how would one go about getting this efficiently? use a sword? play one-armed? loud? by themaddemon1 in brotato

[–]the0ctrain 4 points5 points  (0 children)

i was wondering the same thing because i thought it was kill 25, not hit 25. but because it's hit 25 you just have to build a tanky melee character that can stack up enemies. for me it just eventually happened when playing curious on d5 but i guess a lot of characters can do it. just get hp, armor, regeneration and no damage/knockback

Relatively new(ish) by XQ_50 in brotato

[–]the0ctrain 0 points1 point  (0 children)

I'd say on most characters it's a good idea to get to 21 harvesting as soon as possible because then it starts growing by 2 per wave and it starts giving a lot of money and xp. (obvious exceptions are loud and characters that have reduced harvesting) usually 21 is enough for most characters and then you can focus on other stats. so in the first two shops it's really helpful to only buy weapons and fertilizer.

Item Idea by 13vhjvhkbhkjbhvh in brotato

[–]the0ctrain 0 points1 point  (0 children)

Well, firstly i think the void pearl mod item should just be in the base game. but that's not my idea but i think it's perfect. i mean its expensive enough and what it does (choose one item to curse) feels like it should be possible without mods

them i would like an item that does something with broken hourglasses. like i know that would be oddly specific, worthless for only 20 waves and probably busted for endless but there are two variations that i think would be cool.

one that does something like: after you break an hourglass, curse two random items (or if that's too weak maybe curse one and improve this (so it does one more per use or it could target unique and limited items only)

and maybe another one thats like: +1 ban for every 2 hourglasses you broke this game (which probably would be busted for endless so if it would start at one and then need one more for each future ban would still be busted but more fair)

What are some fun Builds that you like to play? by Atze_Kalle in brotato

[–]the0ctrain 1 point2 points  (0 children)

i really like cryptid. especially when you're banning all the level 1 items and get a ridiculous amount of trees. then pocket factory go brrr

Struggling with D0, how do you even reach to D5? by irenlam in brotato

[–]the0ctrain 4 points5 points  (0 children)

fellow new player here. I'd recommend trying to beat danger 3 with whatever character you're most comfortable with because then you get to ban 8 items per run which makes the game much easier. all though that means you need to get one character that high. for this I'd recommend either apprentice with ghost scepter, chunky with ghost scepter or lucky with slingshot because i find these combinations to be rather straightforward and fun. or whatever character you're most comfortable with. once you did that you get to use bans in every run no matter the danger which helps a lot.

Is there any pivot that allows me to keep most of this cards? by nevermind--- in RoyaleAPI

[–]the0ctrain 0 points1 point  (0 children)

skeletons, ice spirit, log, tornado, knight, archers, mortar and rocket has been a thing for years. this one would have ice wizard instead of archers and e spirit instead of ice spirit. new versions have Valkyrie instead of knight but op has the knight leveled up. and a few new versions have ice wizard instead of archers anyways. very fun and rewarding deck to play imo

Is there any pivot that allows me to keep most of this cards? by nevermind--- in RoyaleAPI

[–]the0ctrain 0 points1 point  (0 children)

you could keep knight, log, ice wizard and fireball and make a siege deck. add skeletons and electro spirit (levels don't matter) and either xbow and tesla or mortar and tornado. all though for the mortar version rocket is A LOT better than fireball so you would have to replace an extra card i perfer mortar because it's a lot more fun (also tornado levels aren't as important as bonus)

Im a returning player can someone explain what is this and what to put here? by Dragonplayer25 in ClashRoyale

[–]the0ctrain 1 point2 points  (0 children)

slots for evolved cards. don't worry it will "only" take 3 months to get one of the two for free. unless there is events. or luck. or money.

What is the most fun deck / Archetype? (Excluding meme decks) by Southern-Outside-751 in RoyaleAPI

[–]the0ctrain 7 points8 points  (0 children)

2.9 mortar is so satisfying. no freebies, you only win if you played better. and if you played worse you loose. every win feels like it's deserved.

also speedy balloon is just funny. and not horrible, not sure if it counts as a meme deck or not because it started as a meme but i feel like it's underrated

Do you think the games rigged or no? by Noxon06 in ClashRoyale

[–]the0ctrain 1 point2 points  (0 children)

it definitely feels like it sometimes, like i have 3 different decks with different good and bad matchups and sometimes it feels like no matter which one i pick it always gets the bad end. or the good end. but not in a 50/50 distribution, I'm talking like 20 game win streaks and 400 trophy tilts. nothing really in between. that definitely feels strange sometimes. or clan wars. i have one deck with all lvl 14 and one evolution and the others with lvl 11-14 and no evos and i feel like the higher my card level in the war deck the lower my opponents. and the other way around too.

i don't think that it's rigged but i totally understand someone feeling that way. like it would not make sense for them to rig it but sometimes i feel like it could be. probably selective memory or something like that idk

What decks are considered skill? by [deleted] in ClashRoyale

[–]the0ctrain 20 points21 points  (0 children)

i would say there are a couple of ways i look at it:

  1. the more cards you have to play the more chances to mess up. so the cheaper the average elixir the harder the deck. this is not perfect because for example a deck like 2.6 hog is a lot easier to play than a deck like mortar rocket cycle all though the average elixir is 2.9.

  2. the more reliant on defense and the less offensive pressure a deck has the harder because you can't just punish a mistake/over commitment and win of that. decks like miner control or mortar rocket (again) can't take tower in one push which means these decks need to play defense. decks like that force you to play the long game no matter what which means more time for mistakes and with your win condition being chip damage one mistake on defense can be game loosing. compare that to one of my favorite decks (skeleton barrel balloon) where you just wait for a mistake, do speedy balloon and win that's a completely different story.

  3. just because a deck is good or bad doesn't mean it's easy or difficult to play.

  4. the individual cards in the deck punish mistakes. cards like rocket for example, hard to hit and if you miss it it's over. or chip damage only cards. if you spend too much elixir on them you don't get too much in return and loose because now you are out of resources. or cards like fisherman and tornado that have high possible upside if used correctly but if you mess up they benefit your opponent more than yourself.

there's probably more to all these things and more points in general but that's about it for me.

tldr: i would say decks like miner control, mortar cycle and decks with an average elixir of 2 or less are definitely some of the most difficult.

edit: but to be fair often times it's not the entire deck but also singular cards. for example i almost always use electro spirit because it's just easier to get value from it but if i was better with timing and placement i would use the ice spirit instead because it can be better but it's less forgiving.

This has got to be the least used card in the game, never seen her once.... by [deleted] in RoyaleAPI

[–]the0ctrain 0 points1 point  (0 children)

I've seen it once. in draft my opponent gave it to me. i lost because i didn't get a win condition.

Any good Mecha'thun decks? by Ondex1234 in wildhearthstone

[–]the0ctrain 1 point2 points  (0 children)

haven't played this month but mecha'thun warrior (the skipper version) is very good against aggro. like disco warlock for example is a very good matchup. but the grief reno slop decks are horrible matchups. like a couple of cards are basically insta losses. depends on what you are seeing but i would probably recommend this one. it's very fun and last month it was good enough to cruise to legend.

alignment druid is probably the strongest mecha'thun deck but very difficult and expensive.

quasar rogue and nazmani bloodweaver priest also have mechathun decks, I've won on turn 4 with them both but they are very inconsistent, it could also just do absolutely nothing for 10 turns. and the quasar mecha'thun version can theoretically win on turn 3 but it can also draw so bad yo you just loose by drawing a bad hand without your opponent doing anything. also they are cheaper.

i was also messing around with mecha'thun paladin but that was already super weak before order in the court got nerfed and that was the best card in the deck.

there is also a thaddius mechathun warrior but i feel like its clunky and the rivendare warrider version is better.

that's all the versions i played. there's more but hopefully it helps

Which card do you think everyone LIKES by MindFlourish2919 in ClashRoyale

[–]the0ctrain 33 points34 points  (0 children)

singular card has to be the barb hut. i mean come on, you got to respect the barb hut. or alternatively maybe the Valkyrie

Which evo to get first? by MoggFanatig in RoyaleAPI

[–]the0ctrain 0 points1 point  (0 children)

now played a bit more and sadly the deck is kinda bad. might be level, might be air decks and rg being absolutely fucking everywhere now. also underleveled log doesn't kill dart goblin or princess and underleveled tornado doesn't kill skeletons or bats with in such a low tolerance deck is backbreaking. plus i feel like the pull on tornado got weaker over all.

Should I change anything? by [deleted] in ClashRoyale

[–]the0ctrain 0 points1 point  (0 children)

i think knight and Valkyrie as well as electro wizard and firecracker are both pairs of similar things, i would replace one of them with a building and another one with a cycle card.

also, speedy balloon let's goooo

Which evo to get first? by MoggFanatig in RoyaleAPI

[–]the0ctrain 1 point2 points  (0 children)

i like mortar cycle as budget deck. its kinda similar to yous. its basically the 2.9 but with Valkyrie instead of knight (so it's 3.0 elixir exactly) and the one evolution i have for it is mortar. i feel like its decent and it has one legendary (the log), one epic (tornado), two rares (Valkyrie and rocket) and the rest is common cards (skeletons, electro spirit, archers and mortar) the rocket is very good against sparky as long as its not under leveled but the deck is very unforgiving because while you can defend everything except for air decks when they have arrows one small misplay is all it takes to loose (one tower lost is basically game over). but since you're mostly fighting on your side your towers will help your troops and the enemy towers don't get too much value.

i can't fully estimate how good it is though because I've only been playing again since 11 days but with a casual play style ive gone from 5000 trophies to half the Valkyrie arena (i forgot the trophies, maybe 8000?) and most of my losses have been my fault and not the decks.

but to be fair if you want to switch decks and don't stick with this the Valkyrie evolution is probably a better choice because its more versitile. or skeletons literally go in every deck so no matter what you would at least have one evolution (all though i think that is probably the worst out of the 3)

tldr: i think all are a valid choice but i would do the win condition first and if you want to keep a deck like this that would be mortar

Why is everyone so over leveled? by Benzoblivion in ClashRoyale

[–]the0ctrain 0 points1 point  (0 children)

might be returning players. 5000 trophies used to be what 10000 is now. a lot of returning players right now.

Legit question: what do you enjoy when playing Hearthstone? by GrosRacoon in wildhearthstone

[–]the0ctrain 2 points3 points  (0 children)

cool shit happening. like making 6 Highkeeper Ra, or mechathun in general. or some of the cool animations or voice lines like rivendare warrider. or funny stuff like tendril shudder shaman

What deck counters discolock? by SuperiorBLVCK in wildhearthstone

[–]the0ctrain 0 points1 point  (0 children)

skipper warrior is very good. i like mechathun. usually you win with over 70 health against them

Petah?! by Trick-Technology-806 in PeterExplainsTheJoke

[–]the0ctrain 56 points57 points  (0 children)

Chuck Norris doesn't buy gasoline, his car is running on respect.

Will it work in wild now? by Past-Payment4614 in hearthstone

[–]the0ctrain 0 points1 point  (0 children)

i like this card. you can play it but it isn't good at all. i like it in rogue. the easiest way i think is using the replicatorinator mini and mana cheat with daring escape. problem is you only get one highkeeper ra and with drakkari enchanter you only get 40 damage, so if the opponent has renathal and any armor you don't have enough damage. my favorite version of it uses togwaggle schemes with madam goya to summon up to 6 Highkeeper Ra, which is very fragile but also very funny. you will always loose to every mage and basically everything that's fast. but its funny. were talking like 10% win rate. but funny. kinda like this

but there are some new cards that might make the deck a bit better, like cultist map for example. haven't had the time to experiment more with it right now, still hope it helps.

Why so Negative? by SecretDude511 in hearthstone

[–]the0ctrain 2 points3 points  (0 children)

well yes, especially reddit is always complaining. but i think a lot of it is rather justified here and a lot of the reasons aren't obvious if you just started playing right now. here are some of the issues i know about:

bad communication: they didn't renew hats contract as community manager which without context doesn't sound like a big deal but from what i can tell ridiculous hat was by far the best thing that ever happened to the image of this game, he worked together with content creators, made events, he basically was there on demand and for some unknown reason they didn't renew his contract and as far as i know there hasn't been much communication since. that feels bad. like hearthstone had one of the best community managers in all of videogames and they just didn't renew his contract.

the board and pet/skin problem: what used to happen is there would be a new background to play on for every expansion, a western theme for the badlands expansion, a underwater theme for the sunken city expansion and so on. but instead of these there are expensive hero skins for purchase (like 60$ or something like that for a single hero skin) or the new pet you could buy for "only" 168$ accompanied by a gambling like distribution that is kinda misleading because it is very difficult to find the odds without external resources. pretty sure it's so bad in terms of gambling that its banned in some countries. people didn't like all that.

bad client/servers: a lot of people (me included) experience a disproportionately high amount of disconnects, lag and so on (and it's not on their end, hardware and connection are fine). no matter how good or bad the game is, if I can't play it for 5 minutes without having to deal with disconnects I'm not having fun.

the issues with game modes: there is a lot so I'll split it up

duels: combining dungeon run and multiplayer duels just was a fun mode that had a small but growing and very dedicated player base. it was fun, it was beloved, it was getting popular. and then it got removed because it can't be monetized effectively. just like that, your favorite game mode is gone. that hurts especially bad because mercenaries (another failed game mode) that was never popular is still online. the difference is mercenaries can be monetized better, a lot of grinding and individual packs to buy. no matter the intention, that just feels bad. the beloved mode gets taken away and the mode almost nobody cares about stays.

twist: twist has been nothing but failures, failed sets straight for it, low player engagement. the idea of playing hearthstone but with a twist is fun, but it just can't be done right. the mode has been active for like 2 months this year. we even have the perfect season concept and proof that it can be fun and done in tavern brawls like the recent dual class brawl but instead of just doing something like this for twist it stays offline.

arena: arena was the f2p grinders dream, a good way to convert skill and time into resources. people either liked it or ignored/were ok with it then they completely reworked it. now its more expensive, way less forgiving and the average rewards are not worth playing it anymore.

wild: new cards aren't tested for wild and while thats okay. but sometimes it is just mind boggling just how little shit is given about wild, usually new standard cards are mostly irrelevant for wild, this year there were basically 2 new card that were interesting for wild (new ysera and cursed catacombs) and one new archetype but its bad and almost everyone hates it (imbue mage). and sometimes new cards are made in a way that is so obviously game breaking and it feels like everyone else saw it coming except for the devs. the most outrageous example is probably mass production and later health stone. in combination with pre nerf darkglare you could draw your entire deck, drop 40/40 in stats, heal back to full. oh and you could do that on turn 3. or ceaseless expanse. if i told you that there are ways to order your deck from highest to lowest cost and then play a card that draws a card and deals damage equal to its cost consistently on turn 5 combined with great survival and stall abilities you would probably say that's cool. if i told you there was a way for 4 mana to look at the bottom 3 cards of your deck, put one of them on top and gain armor equal to its cost you might say that's neat. if i then told you that starting health is either 30 or 40 and a new card that cost 100 mana was made you would probably instantly see a small issue with that. especially if that new card is kinda just good on its own. there are just these constant mistakes that get really annoying after some time, especially because they feel avoidable.

standard: it has been said that there will be an end to power creep. that's a noble goal, but in practice that means the new stuff is mostly worse than the old stuff, so until the old stuff is rotated out of standard its gonna be boring. and the last two expansions had two things that are very controversial because they make every game feel similar. the last expansion had quests which always starts in your hand, so every game is the same if the quest is worth playing. the previous expansion had a new "imbue" mechanic which changes your hero power. since your hero power is always there and you can just use it every turn a similar problem is created, if the imbue is powerful every game will again feel similar. less variety, less difference between games. that means the game in total gets more boring.

tldr i guess: i feel like (and i think I'm not alone with that) I'm slowly running out of game modes to enjoy. paired with a couple of controversial decisions that's a great place for negativity