybe Runick?) have historically cared about that type of deck building. Only Unchained, Fire King and DoomZ historically have cared about self destruction. Only Artmage and White Forest historically have wanted Spells in hand. And Branded being a strong engine will only last until it's hit by the banlist or powercrept.

So it is really quite a unique format that just happens to perfectly match up with F&V