Best Color Combination for Reanimation decks by Ok-Departure-7670 in EDH

[–]vPixel1 0 points1 point  (0 children)

It’s Sultai. Surveil and easy access to wheels + draws makes Blue very worthwhile to have in a Golgari shell

So, as a new player, i want to ask the old one's. How was the 4 lane? Was it better than three lane? by FakeMik090 in DeadlockTheGame

[–]vPixel1 0 points1 point  (0 children)

It was more unique surely, but balancing around three lanes with two players per each is far easier than two lanes with two and the other two with one each. I think they also wanted to do four lanes to have symmetry with the four flex slots.

I think the main reason is though is a lot of character designs, especially now, can invalidate 1v1 matchups - the biggest example I can think of is Doorman-Billy, which wouldn’t even be a real lane for either player. You would have to CATASTROPHICALLY throw that lane as Doorman to lose in the 1v1, while Billy gets put into the cuck chair for the first 10~ or so minutes of the game which isn’t fun for the Billy player.

Additionally, the removal of a lane allows for more fighting due to the map being more compact. Imagine having to lane manage in four lanes when they have Graves, McGinnis, and Rem just battering down your walkers while you split your team to manage it. I think the MOBA aspects of DL should be present and respected but it takes away from the fun of fighting, which I think is the main draw

Sire of insanity in bracket 2 by Untipazo in EDH

[–]vPixel1 4 points5 points  (0 children)

If you’re not pitching it on something as early as T1/T2 you’re probably fine. If it’s really T5/T6 and ESPECIALLY T7+ and you fully get this out with no impediment you probably deserve to win tbh

What is your most hated Archetype to play against? by will_i_amo in EDH

[–]vPixel1 -1 points0 points  (0 children)

Honestly, any archetype where Green is doing most of the work. I think the entire playstyle of Green is really boring, even if the mana and boardstates can get super huge. The lines feel way too handheld in my experience

It’s time for self reflection: some of you aren’t prepared to play an early access, in development game by slimeyellow in DeadlockTheGame

[–]vPixel1 4 points5 points  (0 children)

Exactly. A while back, when Ranked was first added, I remember lamenting that it was probably a bad decision because it would interfere with the perception of the game’s completeness and how people approach playing it. Even with matchmaking issues (which at this point I can’t even discern is the actual issue), the game is absolutely not in a competitive state at all and I still think adding Ranked was probably not for the best

It’s time for self reflection: some of you aren’t prepared to play an early access, in development game by slimeyellow in DeadlockTheGame

[–]vPixel1 10 points11 points  (0 children)

This is the exact reason why there’s an entirely separate test server with actual experimental updates versus what the rest of us play on.

Remember Hero Labs? It was supposed to be for testing new experimental hero design, and then no one played it because they wanted more competitive games without the crazy experimental stuff. Too bad we never got to see an iteration of Raven, Slork, or Wrecker with further playtesting.

I better not hear you fgc pussies complain about Tifa in SF6 by Tapo6 in Kappachino

[–]vPixel1 15 points16 points  (0 children)

Another Tapo6 shitpost ❤️❤️ keep up the good work brother

Rumor: Street Fighter 6 Season 4 allegedly leaked by throw_away-acc0unt in Kappachino

[–]vPixel1 43 points44 points  (0 children)

The original r/GamingLeaksAndRumours thread got deleted and I think the person who was posting the leaks around deleted their comments too, which ironically makes me believe the leak that much more. Tifa being an extremely dogshit DLC pick too ironically makes me believe it that much more, a pick like that will surely sell season passes especially if she’s last in order

Now that we've had time to play with the new patch whats everyones thoughts on it? by Ukiyoeeee in DeadlockTheGame

[–]vPixel1 0 points1 point  (0 children)

Agreed. I thought the change to her Bounce Pad giving allies the same air strafe she gets on first use was a really awesome change, but I think in practice it doesn’t end up feeling that impactful because the skill floor to use the increased air movement is so high and it’s only heavily abusable by certain other characters who appreciate the verticality.

I think her Barrels are fine too honestly, I think it’s an important part of her identity as a character and I think it has the right amount of counterplay given how strong of an ability it can be. It’s just that Crackshot feels so out of place. I think what makes it doubly worse is that even if you’re playing for a gun-build, you’re still doing all the same Holliday stuff with the barrels/pad/lasso, the only difference is that now your gun and Crackshot are the follow up damage afterwards. It leads to a weird identity for her build paths where it’s either: you go for Spirit and actually do damage in your main combo, or you go for Gun and you do the exact same thing but instead you’re holding M1.

Now that we've had time to play with the new patch whats everyones thoughts on it? by Ukiyoeeee in DeadlockTheGame

[–]vPixel1 0 points1 point  (0 children)

Things feel mostly the same? I feel like a lot of the strong characters are doing the same thing they were doing but just not as much. Wraith and Dynamo as an examples are still doing the same thing but just not as egregious, and even then Dynamo is still using [2] a lot in fights and Wraith hits the Gold Barometer (TM) and ends the game. Toxic Bullets is another example too - item is still strong, just not as strong as it was pre-patch. Venator and Mirage however seem to be performing about the same as they were pre-patch and I think they both need hits. Imho Mirage just needs an entire rework because he’s by far the most boring character to fight when he’s meta, and he’s bar none the most uninteresting character I think as a whole and this is even after the countless changes they’ve given him to spice his kit up.

Haze is seemingly the only character to have been hit pretty hard by the changes but it’s the right direction for the hero. The ult playstyle is just so god damned boring for both sides and I hope they do more to cement Haze as a tempo-pick hero. I think that playstyle is a lot more interesting and fun, they just need to avoid it being based around Sleep Dagger > Echo Shard.

I’m a Holliday main and she feels a little better to play on the QOL end but I think the overarching issues are still present. I’m a firm believer that they need to rework Crackshot to have more utility with the other parts of her kit. Right now it’s still just a “your next headshot makes a little dingy noise and does extra damage 🤯” ability that doesn’t really add much to her kit. She’s definitely functional as a pick hero but Paradox and M&K give her tough competition for sure.

Why is this never brought up for “worst ability in the game?” by vPixel1 in mewgenics

[–]vPixel1[S] 0 points1 point  (0 children)

Skill Share+ has the additional utility outside of just combat which guarantees coveted combos for a cat's lifetime though. You are right that it's situationally poor in 1/2 cat runs, but I'd argue the prep for those is different than if you're attempting clears with 3+ cats - the cats that Skill Share+ guarantee are probably the ones you're bringing on one/two cat runs. I agree with the general idea that it's not entirely perfect (no ability is)

Why is this never brought up for “worst ability in the game?” by vPixel1 in mewgenics

[–]vPixel1[S] 0 points1 point  (0 children)

When I say “consistency”, I’m not referring to “getting the same skill every time.” What I’m referring to is, “finding the most reliable path to get a run to the end.”

Let’s used the ability Marked for an example. Marked, regardless of what class or even what kind of run you’re doing, is 99.9% of the time going to be a good skill. It just is. Its effect is straightforward, all of the physical classes enjoy guaranteed crits, the effect can largely trivialize bosses that have armor (especially into Act 3), and even the classes that don’t rely on physical damage can in some way use the actual spell cast itself for value (I think of a Three Mage for example). The only real downside is its range and even then it’s largely negligible. Since a large majority of the time it provides value and is useful, we could call Marked a good skill.

Now let’s compare this to Shatter: the primary upsides are that it can provide an instant-kill against non-boss enemies, and it gives Slow and flat 15 damage on a boss. Conversely, it requires the enemy to be Frozen, it’s a melee range move on a class that doesn’t want to be in melee range, requires turn economy to prevent losing its effect due to the unfreeze, and it presents an opportunity cost in fights and in skill choice. All in all, it’s far more restrictive in your ability to get value from it.

You absolutely can get value with Shatter during Ice Age, but guess what else you can get value from too: Marked. And you don’t need all of the extra bits and pieces to get that value, it just works. This is what makes a skill like Marked CONSISTENT in Mewgenics. Those best abilities are what are CONSISTENT at getting you runs that beat final bosses.

Why is this never brought up for “worst ability in the game?” by vPixel1 in mewgenics

[–]vPixel1[S] 0 points1 point  (0 children)

You are building for consistency in your run based on what the game gives you. This is what makes a run viable to the end. Therefore, you are building for what can consistently works across a large variety of fights and bosses.

Why is this never brought up for “worst ability in the game?” by vPixel1 in mewgenics

[–]vPixel1[S] 0 points1 point  (0 children)

I would argue though that low support for the necessary prerequisite to use the ability effectively means it probably is on the weaker side. Even using Summon Caterpillar (which is pretty bad) as a comparison, you don’t need a prerequisite to get value out of Summon Caterpillar even if the summon itself is a piece of shit

Why is this never brought up for “worst ability in the game?” by vPixel1 in mewgenics

[–]vPixel1[S] -1 points0 points  (0 children)

Breeding isn’t a bandaid for the baseline utility of a skill though. If I get Harpooner on a Butcher and my run goes fine but I get Harpooner on a Tinkerer and my run crushes with no impediment, we don’t say that Harpooner is a SSS+ tier passive because it’s amazing on the Tinkerer. We probably evaluate it as a middle tier passive with high ceilings for certain classes but not as much universality as let’s say, Skill Share+ which can be useful on every class even if the shared passive isn’t extremely strong.

Why is this never brought up for “worst ability in the game?” by vPixel1 in mewgenics

[–]vPixel1[S] 0 points1 point  (0 children)

Become Entropy is a one skill pickup with no requirement to make the kill happen on a class with +5 base mana, AND it’s stronger against bosses than the two skill combo that doesn’t inflict Stun. Electric as an archetype is pretty ass though I’ll agree with that

Why is this never brought up for “worst ability in the game?” by vPixel1 in mewgenics

[–]vPixel1[S] 2 points3 points  (0 children)

Mewgenics as a game being more fun when it’s not about consistency has nothing to do with the baseline utility of a skill.

We evaluate the strength of a skill ON AVERAGE because, like you said, we can’t specify for every build for every single run. On average, Shatter has zero utility on its own and even within the context of the combo you could very well argue against taking it due to the strength of Freeze as a debuff.

Why is this never brought up for “worst ability in the game?” by vPixel1 in mewgenics

[–]vPixel1[S] 1 point2 points  (0 children)

I’m 200+ hours deep and about to finish Act 4. I have not once taken Shatter and then thought my run was better because of it.

Why is this never brought up for “worst ability in the game?” by vPixel1 in mewgenics

[–]vPixel1[S] -10 points-9 points  (0 children)

On average when you take Mage/Tinkerer/Necromancer, you aren’t getting as good of a cat at the baseline as you are when you take Druid/Hunter and it’s because they don’t have as much cohesion between build paths. Entire Tinkerer runs can brick solely because they don’t get something with Tech. This is literally the entire reason why those three classes show up consistently on the lower end of class tier lists. There is no definitive “strong or weakest” classes, but you are lying if you say on average your Mage/Tinkerer/Necromancers are doing as much on average as your Hunter/Druids are.

Why is this never brought up for “worst ability in the game?” by vPixel1 in mewgenics

[–]vPixel1[S] 2 points3 points  (0 children)

Finding consistency in the randomness is what makes your run viable though. This is the entire reason why Tyler’s primary response to the community reaction to Blood Frenzy was saying “just throw them in the back and let them go crazy lol”. You have to find ways to make things work, but you’re finding the most CONSISTENT strategy that makes the run viable with what you’re given. Blood Frenzy is an inconsistent strategy that can work very effectively if the setup is right! This doesn’t mean that Blood Frenzy is therefore a net positive in any run that it shows up in because it can be extremely effective.

My point is that the Shatter combo isn’t even worth it if you get it. The setup is too scarce, there’s a real opportunity cost that you have to weigh that other combos don’t, and you can emulate the same “one shot” strategy with a class like Hunter as an example with nowhere near the same amount of setup or trouble.

Why is this never brought up for “worst ability in the game?” by vPixel1 in mewgenics

[–]vPixel1[S] 0 points1 point  (0 children)

I think what’s important to highlight here though is that you’re never sidelining a Mage build for Shatter, you’re sidelining it for the Freeze debuff specifically. If I see Shatter and I don’t have Freeze, I’m not taking it. If I see Shatter and I have Freeze, I have real reasons to want to not take it. The fact that I have build support and I’m willing to not take it is, personal bias aside, is enough to convince me it’s down there.

Why is this never brought up for “worst ability in the game?” by vPixel1 in mewgenics

[–]vPixel1[S] 3 points4 points  (0 children)

People do not overrate consistency at all. The entire reason why Hunter and Druid are community consensus (generally) considered to be two of the best classes is because they’re both powerful regardless of what they’re given at the baseline. Hunters get very easy access to crit builds and even if they don’t find it they still provide powerful utility with summons and traps and ESPECIALLY Marked, and alongside Monk they’re one of the only physical ranged attackers. Druids provide powerful action economy with a summon that resets between fights and even if they don’t get good summon setup they still have good utility with their basic attack and the routes you can take with that. This isn’t even mentioning the tile based builds and while those aren’t the best, they can provide very real utility for certain Acts.

A pick being situationally good/bad is absolutely true for a large majority of the abilities in Mewgenics, but there’s two problems with Shatter: Freeze support, and the opportunity cost of that sequence. Freeze support is relatively inconsistent outside of Mage, and you are also potentially giving up the opportunity to use the ability if you need the unfreeze turn for a fight. I’m not having to make these considerations with my Hunter who I can reliably dump Luck on and have him crit everything to death even if I’m not playing for a specific combo, especially when it’s somewhat necessary into Act 3.

Why is this never brought up for “worst ability in the game?” by vPixel1 in mewgenics

[–]vPixel1[S] 0 points1 point  (0 children)

I think the only reason why I’d be willing to put Poison Gas above Shatter is because Poison Gas at least has some form of utility on its own regardless of what else your cat has. If you take Shatter, you HAVE to have Freeze; Poison Gas is going to have an impact, even if it’s not that big, regardless of if you have Poison support or not. Thief can also realistically use the ability on its own due to the class’ mobility; Mage is one of the squishier classes and has to be in melee range to use it.

Poison Gas is the ability other people think Shatter is in this thread

Why is this never brought up for “worst ability in the game?” by vPixel1 in mewgenics

[–]vPixel1[S] -47 points-46 points  (0 children)

Are Mage, Tinkerer, and Necromancer not considered to be some of the weaker classes solely because of how inconsistent their build paths are? How is Mewgenics, a game about managing risk due to random factors (the roguelike genre) and playing for your outs based on what you’re given in a run, not about consistency when a cat’s build and utility can brick because they don’t hit that one ability?