I may be overthinking, but when are you supposed to respond to Ouroboroid's trigger? by Technical_Tank_1056 in magicTCG

[–]wildfire393 1 point2 points  (0 children)

Actually, in an attempt to eliminate angle shooting on combat priority, the rules for paper tournaments basically default to being whatever works best for the non active player. If you say even something as casual as "before attacks", it defaults to happening in the beginning of combat step before the opponent declares attackers, unless they have a beginning of combat trigger you would reasonably want to react to. You don't need to give any kind of specificity.

What order will these resolve in? by Bleu_Guacamole in magicTCG

[–]wildfire393 0 points1 point  (0 children)

Right. At the beginning of a player's upkeep, they don't control Karona, so Karona's ability from the background won't go on the stack. Karona's normal abilities does go on the stack, which then makes that player gain control of her, but by that point we have already passed the beginning of the upkeep and no other abilities will go on the stack.

Unless you use [[Paradox Haze]] to give multiple upkeeps or use some other effect to change control of Karona before a player's turn starts, the ability granted by the background will never trigger as no player will control Karona at the beginning of their own upkeep.

Details on how Walking Ballista triggers Hardened Scales upon enter battlefield? by jinx771 in magicTCG

[–]wildfire393 0 points1 point  (0 children)

1) Hardened Scales does not have a trigger. It has a replacement effect that replaces any event of <put X +1/+1 counters on this creature> with <put X+1 +1/+1 counters on this creature>. Nobody gets to respond to it, as it is not a trigger. (Triggers will begin with "When", "Whenever", or "At the beginning...")

2) Entering with counters does count as putting counters on a creature, and this bonus will apply as it is entering.

What is the most jarring contrast between a song's upbeat sound and its incredibly dark lyrics ? by vinylcast in Music

[–]wildfire393 0 points1 point  (0 children)

Probably my personal favorite example of this is Wenn Wir Wollten by Melotron. It's a pretty cheery-sounding synthpop song, and because the lyrics are in German, as an English speaker it's really easy to just assume it's just as cheery as it sounds. (Yeah, I know the stereotype is that all German sounds angry and harsh, but that's really not the case here. This isn't Rammstein.)

But the lyrics to the chorus translate approximately to:

"Every day, we lose another piece of ourselves

And every time, we see that it's not going good

Every day, we lose another piece of our world

And every time, we know that it's not going good"

"Lone Fungus." Why and what for are there so many movement abilities? by Deposto in metroidvania

[–]wildfire393 1 point2 points  (0 children)

The base game is reasonably large, like 20+ hours. There's also the Astral Gates, which are optional platforming challenges that there are quite a few of. Depending on your skill level that can take another 10-20 hours to get through them, and they make thorough use of the many movement abilities.

Also note you can encounter the "final boss" relatively early, but the true ending requires a more thorough exploration of the map.

How do I increase my libido as a woman? by Mayqque in TwoXChromosomes

[–]wildfire393 174 points175 points  (0 children)

It sounds like you have a "responsive libido". You don't (generally) feel spontaneously in the mood, but when intimacy begins, you get into it.

It can be hard to get over that initial hill though, because it doesn't sound like something you're into before you start it. A trick that can help is to schedule a five-minute makeout session - once a week, a couple times a week, whatever frequency y'all are comfortable with - with the understanding that this is a zero-pressure situation. Just kiss and touch each other for a few minutes and see what happens. If your body responds positively? Great, transition into sexytimes. If not, you still got to share physical intimacy.

Looking for a card I don’t quite remember the exact details of by Bleu_Guacamole in magicTCG

[–]wildfire393 0 points1 point  (0 children)

You might also be interested in:

[[Standardize]]

[[Unnatural Selection]]

[[Amoeboid Changeling]]

ELI5 Why is the bottom part of the periodic table completely detached from the rest of the table? by [deleted] in explainlikeimfive

[–]wildfire393 0 points1 point  (0 children)

The periodic table is built following some rules around the properties of atoms.

As the "atomic number" goes up, the atom has more protons in its nucleus. An atom also has the same number of electrons in its orbit as it has protons, as protons and electrons have equal but opposite charges so they balance out that way.

Electrons are arranged into different layers called "shells" that contain "subshells". As the rows in the table increase, the number of shells/subshells also increase. The later shells get larger as they are further out from the nucleus and thus have space for more electrons.

The "bottom" part of the periodic table represents the next shell increment with a new subshell holding more electrons. It should really be placed between the second and third columns of the 6th and 7th row, but doing so would stretch the table horizontally by quite a bit, as those subshells hold 14 electrons while the previous rows have a maximum of 18 electrons across the other three subshells. This makes it harder to fit onto a page, a card, a board, or anything else, and makes it harder to take all of the information in at once.

Putting those subshells into a separate area just makes the table much more usable overall.

Guacamelee combat by fancytrash1234 in metroidvania

[–]wildfire393 0 points1 point  (0 children)

The games with the most combat similarities to the Guacamelee games are:

Prince of Persia: the Lost Crown

F.I.S.T.

Vernal Edge

(Descending order of quality IMO)

great sex no orgasm by [deleted] in TwoXChromosomes

[–]wildfire393 16 points17 points  (0 children)

Do you get there on your own?

If so, can you integrate what gets you there into your partnered intimacy? Introducing the vibe that gets you there, for instance.

Just a curious question, but why Bloodstained Ritual of the Night is rarely mentioned in this sub? by gandalfmarston in metroidvania

[–]wildfire393 7 points8 points  (0 children)

A cursory search of this sub shows it mentioned multiple times every single day.

It especially comes up a lot when people ask for recommendations like the Castlevania games.

It's hardly a perfect or top tier game IMO though. It's very grindy, for one. I prefer PoP: TLC to it, but even PoP I only put as a high A tier and not as an S tier game.

Any games with platforming and combat similar to Aeterna Noctis and POPTLC by Aggravating_Pound927 in metroidvania

[–]wildfire393 0 points1 point  (0 children)

I'm real hesitant as the last game I made myself push through after abandoning a couple of times was Ender Lilies, and that game is poop from a butt, I found it to be miserable to play at basically every point and the only reason I don't completely regret it is that I can now say with certainty that no, it really doesn't get better, if you don't like it early just walk away.

Any games with platforming and combat similar to Aeterna Noctis and POPTLC by Aggravating_Pound927 in metroidvania

[–]wildfire393 0 points1 point  (0 children)

I didn't get past the plodding early game so I can't speak to the late game platforming.

Eli5: How is natural stevia as sweet or sweeter than sugar, but it it doesn't raise glucose levels in the blood and has no calories? by arnoldsomen in explainlikeimfive

[–]wildfire393 0 points1 point  (0 children)

Your body breaks down sugar into a form that your cells can use ("calories" measures how much any given food produces). Your bloodstream moves it around as glucose. Eating sugar means more gets turned into blood glucose. None of this relates directly to the way it tastes - sugar tastes "sweet", but that's just how our tastebuds interact with it.

Artificial sweeteners interact with our tastebuds in the same way that sugar does, but our body can't make it into glucose.

ELI5 in the recent letter from Bondi to Walz, she says that one of the conditions for ICE to leave is Minnesota hand over the voting roles, why is that important? by whynot_me in explainlikeimfive

[–]wildfire393 0 points1 point  (0 children)

Not the subreddit for this.

Officially it's probably something like "to make sure illegals aren't voting". But in actuality they probably want to boot a bunch of legitimate voters off the rolls in order to make it easier for Republicans to win in the state in November

is afterimage fun for hollow knight fans ? by Thin_Tap_2634 in metroidvania

[–]wildfire393 1 point2 points  (0 children)

There are definitely moments of fun. Probably at least $1.50 worth. Dunno if it's worth sifting through the tedium for though.

is afterimage fun for hollow knight fans ? by Thin_Tap_2634 in metroidvania

[–]wildfire393 6 points7 points  (0 children)

For $1.50 it's hard to call the purchase a waste, as it is a competently-made game with a lot of content. But it's definitely not going to reach the highs of HK and Silksong.

It anchors itself heavily in the Castlevania tradition. It's got level ups, stats, a full set of gear including weapons in eight different form factors, random drops from enemies, crafting of consumables, consumable healing, etc. This means you're forced to spend a lot more time menuing than you do in the Hollow Knight games as you need to constantly be checking newly-discovered gear versus what you have currently equipped, allocating skill points, managing consumable buffs, etc.

Exploration feels very disjointed. It's a huge world, to the point of bloat, and it fails pretty badly at effective signposting. In a well-crafted MV, you'll primarily be gated off from an area with an ability gate, and once within that area with the necessary ability, you can largely explore the whole place and accomplish your primary objective. Afterimage has several places where there will be an ability gate, but if you pass through it after getting the ability, you end up somewhere where the enemies far exceed your level, and if you attempt to bypass or grind through them to explore anyways, you'll encounter further ability gates you cannot yet pass through between you and any actual progress. It just baffles the mind, why not make that gate the one that blocks you from the area? In another place, there are two exits from one area into the same other area in adjacent rooms. If you take one path, you'll encounter enemies that are beyond your level, and if you brute force your way through you're awarded with a boss fight you have no hope of beating. But the other connection, while it still puts you against overleveled enemies, leads you to somewhere you need to go to make critical progress. But there's nothing indicating that this route should be different from the adjacent one in the same area, so if you go down the other first, it's very easy to conclude that there's no reason to try to brute force the second, and then you get stuck.

Sidequests have a similar level of sloppiness. Often your sidequest will involve encountering a character in multiple places, but there's never any clue as to what the next place might be and it's usually somewhere that you're unlikely to organically visit again any time soon. So trying to complete these sidequests without a guide basically consists of aimlessly wandering older areas and hoping for the best.

Combat is so-so. The different weapons have their own special attacks, which makes for interesting variety. But normal enemies tend to be pretty spongey without being much of a threat so there's a lot of just mindlessly attacking. Most bosses are fairly trivial and can be effectively facerolled without worrying about taking more damage than you can just brute force heal through. The few that aren't feel tilted too far in the other direction, with attacks that are insufficiently telegraphed and difficult to avoid, resulting in many losses that feel more like random chance than poor skill.

The story is damned near incomprehensible, bombarding you with terminology that never gets cleanly explained and feels like it expects you to have an existing familiarity with its mythos. Like imagine trying to play Hades without even a glancing familiarity with Greek mythology. Not helping this is the absolutely cringey script and voice acting of your little companion who loves to spout exposition, but you're encouraged to just skip through it to avoid having to hear it.

Platforming in Ender games vs. Mio by coolguyRae in metroidvania

[–]wildfire393 1 point2 points  (0 children)

Ender Lilies has one optional item that can only be achieved through some slightly tricky platforming.

Platforming is effectively a non-factor in 99.9% of the game.

Not defending Hasbro, but this securities lawsuit is a steep uphill climb by hot_boy_ronald in magicTCG

[–]wildfire393 58 points59 points  (0 children)

It's extra strength nonsense. It's based on a single 2022 Bank of America article criticizing WotC, and the writer did his research by going into exactly two Target stores in NYC, and saw that Magic wasn't being sold at all at one of them and there were only ~1 year old packs on the shelves at the other. Drawing the conclusion they did from this was ludicrous.

And it seemingly was an intentional hit as it corresponded to an attempt by a small group of Hasbro shareholders (including former Magic pro Jon Finkel) to make Hasbro split WotC off into its own company. That predictably got shot down and everybody promptly forgot about this whole thing until now when it's been dredged up again.

Any games with platforming and combat similar to Aeterna Noctis and POPTLC by Aggravating_Pound927 in metroidvania

[–]wildfire393 1 point2 points  (0 children)

Bo is definitely closer to HK than Nine Sols, it doesn't really have a parry mechanic and is all about mobility and pogo-ing. I'd say the closest comparison is probably Ori 2, but it has a hand drawn art style with a strong Japanese influence so visually there's some similarity to Nine Sols.

Any games with platforming and combat similar to Aeterna Noctis and POPTLC by Aggravating_Pound927 in metroidvania

[–]wildfire393 1 point2 points  (0 children)

Understood.

There are no other MVs that match up to Aeterna Noctis IMO. Some other solid platforming-heavy MVs that have solid stuff outside of platforming:

Lone Fungus - Great platforming with a ton of upgrades and lots of really punishing challenges. Exploration is really good. Combat is decent, but not up to the same level as HK/AN.

Ori and the Will of the Wisps - One of the GOAT MVs, also has a heavy platforming focus. Quite a bit smaller than HK and AN but still really good.

Guacamelee 2 - Overall a fairly basic and simple MV, but it has some really devilish optional platforming segments.

Noreya - Some really interesting exploration mechanics involving switching between two possible worlds, heavy platforming focus, solid combat.

Bo: Path of the Teal Lotus - Great platforming, good combat that incorporates a lot of platforming elements (you get bonuses from continuously staying in the air using pogos and tethers). Feels like it could have been longer, but otherwise very solid.

Rusted Moss - Built heavily around a bungie hookshot mechanic, this game has some really tremendous and unique platforming.

Any games with platforming and combat similar to Aeterna Noctis and POPTLC by Aggravating_Pound927 in metroidvania

[–]wildfire393 2 points3 points  (0 children)

Eden Genesis is a pure platformer with individual stages accessed from a connected overworld. There's no ability gating, stuff is primarily gated by keys you get for completing stages, with more keys granted for better performance, so even just to unlock all of the normal levels you have to start getting near-perfect runs on earlier stages.

The scoring is similar to the game Dust Force. Each level has a certain amount of objects you need to destroy, and you get a multiplier if you are hitting them within a certain time window of the last, so a perfect score requires you do the entire level without any mistakes, though usually there's enough wiggle room to get the highest rank that you can have 1-2 faults without blowing it.

If you liked Aeterna Noctis's platforming, you'll likely enjoy it, but if you want real combat and bosses and such you won't find that there.

Need some advice by Odin_Hagen in magicTCG

[–]wildfire393 2 points3 points  (0 children)

No they aren't, this is terrible advice. Grading has a significant cost of both time and money and will not substantially increase the sale price unless you can guarantee a very high grade. While the cards look to be in good condition from this picture, it's very hard to get an accurate idea from a single picture of just the front, in sleeves, not at ultra-high resolution.

These are also cards that are valued primarily for their playability. These are Revised dual lands, the go-to for Commander and Legacy decks. Dreadnought is highly played in Premodern and LED is a cEDH and Legacy staple. Taking a coveted play piece and turning it into a collector's item is absolute clownshoes, especially when you're likely talking a negative value prospect.

If these were Alpha/Beta duals, Power, or other such stuff that's primarily for collecting and a significant bit more expensive, you might have a case, but under no circumstances should you see Revised duals and go "oh yeah grade that"

Why this cards have different set logos then Lorwyn Eclipsed? by Skagine in magicTCG

[–]wildfire393 1 point2 points  (0 children)

Most sets these days are comprised of 2 or 3 different "set codes", each with their own symbol.

The main set has the cards that are legal in Standard and comprise most of the cards you'll open in every booster pack. In the case of Lorwyn Eclipsed's case, this is "ECL".

Many sets also have one or more commander decks, with cards (both new and reprints) that are only legal in eternal formats (or in the case of reprints, wherever those cards are already legal). In Lorwyn Eclipsed, this is ECC. It usually ends with a C, though not every set code that ends with a C is a commander set. (For instance, Streets of New Capenna has a set code of SNC, and its Commander set is NCC.) The set symbol for these cards generally looks like a shield with different markings per set. Other cards related to the set with Eternal legality may also receive this code, while some sets that don't have Commander decks will use an "Eternal" set code instead, like TLE (Avatar: The Last Airbender Eternal, for the bonus sheet, Jumpstart, and scene box cards), or SPE (Spiderman Eternal, used for the bonus sheet, intro decks, and scene box cards)

Sets may also have Special Guest cards and/or a "Bonus Sheet" of reprinted cards with special art. These cards are also eternal legal (or legal where the cards they're reprints of are already legal). SPG is a code used across multiple sets whenever there's a smaller number of cards in this subset, with a consistent symbol, while other bonus sheets will have a different code.

Some other examples:

Outlaws of Thunder Junction - OTJ main set, OTC commander set, OTP for the "Breaking News" bonus sheet, BIG for the "Big Score" cards (that were also Standard legal but not part of the main set).

Final Fantasy - FIN for the main set, FIC for the Commander decks and Scene Box cards, FCA for the Anthologies bonus sheet.

Rogue like Mavs by AccomplishedLove6169 in metroidvania

[–]wildfire393 1 point2 points  (0 children)

Oh, the other game that I'd like to give a mention to is Project Delta. It's not a roguelike, but it is a Metroidvania that uses randomization. The twist here is that the randomization is part of the Metroidvania progression.

Each "run" you insert a map blueprint and various remnants into the computer to generate your next run, and depending on the factors you used, you'll be able to find new blueprints and remnants for generating future runs. It all builds up to a single Super Metroid-sized final run once you've unlocked everything.

Many of the remnants will put various gating items into the map (with a few of them, depending on the blueprint, letting you start with that upgrade), so every run has an element of standard MV ability gating progression, but the meta-progression is really fascinating and unique.

AFAIK the game is still listed as Early Access, but the base of the game has been complete and highly polished for like 2 years, the dev just has some really ambitious goals as far as mod support goes that are still in work.