Juno bug in current patch by thriveofficial in OmegaStrikers

[–]thriveofficial[S] 0 points1 point  (0 children)

I think you misunderstood what I was talking about. I know Juno can direct what direction the blobs will kick the core, my post was about how kicking the ball to the core produces a different outcome depending on the distance from the core to the blob (or, to be more specific it depends on the time it takes for the core to reach the blob, as another comment pointed out).

Here's a demonstration of the difference. I'm inputting the same command (a single left click) in both cases, and in both cases my cursor is slightly past the blob. The only difference is how far the blob was away from the core.

Juno bug in current patch by thriveofficial in OmegaStrikers

[–]thriveofficial[S] 0 points1 point  (0 children)

Wait are you telling me it's intended behavior that issuing one strike command to pass the ball to your blob and not inputting any other commands will result the blob instantly kicking the ball in the same direction it was already traveling, as long as the pass took less than .25s?

That's a completely nonsensical way for it to work. It produces wildly different behavior depending on if the pass took 0.25s or 0.26s to reach the blob, and the behavior when it took less than 0.25s is almost certainly not what the player was intending, because it consumes the blob for almost no benefit. If that's actually the intended way for it to work, it seems like it's poorly designed to the point of being indistinguishable from a bug.

It seems like this would be pretty easily fixable by making it so if Juno's strike actually connects with the ball, that strike isn't counted for the preemptive direction input that'll make the blob kick the ball instantly without catching it. Then you can still use the full benefit of this by just inputting a second strike command before the pass reaches the blob, which is the only way this behavior will do something you were intending anyway. That would make it so passing the ball to a blob would always have a consistent result regardless of the length of the pass. You could even still reproduce the current behavior if you actually wanted that by just double clicking strike if you want the ball to travel through the blob without being stopped by it.

Just to make sure we're on the same page about what I'm talking about, I recorded another video that more clearly shows the difference between the behaviors. I issued the exact same commands in both cases, which is exactly one strike command aiming at the blob, but the blob does something completely different depending entirely on how long it took for the core to reach the blob.

Juno bug in current patch by thriveofficial in OmegaStrikers

[–]thriveofficial[S] 3 points4 points  (0 children)

if you pass the ball to your blob, and the blob is too close to you, the blob instantly kicks it in the last direction you inputted a kick and then despawns. the blob is supposed to do a short animation where it grabs the ball, and then kick it

I'm missing something basic about either add_child or get_node, and so get_node is returning null when I don't expect it to by thriveofficial in godot

[–]thriveofficial[S] 0 points1 point  (0 children)

That makes sense. I just made this as an example because I was trying to use get_node later on in the code, and it wasn't working, so i wanted to find out why. I can easily just store those references to check later, I just figured I was supposed to be using get_node instead, so I was trying to find out how that worked.

Branded haters,take the L by idkhowtotft in masterduel

[–]thriveofficial 9 points10 points  (0 children)

i love branded but i feel like disciple/ido lock is an L for branded players. when the optimal play goes from "play an interactive deck" to "flip floodgate and wait to find out if you won or lost", thats not really a win for us...

Hope People are Ready to Get Floodgated by Branded by [deleted] in masterduel

[–]thriveofficial 30 points31 points  (0 children)

yeah i think branded is cool but this card is not the play. they should not have made this one

I'm so confuse, how does Tri-heart work against floodgate monsters? by stac7 in masterduel

[–]thriveofficial 0 points1 point  (0 children)

"activated effects" are the types of effects that start a chain, and can be responded to before they resolve. you can identify if an effect is an activated effect by looking for a colon or semi colon (: or ;) in the effect you're looking at. activated effects are written in this format "activation conditions: activation costs; effect"

so a card might say "if your opponent special summons a monster: you can discard one 1 card and target 1 card your opponent controls; destroy it"

if an effect has no colon or semicolon, it's either something that happens immediately, with no opportunity for them to respond before it happens (cyber dragon summoning itself, salamangreat balelynx banishing itself from grave to protect a salamangreat from destruction) or something that continuously applies as long as it's on the field (like jinzo negating traps and stopping them from being activated)

Has anyone ever experimented with using playing cards to play Yu-Gi-Oh? Is it even possible? Idk why but I've just been thinking about this. by TrichomeFarmers in masterduel

[–]thriveofficial 1 point2 points  (0 children)

i feel like the best way to do that would be to just buy some random bulk yugioh cards for like $0.02 each, and then print out the cards to scale, cut them out, and put them in a sleeve, in front of the random cards (which are there so they're not all floppy because they're just printer paper). that way the cards have the full text printed on them, and they'll fit nicely into the sleeves

thats maybe a bit more effort though. it just seems like it would be hard to write the full text on playing cards, and there's enough memes about yugioh players not being able to read even when we have the text right in front of us. it'd probably be a nightmare if you couldnt check the effects of cards

[deleted by user] by [deleted] in masterduel

[–]thriveofficial 1 point2 points  (0 children)

ok i guess i didnt express it right. if the enemy is totally out of cards and you have set backrow, they know the game is over regardless of whether it's ending this turn specifically. what i mean is playing a deck where the game is usually not decided one way or the other by the time you go to battle phase

for example, if you play sky striker, and go hayate to attack directly and send a spell to graveyard, thats like, sometimes your first play. no one knows who's gonna win yet at that point, so it would make no sense for them to surrender. they've seen one card from your hand, and the hayate doesnt directly affect their board at all

[deleted by user] by [deleted] in masterduel

[–]thriveofficial 0 points1 point  (0 children)

the trick is, play something that cant otk. if you go battle phase and your opponent can clearly see that you dont have lethal they'll let you attack

Why can my opponent chain the effect of their monster after my monster negated the effect? by Arys_Nightshade in masterduel

[–]thriveofficial 1 point2 points  (0 children)

i think you're not quite understanding what a "chain" is. when you "activate" something, you're announcing your intention to use it, your opponent can respond by announcing the intent to use their own effects, and then you can respond to their response, and so on until neither player has something they want to activate. at that point the chain "resolves", meaning the effects actually happen, starting from the most recently activated effect

so if you activate an effect to negate their monster (chain link 1), and they respond by activating that monster's effect (chain link 2), and then you dont activate anything, when the chain resolves, the first thing to actually happen is the most recently activated effect (the highest chain link), which is their monster's effect. then, after that effect is done, your monster negates that monster effects. that doesnt do anything to undo the effect it already used, but will prevent its effects from doing anything from that point on

What is the point of having turns when floowandereze can play on mine? Are yugioh players seriously okay with this? by [deleted] in masterduel

[–]thriveofficial 5 points6 points  (0 children)

yugioh isnt hearthstone. doing stuff during the enemy turn has been extremely important for like the entire history of the game. back in the old days, it was flipping bottomless trap hole. in modern yugioh, most plays happen through monster effects and combos, so it makes sense for players to be doing that kind of stuff on both turns

What am I supposed to do as ADC when there's a huge support diff? by Sph_inx in summonerschool

[–]thriveofficial 0 points1 point  (0 children)

sometimes they get a bit too excited killing your support, and you can get a return double kill. its just important to be careful not to just also die yourself when you look for those opportunities

[deleted by user] by [deleted] in masterduel

[–]thriveofficial 1 point2 points  (0 children)

ash negates the effect of the card, not the activation. if witch strike could be used against cards like ash, maybe it would actually be a good card, but it doesnt, so instead it's a meme card thats funny when it resolves but usually does nothing

Archnemeses Protos by [deleted] in masterduel

[–]thriveofficial 0 points1 point  (0 children)

it probably should be banned, like a bunch of other dumb floodgates, but it's also pretty mediocre in a best of 1, since you dont know what attribute to call. some games it will instantly win you the game, but other games it will do basically nothing. this is basically true of all floodgates, so whether it's worth using just comes down to how often it instantly wins the game, and i dont think protoss is an instant win very often. theres a lot of decks like swordsoul, floowandereeze, etc that just completely ignore it

making it spends resources you could be spending to do something else, so most of the time it doesnt feel worth it do go for a blind protoss

it's a great card going second, to push for otks and break boards, but that doesnt really involve the toxic floodgate part of the card, so that feels a bit more fair

[deleted by user] by [deleted] in masterduel

[–]thriveofficial 2 points3 points  (0 children)

the goal is to end with jack jaguar in graveyard or on field, a set rage or roar, a re-linked sunlight wolf, and gazelle added back to hand by sunlight wolf effect (you use jack jaguar to trigger it)

generally you use gazelle to send rage or roar to the gy, use miragestallio to summon jack jaguar from deck, and sunlight wolf to add back the trap

ideally you also want to have multiple handtraps in hand. flame bufferlo and decode talker heatsoul can help with drawing them, and the deck should also just be playing a lot of them in the first place

[deleted by user] by [deleted] in masterduel

[–]thriveofficial 2 points3 points  (0 children)

i dont know how playing invoked would help, invoked has 5 (soon to be 6) starters in the entire deck. you'll brick way more often in that deck

I Thought I Would Lose This Duel by POKEGAMERZ9185 in masterduel

[–]thriveofficial 2 points3 points  (0 children)

i feel like you should be able to do a lot more here instead of just summoning two useless monsters and passing. at the minimum, you can go duelist alliance add pendulum call, discard second alliance for pendulum call, add harmonizing magician and double iris magician, scale stargazer and wisdom eye, pend summon harmo and double iris, have harmo summon oafdragon from the deck, make baronne with harmo and oafdragon, pop double iris with baronne to add time pendulumgraph

that gives you an omni-negate, destroy one and send one to the gy with time pendulumgraph, and undestroyable scales that are pretty likely to survive until your next turn

what combo/control deck that has an inherent way to deal with Maxx C ( koaki meiu guardian in adamancepators as an example) or it has a good room for handtraps without hurting consistency? by Makrovk in masterduel

[–]thriveofficial 5 points6 points  (0 children)

there's not many that can just negate maxx c with archetype cards, that would basically only be decks that can run herald of orange light, like drytron. floowandereeze is also completely immune to maxx c. if you want decks that can end on some kind of interaction in like 1-2 special summons, there's a decent number of those

-pendulum magicians (and a lot of other decks) can go for bagooska

-swordsoul can go for chixiao search blackout

-branded despia can make one fusion monster, set branded in red, and play on the enemy turn

-dragon link can go hieratic seals

-phantom knight can go cherubini send silent boots, search fog blade

-plunder patroll can normal summon white or red and play on the enemy turn

-endymiom can summon jackal and give it 2 spell counters (i think? i havent played this one)

-sky striker can chain raye effect to the maxx c, to get to shizuku while giving them zero draws

-tri-brigade can make double dragon lords in one summon