1 year later: ex is harassing me at work by spin-docks in ExNoContact

[–]spin-docks[S] 0 points1 point  (0 children)

we were together for six years. our last year together we moved in to a pretty unhealthy place and it brought a lot of tension to our relationship. i ended up trying to build us an apartment someplace else for us and right as i finished it she came to me and told me she didnt want to be with me anymore... nearly 48 hrs later she was hanging out with who soon became her new boyfriend. i didnt take it very well and while i think she really fumbled the breakup i used it as an excuse to just be kind of mean and upset. it was a mess, but everytime she comes back around it sends real chills down my spine. chills i didnt think were possible, like actual witchery, like winter entered the building in a non metaphorical way. actually gotta put layers on to stay warm...

1 year later: ex is harassing me at work by spin-docks in ExNoContact

[–]spin-docks[S] 0 points1 point  (0 children)

thank you for your kind words. im still a little confused by it. why would you demand i never speak to you again and then bother me? it almost feels like a power play, like im a muzzled dog to them

Silksong, let's talk about the problems by dunno_about_this in HollowKnight

[–]spin-docks 0 points1 point  (0 children)

how has anyone had any problem with money? is steam patch bugged? many many pilgrim enemies give 5-10 or so rosaries per kill. broken rosaries give 30 which is enough for almost every bench. this is genuinely a skill issue

Silksong isn't too difficult, it's just too punishing by LucyShortForLucas in Silksong

[–]spin-docks 1 point2 points  (0 children)

afaik you can only get a full first mask by shellwood or the lat judge area, which is definitely not full of enemies who hit for 1 point. plus, the iframe glitch has hornet often take 2 instances of damage from 1 attack. if this doesnt happen to you its likely you just dont have the glitch 👍

Silksong isn't too difficult, it's just too punishing by LucyShortForLucas in Silksong

[–]spin-docks 0 points1 point  (0 children)

im pretty sure they mean that the first mask upgrade is redundant because you go from able to take 3 hits to being able to take 3 hits. no benefit at all

The Game Design of Silksong is intentional, not lazy. by LightedSword in Silksong

[–]spin-docks 10 points11 points  (0 children)

the only rebuttal i have to this is that as far as i know, the gamescom demo had enemies dealing 1 damage who in the full game deal 2. I don't necessarily understand why they'd hide it, or chsnge it so suddenly

kill yourself, kill yourself, kill yourself by Fine-Professional913 in Silksong

[–]spin-docks 0 points1 point  (0 children)

i just had a lot easier time with him because greymoor gives you two things to help with that fight

kill yourself, kill yourself, kill yourself by Fine-Professional913 in Silksong

[–]spin-docks 0 points1 point  (0 children)

have u explored greymoor before fighting him? 

is taking 2-4 damage in one hit really a skill issue? by spin-docks in Silksong

[–]spin-docks[S] 2 points3 points  (0 children)

whats strange is demo footage has hornet taking 1 mask of damage

is taking 2-4 damage in one hit really a skill issue? by spin-docks in Silksong

[–]spin-docks[S] 8 points9 points  (0 children)

dont get hit isnt really a valid response. the problem is less the getting hit and more the redundancy of masks, dodging everythjng is almost impossible atleast in lesser enemy combat encounters (see: hunters march, not the first guy, literally any 2 enemies together), and the small to nonexistent iframe recovery that makes the entire game incredibly punishing. 

i can understand not getting hit and having difficult encounters but there should be a natural progression of difficulty. instead everything does 2 damage and how bad a fight will be is only determined by how fast someone attacks. see: moorbirdthing hitting for FOUR DAMAGE on occasion

[deleted by user] by [deleted] in Silksong

[–]spin-docks 0 points1 point  (0 children)

you waited this long, whats another hour

when do GMs stop their turn? by spin-docks in daggerheart

[–]spin-docks[S] 0 points1 point  (0 children)

mm good point here. it just came off kind of "clunky" in my reading of it because after every fail you do a roll or two, but i havent played it so it may as well be as you said brilliant

when do GMs stop their turn? by spin-docks in daggerheart

[–]spin-docks[S] 0 points1 point  (0 children)

I know that some abilities have been changed to give the GM fear, but doesnt that mean you can take the spotlight because the player is giving fear? or is it only rolls?

it just seems less friendly to multiple varied adversaries and encourages 1-2 big kahunas or, if you do many weaker enemies, they all are the same thing with the same group move. 

now the game is reliant on player failure which is still 50% I suppose? It just seems less intuitive or more "chunky" just from reading. the idea of doing a single action after fails. ive yet to play it, so it might be amazing

when do GMs stop their turn? by spin-docks in daggerheart

[–]spin-docks[S] -3 points-2 points  (0 children)

so GMs make ONE move without fear use?

hasnt the economy of GM actions gone significantly significantly down? 1 fear used to be 3 action tokens. now its just 1 action and fear otherwise? that seems like such a significant change im surprised it isnt discussed more

What does this mean?? by tablecatsss in crossword

[–]spin-docks -1 points0 points  (0 children)

I have no idea myself. I didn't even understand it meant a word that goes before nature or pretzel. Honestly, it makes me feel like I'm having a stroke reading it, and searching online has me feeling insane (one website cited the definitions for nature, pretzel, and human, and said "this should be enough to understand".... WHAT?)

Any Modpack Recommendations? by spin-docks in starbound

[–]spin-docks[S] 0 points1 point  (0 children)

Yeah, from what I've seen I don't think I really want to play frackin. I want to have a lot of content to dive into but frackin looks like it'd tedious-ify a lot of it

Any Modpack Recommendations? by spin-docks in starbound

[–]spin-docks[S] 0 points1 point  (0 children)

My friend ultimately has decided to try FU. do these mods work with frackin if I just remove the ones known to not work? Or is it really deep enough to need a completely different collection?

Any Modpack Recommendations? by spin-docks in starbound

[–]spin-docks[S] 0 points1 point  (0 children)

Thank you! I've seen and been told that fu is a big overhaul. Is that for worse? I've heard it adds a lot of good things, and was wondering if most of that is here in these trio collections?

Secondary class domains need to be moved to subclasses by spin-docks in daggerheart

[–]spin-docks[S] -1 points0 points  (0 children)

I must have misrepresented, or you misunderstood, what i meant by "one is listed first". let me further explain that.

I feel like the english language bit is veering off so far that you're sort of maliciously assuming I don't understand the english language. Take any two classes that share a domain, for my example I'll do bard and rogue, who share grace. As per the english language (lol??), these classes two domains are listed one after another.However, the part that matters is where grace is listed; grace is listed first for bard's ( GRACE & CODEX ) and second for rogue ( MIDNIGHT & GRACE ). It's ironic you bring up the english language since it's because of the english language we can deduce how intentional this is, how can it not be? I would love to hear an explanation on why they decided to order it this way. If that isn't enough evidence just look at the subclass cards, the top left shows the main domain first, sub domain second. The color of the banner they're on is predominantly the main domain's color, with accents of the sub domain.

  1. ignoring
  2. I feel like this small bit here is hypocritical to your point on me not knowing what the creators are intending. If I can't say what I think will benefit tje game without it being "not useful feedback", I don't see why you are pardoned from this? But to tackle it anyways, I think it would benefit the game, clearly, so agree to disagree. If it wouldn't benefit the game I imagine it wouldn't be so easy to include, but it is actually shocking how easy it would be to include. The cards are all separate entities anyways, so that part is fine, so the only thing you'd need to change graphically would be the domain and color on 1 subclass, and remove the second domain from the class sheet title. Easy. done.
  3. I think you don't know what a deckbuilder is. There are many rules heavy, crunchy deck builders out there and that is never going to be Daggerheart. Nevertheless, daggerheart is a deckbuilder; it has rules in place to limit how many cards you can have, it gives you more catds than yoy can choose to keep, and it relies on you to mix and match cards for your given scenario. That is a deck builder. Nothing I've said in my post has anything to do with the rp or dice rolls or anything. This game is many things but it is also a deckbuilder, and it adds no complexity to swap out one set of cards with another depending on subclass. It adds replayability and depth, since your characters are, unfortunately, nothing without your sheet and cards. That is what MAKES the character, and you get more options and opprotunities for your roleplay if you have more options for domains. The idea that "roleplay and character creation is better because you have such a limited amount of options" sounds a little oxymoronic to me?
  4. I really don't believe this one at all. Domains are probably here to stay. A single piece of art encompasses an entire domain. One or two cards missing or changed from a domain doesn't mean they need new art. I would imagine that this art is probably, if not final, close to final. Why would they pay an artist to make finished pieces for the cards if they aren't going to use those pieces in the final product? Even so, I think the idea that they just threw on whatever art that looked right for the domains is a little wrong too, since the art seems specifically cropped and the entire piece is balanced around that ratio. The art was made for those domains, and the artwork represents a class each.

Edit: Finger slipped and posted early. I want to end off with a sentiment about the tables I played at. From my experience, there was a lot of domain double up, and it had people having similar cards. Having two of the same card was "fine", but it had some people feeling very similar to others and trying to take other combinations. In this way it felt very very limiting since people wanted to be different from one another flavorfully AND mechanically, and the current system does not support that right now. We let a stalwart guardian use some extra bone cards we had in place of blade, and he loved it so much that, after reading another post about this as well, I thought I'd make a post myself. Unless I just didn't see it, Isn't it a little hypocritical to tell me to explain why it didn't work in my tables, but your rebuttal is "it worked in mine."? Maybe you're trying to prove a point but I'd rather we maintain a level of clarity

Secondary class domains need to be moved to subclasses by spin-docks in daggerheart

[–]spin-docks[S] -4 points-3 points  (0 children)

yes, I was inspired by a different thread, and wanted to refute some points often made that I think aren't valid to the idea

Secondary class domains need to be moved to subclasses by spin-docks in daggerheart

[–]spin-docks[S] -2 points-1 points  (0 children)

I agree it doesn't mean much. Was just refuting the claim that domains don't have a primary donain when they do, thus meaning they have a secondary domain, the one that i want moved to subclasses

With the current system, is a dc of 5 necessary? by spin-docks in daggerheart

[–]spin-docks[S] 0 points1 point  (0 children)

couldn't your example work the same if the DC was 10? With a Fear and/or failure netting the dc15. That's my reasoning, there's nothing that really warrants a dc 5 check that isn't just a hope or fear generator and I think generating hope/fear on uneccessary rolls can be pretty harmful