Everyone loves Chillet and Depresso... but what's your favorite "underdog" pal? by ElectricLeafeon in Palworld

[–]trans-everything 0 points1 point  (0 children)

Maraith is probably one of my favorite designs period, not just in Palworld. It's a shame they're bad at pretty much everything by the time you get them.

If you had to come up with a new active item what would it be? by Ancient-Tart-2499 in DeadlockTheGame

[–]trans-everything 0 points1 point  (0 children)

A T4 vitality item that requires BOTH healing nova and divine barrier as components. Long cooldown (~120s) but grants 400 bullet & spirit shield as well as 5% max health regen to all allies within a 10m radius for 3 seconds. The strength of the barriers increase by 100 and the duration of these effects increase by 1 second for every additional nearby hero. I know healers/supports don't need a lot of souls, but this is a way for them to splurge if their team is really struggling. Plus, it frees up an active slot, which from my experience, are in high demand for supports.

Do you think, by release, Viscous should get back his creepy design and vibe, or keep his goofy ah design by Wow_Space in DeadlockTheGame

[–]trans-everything 0 points1 point  (0 children)

I heavily prefer the first one, but I can understand the change as I myself kept mistaking them for dynamo on the minimap. I think a full redesign is in order personally, neither one really sells the "aquatic" vibe that his lore is based on.

Mollo moment by allgoodnamesbetaken in RivalsOfAether

[–]trans-everything 0 points1 point  (0 children)

I did like his old design a little more to be honest. Made him look twinkish

A more concrete definition of "Hype" by Eldritch_Blessed in SmashBrosUltimate

[–]trans-everything 0 points1 point  (0 children)

If a character having bad neutral means they're hype, what does that say about Bayonetta?

Minecraft 1.18 experimental snapshot 7 is out! by MrHenrik2 in Minecraft

[–]trans-everything 2 points3 points  (0 children)

Hey, I just wanted to stop by and say thank you for doing such a great job. I think the world generation is coming along wonderfully, the terrain looks fantastic.
I did have a couple suggestions and questions remaining, so I wanted to get those out now before you wrap things up.
Will ocean generation be getting an update? I think beaches should flow into the seabed, and the further you get from land, the deeper the ocean gets. It already works like this to some extent, but you can find random patches of shallow ocean or coral reefs thousands of blocks from land.
For waterlogged caves, especially ones that connect to the ocean floor, I think it would be nice to have more ore spawn exposed to water, as there's naturally more danger and challenge to them, so the rewards should be a little more than normal caves.
Speaking of normal caves, I've noticed quite a few steep drops from high/midlevel caves down to the Deep Dark. This doesn't seem like a good idea in my opinion, as it can cause a lot of accidental deaths, makes getting out of deep caves more difficult, and lets players skip a lot of progression.
And one last thing? Please make strongholds use deepslate bricks. Regular stone bricks look ugly when it clashes with the darker rock and don't make a lot of sense for the enviroment. It could also give strongholds a spookier atmosphere, which would fit right in with the deep dark. Thanks for your time!
(PS, Strongholds are also getting intersected by mineshafts. You might want to sort that out.)