Ren || 30 || ♎ || ENBY/Demi-Boy (They/He) || Bisexual || Madison, WI || Amateur cosplayer | Full time dork | Artist | Semi-Writer |Dungeon Master Current Fandoms: Apex Legends | Overwatch | Voltron | FFXV | Persona | Critical Role | Good Omens | Assassin's Creed |Dog enthusiast | Moon Lover | Dice Gremlin
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i promised you 🦋
(crossposting from x, bsky, & ig)
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I'm glad the rest of fandom has awakened to Dom!Viktor but lbr y'all should be roasted just a little if you saw this and DIDN'T immediately clock a Twink Dom eyeing a three course meal
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idk what it is about the mighty nein but the cast plays them so strategically.
like maybe it was the sandbox nature of c2 and the fact that they weren't getting legendary items as much as vox machina.
at level 20, they have:
higher hp (collectively. caleb is still squishy)
less combat indecision
more battlefield movement and ways of not grouping up.
a well planned collection of buffs. plus paladin aura for saves.
a good split of ranged and melee attacks, both martial and magic.
ways of incapacitation (beau)
movement/terrain control through spells and sentinel
ways of mitigating damage
better action economy
a collection of twos: 2 casters with counterspell, 2 martials with sentinel, 2 clerics that cover healing, 2 (technically 3) people with evasion, 2 hp tanks, etc.
the ability to come back from bad saves/good adversary saves.
like even when they didn't make the most optimal decisions, they still were at a point that their prior planning prevented a lot of damage and potential issues. the heroes' feast and mind blank carried.
more thoughts under the cut
on the ranged thing: vox machina has more martial range, but less magic range. percy and vex are optimized for that, but if anyone whacks on vex she's squishy.
bells hells has magic range, but not martial range. i think chet has a shortbow now, but other than that it's melee (and orym's air blades) or bust. if they're out of range they're dashing in (or using boots).
maybe its a me thing. but i find mighty nein combat the easiest to watch of the three groups, followed by vox machina and then bells hells. and i'm a noted combat enjoyer.
little more of a rant:
it feels like they get stuck in indecision so much in c3. i think it's the caster split between parties; as i see it, travis and liam process and plan out their turns the quickest, then taliesin and laura, then sam, marisha, and ashley.
sidenote: the clerics in any given campaign flip back and forth between fast turns of mostly healing and slower turns of other stuff. i would say in terms of speed as clerics it goes: taliesin, laura, ashley, sam.
with the mighty nein, the process is optimized:
liam, taliesin, and laura as the primary casters, with liam for utility, buffs, and dps, taliesin covering healing and buffs/debuffs, and laura doing secondary healing, dps, and general battlefield chaos.
travis and sam in the mixed martial area, with veth covering big damage ranged hits as well as utility magic, and fjord covering quick teleports, disparate hits with eldritch blast, and some melee with smites & hexblade, also tanking with hp.
marisha and ashley as full martial, with marisha getting info, inflicting stun to grant advantage, and serving as a dex/ac tank, while ashley covers big damage, and serves as a con/hp tank.
their turns generally proceed at similar paces, unless there's a significant misunderstanding in play, and they have time for strategy and unconventional solutions in the mix. the faster players are playing longer turns as casters, but generally come in with their spells planned. liam fired off a time stop with 5 rounds and got through it in a little longer than a normal turn.
with vox machina, it's a mix.
travis and taliesin are full martial, but have action surges and thus sometimes take longer. percy also takes longer for gun reasons.
liam and laura fill the mixed martial area, but they're pretty efficient as a rogue duo.
ashley, marisha, and sam fill out the casters, but as they are with vm, they have higher efficiency.
pike is focused on healing, buffing, and tanking
keyleth has spells but spends a lot of time in wildshape. her spells also tend to run over rounds, so there's progressive damage.
scanlan has a standard progression as a lore bard, with a leveled spell per turn, bardic inspiration bonuses, and his reactions are his clutch moves. also his longer turns get filled up with improv singing, so it doesn't feel like combat indecision.
whereas with bells hells, it's not as optimized.
liam and travis are full martial, so even given shenanigans and descriptions, their turns go quicker. they're tanks, but the enemies move away from them after getting hit 6 times a turn/by blood curses unless there's maneuvering in place.
robbie is in the mixed martials as a swords bard, but as a full caster and one of the healers now, he's been more on the casting side in recent memory
taliesin takes longer in c3 due to the path of fundamental chaos and the adjustments he has to make with each rage. he tanks, but ashton has so much nonsense going on that you never know what's going to happen with them.
sam is now in the mixed martial area and has faster turns, but started the campaign as a full caster and thus had longer turns. fcg also had action economy issues as part of their subclass and by virtue of sam not wanting to play a cleric like the other clerics, so it took awhile.
the witches all have long turns, but in order as far as i recall it usually goes laura, marisha, ashley, in terms of the amount of time. with two sorcerers and a damage focused druid/rogue, they hit a lot of combat indecision. they specialized so much that if they hit a point where they run out of the standard options, it just drags on. lots of spell attacks and saving throws, and quicken spells, and familiars (gun monkey, bone rat, and shadow dog) and form changes, and on and on.
it means that combat runs long because they take awhile to decide on what they're doing and then longer to adapt to changes on the battlefield. they also have limited options for range, standard movement for the most part, the witches are all pretty squishy, and when they're up against enemies with easy transport around the field, they get hit hard, because the tanks can't be everywhere.
bell's hells just gets beat up more.
#critical role#oh I love this break down#it is interesting how fast the M9 clicked with combat#like even in the beginning they had a pretty good idea of what they wanted and how to maneuver around each other#and that's when Molly was still in the mix#when Cad joined it seemed to get ironed out more or less#not saying that I don't love VM or BH but i think it is interesting to note how different their combat is
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suck, and i cannot stress this enough, my cock to the fucking base
#psa#yeah I had to reenable my ad blocker yesterday because it got turned off somehow#like fuck that shit#I have to deal with it on my tv and mobile device#let me live
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What's everyone's favourite flowers that aren't like. The normal ones. Like everyone's a fan of roses and sunflowers what's a more niche one. One you don't get in gift sets. Mine's sweet peas
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The quickest doodle born from midnight inspiration. Not my best but also, THEM?#!#? 😭
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another Caleb expression sheet, this time mid-campaign Caleb 🤩 same wizard, more friends! tried to keep the blood splatter setting and the beard level consistent with whatever was happening in the game at the time (in MOST of these at least)
tip jar
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A moment of choice, sometime in Aeor [2022]
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Twinsies
reference:
Liam and Laura laughing at Matt's brain fart in C3 E106
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crisp glass of water moodboard
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Thank you Liam for "Caleb’s room IS Essek’s room, they share" and doubling down on "the wizards fuck *everywhere*" 🤣
#critical role#ccaleb waited for Essek to get comfortable enough and now they have sex EVERYWHERE#and I choose to believe it is mostly Essek's fault because he gets so horny when Caleb do smart things#these sapoisexuals man
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This combat is brought to you by Krispy Kreme
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This episode really demonstrates why M9 won the battle royale. They really are nigh unkillable.
They are rolling like dogshit and losing spell slots left and right, have less PCs than the VM fight at the Key, have taken exhaustion points and soo much damage, and their healing is being sabotaged.
But they still managed to complete their encounter in less than 1 episode. They managed to avoid all the obstacles leading to the boss fight. They had no deaths.
This party build is legit insane. Theyre so mobile, cant pin them down. Their casters control the battlefield. Their tanks are basically immortal. They have 2 guaranteed Divine Interventions, 2 Mass Heals. They have 1 Vestige, and an unending well of tricks in Fjord and Veth. They are dripping with advantages, resistances, and rerolls.
Mighty Nein most qualified assholes for the job fr.
#this is why I fucking LOVE the M9#i think VM's fight was more stressful amd they were definitely biting off more than they could chew#I can help but thing how the M9 would have dealt with that as well#they're really good at syncing up in combat and it's so enjoyable to watch#I am scared for BH because while they are also tricksy they don't have a dedicated healer anymore#orym has gone down in fights before multiple times#we have fearne and Ashton's titan forms but they do such a toll on their bodies#chet imogen and laudna have high damage outputs but to me they are all ticking time bombs#but this to say fucking love the Mighty Nein
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google docs HATES them! writer has a style that actually sounds like someone talking, not like a perfectly grammatically correct robot!
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