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On October 02 2015 03:38 Parnage wrote:Show nested quote +On October 02 2015 00:09 jcarlsoniv wrote:On October 01 2015 23:26 GhandiEAGLE wrote:On October 01 2015 21:58 jcarlsoniv wrote: Bought my Viper last night. Even with 1M CR I didn't have enough to fully outfit it comfortably, so I had to make some concessions in places. But I'm starting to figure out how it all works now. Got interdicted by a Federal Dropship and did not win that fight - I opted to buy important system stability things over weapons, so my fire power is kinda low right now. I killed a dude and used MY FIGHT MONAYYYUU to give sidewinder missile launchers. I have no idea if missile launchers are any good, although I do know that since they're physical ammo, you need to refill them regularly. I got some beam lasers which tear through shield so fast, but the gimballed machine guns I got seemed to be giving me issues when fighting the Federal Dropship last night - not sure if I was doing something wrong or if the Dropship used something that prevented me from firing. edit - actually, as I'm thinking about it more, it could be because of where the machine guns are located on my ship. This wasn't something I had to think about with the Sidewinder. Soniv: Mostly correct. Multicannons take a moment to spin up to speed and start firing and due to the placement requires some angling. The Cobra has it worse in that regard but it's something you get used to. I'm assuming an NPC dropship and if that's the case you can always outrun the thing and get back into supercruise. The Dropship isn't a great ship but it's got a lot of guns and a hull thats as tough as it is ugly. Ghandi: Missiles are sadly terrible. Back in beta it's my understanding missiles where super strong but currently they do next to no dmg on shield and work best against small ships whose shields are down. Admittedly they look cool and if I've got spare hardpoints I always try to fit the Pack hound missle rack for maximum macross missile style. Torpedo's also fall in this area however if you get enough of them on a shieldless ship it goes boom. Help desk stream tonight/ also bounty giving. Hearthstone: I think people are undervaluing the usefulness of kodorider. Then again I like cards that tend to force a response. I like a lot of the inspire cards so I guess I'm the odd man out in that regard. Fuck Dr. Boom. I do think Kodorider has a lot of potential. I've also seen some strong Totem decks that used the Inspire - +2 Attack on Totems card (can't remember the name).
Inspire is actually a really interesting mechanic, but I feel like they were too afraid of it being too strong when they designed this first set.
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Kodorider forces a response, but it doesn't take much to respond. Pretty much any 5 drop will kill it and survive, so even if you get the T6 dream play off your opponent basically trades upwards since it takes both the Kodorider and its token to kill a 5/5. It's a card that works when you're already winning, and you could do better playing Emporer/Sylvanas/anything else.
The good Inspire cards either have a ridiculously strong Inspire effect or have decent stats for their mana. Paletress and Murlock Knight are in the former category. Boneguard and Dragonhawk Rider are in the latter, but are competing against 2/3 drops that are better than "good".
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On October 02 2015 04:01 Seuss wrote: Kodorider forces a response, but it doesn't take much to respond. Pretty much any 5 drop will kill it and survive, so even if you get the T6 dream play off your opponent basically trades upwards since it takes both the Kodorider and its token to kill a 5/5. It's a card that works when you're already winning, and you could do better playing Emporer/Sylvanas/anything else.
The good Inspire cards either have a ridiculously strong Inspire effect or have decent stats for their mana. Paletress and Murlock Knight are in the former category. Boneguard and Dragonhawk Rider are in the latter, but are competing against 2/3 drops that are better than "good".
Pretty much this. To be viable in constructed a card has to be broken. A vanilla worth of stats has to have some kidn of broken mechanic to get it in the game(Giants) or it's just incredibly hard to justify playing. Kodorider might have an effect of generating more board but it's only a 3/5 which doesn't do much. Even a card like Palestress which has one of the best Inspire effects only sees limited play as an alternative to running Ysera.
I think if they learn from this we'll see stronger Inspire effects in the future. I want actual win conditions tied to Inspire minions so you can use it as an alternate way to go about deck building.
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I think Thunder Bluff Valiant has the ability to close games, setting up a good board for the next turn Bloodlust. But it's not overpowered, which I think is your point.
I keep forgetting about Spawn of Shadows (Priest 4 mana 5/4 Inspire - Deal 4 damage to each hero). I feel like there's an aggressive Priest deck here, but as Priest Aggro isn't a thing, it's kind of a moot point.
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Priest would need a better way to draw cards for Priest aggro to become a thing. They have tools that make a "Face" deck possible, they just can't both use those tools and have good enough card draw to close out games that way.
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TSM TSM TSM TSM
they are at worlds right?
Edit: can anyone do late night games Monday to Thursday like 11pm pst, that's usually when I get home from work.
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The issue with Shaman is that its to bad vs aggro decks (Paladin, Face Hunter, Tempo Mage) Its aight against patron, crushes control warrior and is 50/50 vs Lock (pretty much all variations)
Kodo Rider has no potential in Shaman because if you have board it need to be wiped anyway because of flame tongue.
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For those who have been on the fence about picking up Skullgirls it's currently in the humble bundle. Paying more than $7 gives you it, all the DLC, and some other games that people don't talk about here.
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4 day weekend, after working 60-80 hours a week the last month I don't really know how I feel about it.
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Congrats! Maybe spend the whole thing asleep? That's what I'd think I could do.
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4 day weekend? Sleep and then binge on vidya gaems
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Some thoughts on Tactics Ogre: Let Us Cling Together:
I think the game is a lot better and a lot less frustrating than I previously imagined. Some of the trajectory stuff sucks (especially with magic, UGH!), but when I am not certain I can always use the "indirect" version of the spell (at the cost of more mana/does less damage), pretty much guaranteed to hit by bypassing the line of sight check. With bows I can use the Trajectory skill, but I have gotten comfortable enough with bows that I don't even need it anymore.
As far as I can tell, the game has branched stories - which I don't really mind. It might add replayability, although I rarely like the game enough to play out more than one branch. The last time I did this was for Dragon's Age - 2~3 years ago.
Some annoying parts of the game (keep in mind I am still on chapter 2):
1. Limited inventory space is really frustrating and frankly is a outdated design. This is not 8bits anymore and the PSP has plenty of storage for save files. I shouldn't need to sell my stuff while only on Chapter 2. 2. Skills level up REALLLLLLLLLLLLLLLLLLLLLLLLLLLLLLY slowly. It seems to me that performing an action (say attacking with a sword) gives around 1.2 exp for Sword and a tiny amount for other skills. Since it takes 100 exp to level up, it takes quite a while to improve a unit. Maybe it is intended that I should capture new units instead of raising my own, but in almost all cases I find it much easier to just capture a unit with Level2+ on a weapon instead of doing it myself. 3. Following up on that, it seems to me that bows are really, really OP. While many mobs seem to be resistant to bows, they are very easy to level up and remarkably accurate. 4. Switching jobs is a pain. Initially switching to a new job seems to basically ruin the character (even for something seemingly trivial like Warrior -> Knight), requiring the character(s) in new jobs to get "carried" through several stages before gaining enough job experience to be useful. I am still sitting on level 1 Ninja right now, failing to gather enough courage to actually raise the class - despite its obvious potential.
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... oh, right, the PSP version changed a bunch of stuff in the mechanics. I can't comment on that then. But yeah I told you, ranged weapons are ridiculous just by the fact that people won't counterattack after you hit them.
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On October 02 2015 10:20 Alaric wrote: ... oh, right, the PSP version changed a bunch of stuff in the mechanics. I can't comment on that then. But yeah I told you, ranged weapons are ridiculous just by the fact that people won't counterattack after you hit them.
At least they are balanced by the fact that they do basically 1 damage to half of the mobs.
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Asmo, the new Extreme Primals are hell lol, the first one is so annoying, but we cleared it after I think 10 wipes in 85 minutes.
Enjoy doing those and getting flamed because you're on Gilgamesh<3
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On October 02 2015 03:25 Seuss wrote: He's still overpowered (even if not immensely so), and I fundamentally find him boring to play against. He's not like Sylvanas or Ragnaros or Cairne where you have different angles of attack you can take. It's basically "do I have a removal" + "how bad is my boom bot luck".
Which is sad because he crowded out a lot of those interesting cards.
Well, Sylvanas is one of the most interesting cards to play around in the whole game, but I'm not sure that Rag is particularly interesting when your options are more or less "do I have removal" or "flood the board". Variety of removal needed for boom/sylv/rag aside, since boom doesn't do anything right away there's always the added option of forcing a response from the boom player rather than responding to boom yourself (going face / establishing lethal or playing rag, for example).
I would generally agree that it's not a great card to play against though. It's mostly disappointing to me because there's a lot of design space for more interesting variations of the same concept.
On October 02 2015 03:27 Lord Tolkien wrote:Show nested quote +On October 02 2015 03:14 TheHumanSensation wrote: Savage Combatant sees some play, though it isn't common.
Also totally getting in on this TGT review later when time etc. Only regularly in a Beast Drood. It unfortunately fails the Shredder test.
It's in the more aggressive midrange druid build, the "gnimsphsmh" one or whatever. It's on the latest LH power ranking, and it also seems to be in most of the druid decks I encounter of that archetype, which is a decent amount of the ladder overall right now.
On October 01 2015 19:02 Numy wrote:It's been awhile since TGT came out so I thought a review/lookback on the set would be cool. + Show Spoiler [TGT review] +For starters lets take a look at the new mechanics blizzard introduced in the set Inspire - As a whole inspire failed miserably. It's an interesting mechanic that can opperate as a new kind of win condition but overall it didn't really impact the game. The only inspire minion(s) we see play is Confesser Palestress and Murloc Knight. Savage Combatant was seen for a bit but druids quickly went back to more standard combo. The mechanic is still interesting and has potential. The issue is the power level of the cards. Compare Palestress to cards like Recruiter,Kodo Rider and Boneguard. It becomes quite obvious why the Inspire mechanic failed so hard. The guys are just bad. Palestress and Murloc knight are the only cards that actually have significant upsides to their inspire mechanic. It feels like Blizzard were too afraid of Inspire being good so they purposely gave cards very little upside.
Joust - This is shit. It was shit when revealed and shit in practice. The only Joust card that sees play is King's Elekk as it's body is par for curve and it had potential draw which is roughly worth 2 mana. That's 4 mana potential there. Overall Joust has a similar issue as Inspire. THey didn't want the cards to be too powerful so the upside for winning the Joust isn't good enough to warrant playing the cards. Overall I think this mechanic is just poor design. The way to get Joust cards used is either if they are good enough without winning the Joust or if winning the Joust is game winning. The latter is just introducing more random win conditions where as the former is really just "power creep".
Now let's look at what cards it added to the pool of viability: Warrior - Justicar, bash and Dragon cards as an archetype with the standard one still being superior it seems Priest - Justicar,Holy Champion and Palestress with Dragon archetype but looking same as warrior Hunter - Kings Elekk. Bear trap Rogue - Nothing Warlock - Nothing Druid - Darnassus Aspirant, Living Roots. There are gimmicky Aviana decks too. Mage - Effigy occasionally otherwise nothing. Some fun Dragon decks but not competitive. Paladin - Murloc Knight, Mysterious Challenger, Competitive Spirit Shaman - Can I say nothing as there's no viable shaman list? Totem golem is only real card that sees a lot of play in attempted lists
Overall for a 132 the expansion seems rather miserable. Let's move onto the awards!
Grim Patron Award for most Overlooked - Mysterious Challenger No real argument here. The card brought in a new archetype of Paladin and made a whole bunch of cards viable. Honourable mention: Justicar
Troggzor award for most Overrated - Varian Wrynn Many people were calling this the best card in TGT and yet it sees almost no play. The most hilarious part of this was that the argument against the card was actually seen as soon as it was revealed but people went on doing pages of analysis on why missing battlecries didn't matter for warrior. Turns out they are wrong lol Honourable mention - Tuskarr Totemic Having played in the BFZ sealed set I kind of see now how a more experience company goes about introducing new mechanics. That felt fun and interesting to use even though BFZ may not have much impact on Magic as a whole. Much like TGT in that regard. The major difference is that WotC has a system that allows you to experience the mechanics without being overpowered by better cards in other sets. I hope Blizzard will start looking at the years of failures and successes other companies have had in the genre instead of trying to reinvent the wheel.
Things I called: + Show Spoiler +Bash - I was right and it's common and good Clockwork Knight - it's sometimes seen in rare midrange mech decks, but isn't better than other more important cards in those decks. Flame Juggler - It's not completely invisible! Kodo rider - It's seen and used! Justicar - It's in control warrior, but this was p.obvious and everyone knew this card was good Inspire decks are fun, snowbally, simple combo decks that like most similar decks aren't quite good enough because the best combo decks (patron, demon stuff) have really deep combos. Refreshment vendor - I thought this card was worse than people were (sort of) hyping it up to be
Things I was wrong on: + Show Spoiler +Holy champ - control priest is like totally unseen and so is this card, mostly because of... Wyrmrest Agent - man fuck this card, also I didn't predict this card or dragon priest becoming as much of a thing as it did. All the new shaman cards have the same problem despite being good cards and found in shaman decks. Varian Wrynn - I still want to try this card out in my mech warrior decks, but it defs flopped in control/dragon. Bolster - Basically the same thing as above but with a more taunt-focused mech warrior (this sounds stupid ofc but it's not awful and I'm working on it)
Favourite card from the set: Dreadsteed Most hated card from set: Wyrmrest agent
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Finally hit supreme in CSGO... Now just global
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Holy champion is actually a staple in control priest and it's slowly gaining popularity as a class. Seems to be more viable than dragon priest, just there's more hype around the new deck.
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Heroes 7 ladies and gentlemen:
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