#DMG Hack
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DMG corruption.
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Okay, at this point, I genuinely don't care if I've made a post like this before, because I have new ideas and working on Put Your Records On again has gotten me in the fucking mood.
*ahem*
What Kind of D&D Players the Dead Boy Detectives Characters Would Be (this is totally subjective)*
Edwin: Pro bono rules lawyer, full-stop. He's the type of player who has memorized what every single spell can do, knows the best combos to make an incredibly effective build, and is one of those maniacs who's read the 2014 DMG cover-to-cover more than once. He's also got surprisingly good backstories and motivations for his characters, though it takes him a couple sessions to really get into the roleplay of the thing. (Also, you cannot convince him to play a martial class. It's spells or nothing.)
Charles: Gets insanely invested in his characters. He comes up with their name, personality, species, voice, and backstory wayyyyyyy before anything mechanics-related comes into play, and every single decision about mechanics is a "would my character pick this" question, not a "is this going to make my build broken" question. His decisions are always deeply in-character, in the way that makes the DM incredibly happy for story reasons, and he's absolutely the type to make character playlists and moodboards. It's a fifty-day mourning period on the very rare occasions his character dies.
Crystal: Also gets invested in her characters, but she goes for vibes first. You won't catch her playing a human fighter (no shade to human fighters)---if a species isn't from Monsters of the Multiverse or in the "uncommon" section of the core species part of the Player's Handbook, it's not for her, and she'll always pick a class with lots of big, flashy moves and magic to throw around. Most of the time, she even winds up multiclassing, though it's never for optimization and always for flavor... buuuuut Crystal still manages to do pretty cool things with those multiclasses. She also goes hard with making character cosplays. Her social media's now full of pictures of her dressed up as her characters.
Niko: The DM's ultimate hype-person. She's always asking questions about the world, gets super into the plot, and tries her hardest to get as immersed as possible into the story that's unfolding. Basically, she's my dream player who's always making suggestions that perfectly add to the lore---like, for instance, "what if Fantasy Adventure College required you to defend your thesis by actually fighting your professors?" (This is something that one of my IRL players asked last session, and I swear to god, I reached new levels of platonic adoration as soon as those words left his mouth.) I think Niko would make characters who are mostly support, not really wanting to take up the spotlight... but when her characters do get a moment to shine, oh boy do they shine.
Jenny: Starts out as a hack-and-slasher who's only playing to make everyone else happy, and then winds up having genuine fun with it. I'm pretty sure that Jenny would never be anything more than a casual player, probably the person who just shows up every now and then to play a plot-relevant character that the DM had lined up, but she likes rolling dice every now and then.
Monty: Dice. Goblin. Yes, he plays incredibly well-crafted and heartfelt characters who deliver Shakespearean monologues and have backstories that make you cry, but the most important thing is that Monty initially got into D&D for one thing and one thing only---to collect shiny dice. Glitter, inclusions, metal---you name it, he has it, and his collection is something to behold. (He's a crow, of course he loves dice.)
The Cat King: The chaos player. His characters are pretty decent, he commits to the arcs, and he's not terribly disruptive, but make no mistake---he will try to resolve a sticky situation by suggesting doing something absolutely insane, he will roll a nat 20, and the DM will have to pick up the pieces. It's pure "I-disguse-myself-as-him," "I-don't-think-you-heard-me-I-said-blimey," "I'm-gonna-conjure-up-an-image-of-a-sexy-rat" energy, and it's an absolute delight and nightmare all at once. (All of his characters are charisma casters. Go figure.)
*The Night Nurse and Esther have zero interest in D&D, Night Nurse because she has no time for childish activities and Esther because she doesn't see the point in playing make-believe slaughter your enemies when you can do that in real life
#dead boy detectives#dungeons and dragons#dnd#edwin payne#charles rowland#crystal palace#niko sasaki#jenny green#monty finch#the cat king#yeah this was fun
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Overwatch Sombra S13 Rambles
I think what's funny with this Sombra rework is that people complain about her being "anti-fun". I've even seen people complain about her being used in Quick Play, and as someone who tends to only play QP, I think it's wild for people to tell me that I shouldn't play QP because Sombra ruins their fun. So if I don't want to play comp because it stresses me out, and arcade doesn't always tickle my fancy, and I too just want to have fun, but you don't want me to play QP because playing Sombra is mean and anti-fun for you? What am I supposed to do? Just not play? That's crazy actually.
This rework, I will play more this weekend to try and find my way around it and figure out a loop, really ruins MY fun of playing her. I'm not the kind of Sombra main who intentionally bullies others. If you kill me, I WILL get my lick back at least once but I'm not going to bully/target you the entire game. The only time I've done this was because I had a Rein on my team who harassed me in the chat the entire time and he threw the game, because he died once (I was Mercy and the only support) and I happened to get him in another game where he was on the enemy team, as Rein so I made sure to hack him every chance I got lol. But again, a rare circumstance.
I don't spawn camp and I don't tend to just sit in invis waiting for the perfect moment. I think I'm a pretty active participant in fights. I love trying to contest objectives and what not but now with how invis and TL are tied together and those extra 2 seconds on TL, I feel like I can't do that as effectively.
When I was trying it out in AI matches, I mostly stayed next to my Junker Queen, which by the way, if they want me to play on the frontlines more and my mobility is basically shot, then she needs to go back up to 250 and not 225 health. She just moves soooo slow 😢But obviously with AI matches, they have better awareness than the actual people playing the game, so if I did throw my TL and tried to do a flank really quick since they changed her utility so much that now she has more DMG with that 20% opportunist hack bonus and virus lol, those AI bots turned immediately lol and then I had to make sure I was near cover (which I feel like I did before anyway lol so them being like "you need to play around cover more", bitch I was already doing that, I'm also a support Mercy main, I know how to utilize cover!) while I waited those long as 2 extra seconds since TL is now on a 7 second cooldown before I could try to escape lol.
The 5 seconds of invis is not enough time and the 7 second CD for TL is too long. Invis should be at least be 10 if we're gonna have a 7 second CD.
So to me, what's really the problem here, is that people just want to run, stand and shoot. They don't want to have to peel for their teammates, they don't want to have to turn around and deal with someone whose behind them. When I play games and the enemy team is ACTUALLY paying a full 360 attention, it can be hard to get value as Sombra. Even when I play as a support, my team ignores me when I'm frantically pinging the flanking Reaper and Junkrat because they just want to shoot what's in front of them but then spam they need heals. I'm not saying that Sombra isn't annoying to play against but I feel like people are just unwilling to actually pay attention because they want to turn their brain off and just shoot things.
At the end of the day, I feel like, just get rid of virus, separate invis and TL, put invis on a 10 second time (or whatever it was in OW1 before it was permanent) and I don't mind TL how it is but I did prefer the old one lol. I don't like that this rework makes me feel like I can only play ONE way whereas before, I had options.
But anyway, just some initial thoughts. Sombra is the reason why I bought OW in the first place and I hate that they just keep changing what truly made her cool. I will keep playing her because she's still fundamentally one of the most interesting heroes in the cast and her personality is great but it truly is disheartening to play a hero that everyone whines about when I'm just trying to play just like everyone else.
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As a sombra enjoyer, this balance change is fucking horrible, so this is what I propose as a good middle ground work around
I think non permanent invisibility is actually very good, as because of being invisible all the time it would make me play worse because I felt safe so i think having it not be permanent is good for the player and playing against
But having it only be 5 seconds and tied to another cooldown is so unbelievably stupid
I think it should just be it's own cooldown (like how it was on ow2 lunch) but you only get 10 seconds of invisibility, with a 10 second cooldown that starts after stealth is canceled or run out
I think stealth should work the same as it does now, because being able to be forced out of invis with it being a cooldown would feel bad
Translocatar should go back down to 5 seconds
Opportunist should be axed again, the passive is useless at worst, or stupid broken at best
A hot take i have is that i think hack and virus and be mixed into one ability
Remove the general ability lock out and make it like maugas cage so it only locks movement abilitys (hacking should reveal you completely)
it takes longer to hack (maybe like 2.5 seconds to fully hack) but as you hack someone they slow (maybe like half as slow as a hinder would make you) and deal dmg the animation plays. When hack is finished it does a small burst of dmg and applies the new lockout (should do only like 80 or 100 dmg in total, maybe have it scale with total hp like the global passive)
This would bring back the ability to flank safely, but also add counter play for whoevers being dived since you can't just throw virus, kill them in two seconds, then dip out
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Would love to hear ur thoughts on Hades game sometime because I too loved but had beef with the game and I think we are the same ….
yessss, disclaimer I haven't played it for like 3 years and I only played 10 hours/got to the end once before I dropped it so i might be misremembering some things but I stick by my opinions! under the cut cuz this is long as fuck 🫣 my haterism has no limits
ok so basically my grievances w hades can be split into 2 main areas: gameplay + narrative, I'll break them down in that order.
firstly gameplay - roguelikes/lites are my fave genre so I was predominantly approaching hades from this angle + its failure here is the clincher for me.
I found the gameplay repetitive and stale. this isnt a criticism of its permadeath like ive seen some ppl make - I usually relish repetition/grind especially in permadeath-based games bc I find tactical challenge fun + love the learning curve, its soooo rewarding. but hades is ultimately just a glorified button masher. mob/boss movesets are boring + unoriginal, and can generally all be fought the same way. trying to do otherwise drags out fights; it actively discourages emergent gameplay so theres little variance WITHIN runs. the pool of rooms for procedural generation is far too small so theres little variance BETWEEN runs. there's no real challenge to combat, difficulty is mainly increased by heightened mob tankiness as you get further in a run. movement/combat doesn't flow well, its mechanically very weak, relying heavily on its permanent upgrade system instead of developing skill in the way you approach the game. all the weapons feel clunky and don't really offer any unique challenge/benefit so theres virtually no point switching between them and the grind to unlock them all is so pointless… god there are just SOOO many hack n slash crawlers that keep it fresh even for hundreds of hours and hades fails miserably at keeping it fresh for even 5 measly hours :^/
I didnt like the boon system either - its far too simplistic + shallow. its fine to rely on chance, this is part of the random generation, and I think it had a lot of potential in that it was a good way of combining aesthetic w gameplay itself. but this is pretty much the only form of resource management - and theres barely any management to it! theres no reward for exploring different builds, they dont really synergise BETWEEN gods in interesting or useful ways, so the game encourages you to just stick with one god throughout, and biases random generation towards boons youve already collected. part of the fun for me is learning HOW to design a build, and working with the randomiser to play flexibly, but hades just isnt interested in that at all...
also - I don't like the permanent upgrade system, I think this detracts from it as a rogue. every time you should be starting on square 1 - maybe you pick up health upgrades etc throughout each run, and maybe you unlock new weapons etc for the random generation pool, or purely cosmetic upgrades, but the point of permadeath is that it RESETS! zags base health + dmg should be the same 50 hours into the game as when u first open it. make a different genre of game if u dont wanna do that lol. I also think IF youre going to say fuck it and add a permanent upgrade system, you should also add unlockable permanent biome shortcuts bc ur just making it boring as fuck to have to waste time grinding thru earlier biomes with unskippable combat once youre op for them.
I GET that they did this to make the game more accessible* to players who dont typically enjoy rogues, but it just makes it really disappointing for those of us who DO love rogues, and it always feels cheap to me when games are like "well of you want challenge then set the difficulty yourself with these modifiers ��" like just make the base difficulty TOUGH up front and then add an easy/story mode and accessibility features* for players who don't want the challenge.. if you're gonna call yourself a rogue the gameplay should be the PRIORITY not a throwaway option
one of my biggest peeves with hades is how people now laud it as one of the best rogues - whenever I mention I like the genre I almost always get asked "oh, like hades?" and it pisses me off so much… its a rogueLITE not roguelike, ie. it has rogue ELEMENTS but its not a true one and imo, it does a pretty shit job implementing them! I would have a lot less resentment towards it if it wasnt marketed as the forefront of the rogue genre - frankly its a very basic rogue with very mid gameplay, its characters/design are by FAR its strong point and it should be sold as such. its misleading and makes me sad that this is what most people think of when they hear rogue :-(
*(side note - accessibility in this game is another major flaw. theres really no excuse for a game as popular as this to be so lacking in accessibility options. allow people to bind keys together or use coloured outlines or have colourblindness settings or alter font/text size etc - its not that hard! dead cells did a great job of this lol)
anyway... moving onto my second criticism - narratively, its also unsatisfying.
the hades plot is, loosely, about a cycle of abuse, so the 2 natural directions to go in with this are either: #1: escaping the cycle, or #2: continuing it forever.
#2 is the easiest to do with a rogue format - bc of permadeath the game is already cyclical, so all you have to do is create an ending which loops perfectly back to the start (smth like 'its impossible to truly defeat/reconcile with his father so even after zag beats him, hades drags him back to the start again). obviously this is a miserable story to tell, but tbh I think it wouldve been interesting + fitting - so much of greek mythos is about cycles and the unchanging nature of the gods, and they LOVED eternal cyclical punishments. plus theres smth rly tragic about zag gradually helping everyone else while no one else can save him from his family LOL
#1 is a bit harder to do - this is the story they WANTED to tell but I just don't think it worked… the driving force plot-wise is his desperation to escape. realistically for this to happen the game needs to be finite, which it can't be due to its rogue nature - somehow you have to end up at the very start again. the main solutions I can think of for this are:
a) after the final boss, insert some time travel shenanigans (easy to fit into the worldbuilding using a character like kronos) and all of zags progress with hades is unspooled. this can be completely out of his control, or it could be a choice the player makes (to end the game here or choose to go back and relive zags past in order to progress npc questlines). eg. what happens in dead cells. again, tragic but it makes more sense to me
-or b) bite the bullet and give the game a completely finite ending after beating hades. if players want to go back and play more to complete other npc questlines, they pick up play from before they beat hades. this isnt explained "narratively" bc the plot is already concluded and now theyre just playing for fun (eg. what going under does)
I also think for a character-focused story-rich game, roguelite was a really terrible choice of genre as it locks every interaction behind pure chance and hours of grinding - just really baffling why they decided to do this, especially when theyve had such success previously making games within different genres (transistor, bastion, pyre). the core of the issue for me is that the devs wanted to create a game that was both story rich AND a rogue - and these things arent mutually exclusive, but the best features of each contradict each other when you try to balance them in a way to appease their respective fans (ie. the challenge/complexity of the gameplay is heavily restricted by keeping it easy for ppl unfamiliar with rogues to pick up, but the strength of the narrative arc is simultaneously weakened by the fact that as a rogue it has to be perpetual bc of permadeath + you're working with procedural generation…)
I'm not going to beef with the artstyle or music bc I rly loved them both (even if I wish the body diversity was better!), or with the interpretations of greek gods bc literally every piece of media abt greek mythos has to decide how to interpret them and I think its silly to be like "this isnt CANON" - since we actually dont HAVE a strict "canon" for many of these stories bc theyve been retold/translated in so many conflicting ways lol. I've just heard ppl complaining abt that and I dont think its worth complaining about 🤷♀️
ANYWAY tl;dr: hades should've been an action-heavy isometric metroidvania… it wouldve made it far easier to focus on character questlines (ie. with respawn points + a fixed map), unified the story they wanted to tell with the gameplay SO much more effectively, and allowed them to reach the full potential of both, whilst also playing up to supergiant's previous game-making strengths. but thats my 2 cents!
#SORRY THIS ENDED UP BEING SO LONG I JUST HAVE A LOT TO SAYYYY#also sorry for the weird formatting i typed this out in my phone notes and copy pasted into tumblr sjkdjf. hope it makes sense#just really frustrating to me that it ended up how it did bc it couldve been soooo good if it was good. but it wasn't 💔#whats even more frustrating is that hades 2 doesnt look like its gonna improve on any of this lmao. sad well theres other games!#hades#.asks#.diaries
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also omggg the vertin as the one tending to the flower shop is giving wholesome fluff romance
tho i had a gritty cyberpunk 2077 au idea where vertin was saved as an engram and two scientists (parents of my oc) made an advanced android body for her (think of it as Punishing Gray Raven level of advanced) to be the vessel as a bday present for their daughter
which ironically they died during some guy's suicide attack on the Arasaka Tower and when Vertin escapes the building to go meet the unfortunate 8-year old child scientist and eventually take care of her
Sonetto was also an engram though Arasaka deployed her as a corpo android (the ideal one; obedient and unquestioning, though in later roleplay instances I had Vertin and Sonetto meet and boy Sonetto was like "you were taken away from me" and oc (being Vertin's biological age going "hhhhh sapphic angst i cant")
said oc is pretty much a ripperdoc/scientist in one package though is an isolated case and mostly the one who upgrades/maintains vertin (I like Vertin to be more of a netrunner type where she doesn't have to be head-on in combat at all times, just only to do the finishing blow; even thinking of her ability to increase dmg and debuffs against ppl suffering cyberpsychosis that she can "hack" them to self-destruct: yes she still retains the darn outfit).
Sonetto would obv have hacking skills and Militech-variant of the Sandevistan for assassination (vertin in one instance going "bruh did she outrun a fucking car at 5th gear speed")
tldr vertin is someone's surrogate parent (trying rather: said oc was the high intelligent pts but severely low social skill pts) and vernetto would be a "distant love waiting to be rekindled"
-🌵
This is a cool AU, there was actually a Cyberpunk 2077 AU fic on AO3 that I really, really liked (ofc the story is very different from yours haha), so check it out if you haven't! LINK (though it's in Chinese, so you'd have to make due with machine translation haha)
I also think netrunner suits Vertin, especially since she canonically is not very good at head-on combat (but if she has an incredibly advanced body, like PGR level... Im sure she can take care of anything that gets out of hand). Sonetto with a sandy is too badass haha, corpo super soldier really suits her character, though I will say, if it were me, I would also prefer to give her a nuanced innocence alongside her loyalty (since that is what I find most charming about her character)
I don't dabble in ocs (if anything they would be side characters), so this was an interesting read. You have quite the imagination!
PS. I read the previous ask as well, but I'm not sure how to answer, so I'll just say that the information entered my mind haha
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I've had an idea!
As we're aware, CDPR made an UNFORGIVEABLE MISTAKE when they made Phantom Liberty... they did not include an iconic variant of this most precious bean:
The Liberty. It's literally called LIBERTY, c'mon guys!
I've had ideas for two iconics. I'll be including them in my Phantom Liberty weapons pack of Dark Future Arsenal as exotic weapons.
As with the standard Liberty in Dark Future Arsenal, it is a Heavy Pistol (Handgun skill, 3d6 DMG, ROF 2, 1 Handed, but with the canon 14 rnd magazine).
Phantom
Phantom is an all-black Liberty, its paint is designed to be sensitive to local light levels, adapting to the darkness to make its form as obscure as possible. It will do 1.5x damage with a suppressor attached and 2.0x damage when fired from stealth. In Cyberpunk RED, this means that Phantom will improve stealth rolls by +1 when held in hand.
The Phantom's suppressor uses the same rules I've homebrewed for stealth attacks and suppressed weapons in my Cyberpunk RED campaigns.
It is suppressed, which means that provided that there are no eneemies with line of sight to the character within 25m/yds, the player will not cause a combat initiative roll if used on an enemy outside of combat. However, if there is an enemy within 25m/yds, the player will have to roll Stealth against the enemy's Perception, which, if fails, will trigger combat and force an initiative roll with the player at a -1 disadvantage.
It ignores armour if fired from Stealth (outside of combat), reflecting the video game's stealth headshot bonus whilst not being too over the top.
It has a unique scope, which will give it +1 to hit at ranges from 0-100m and will not incur the -8 aimed shot penalty (but only if aimed at the target's head). It, alongside Her Majesty, will be perfect companions for the FIA agent on the ground.
Phantom's colours and unique lore about having no serial numbers are meant to evoke the espionage theme of Phantom Liberty.
Redscreen
Redscreen is a unique Liberty with a bright red slide and black frame. It fires unique ammunition called 'Redscreen rounds' that will cause enemies to receive a -2 to all REF and DEX related checks for 1 minute. It is, otherwise, a Liberty.
The glitches that enemies see would be similar to the glitch effect V saw when Songbird uses V as a proxy to hack the Petrochem EBM Stadium in Phantom Liberty. The colours are inspired by the Phantom Liberty colours (red and black).
I'm thinking about a green and grey Barghest themed variant and maybe an all-white NUSA variant, the idea being that this was a weapon carried by Secret Service agents tasked with protecting President Myers.
These variants will not be available to the players of my current campaign, they'll be reserved for the 2077 campaign I've got cooking.
#cyberpunk#cyberpunk red#cyberpunk 2077#phantom liberty#cyberpunk red homebrew#ttrpg#ttrpg homebrew#dark future arsenal#constitutional arms my beloved#i joke about the unforgiveable mistake#still seems like a missed opportunity for an inside joke
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29/05 Monorail Terminal
A group of 4 (dead?) Lurchers lie slumped over the seating in this large monorail terminal. A rough pentagram has been hacked into linoleum floor using a fire axe. The room is dark - aside from the lights on the monorail parked outside on the rail, there are no light fixtures intact in the room to illuminate the scene.
In the centre, a woman in a tight dancer’s leotard is intwined around a thin length of chain, dangling from a metal ring in the ceiling. The tube lights that once occupied the ring lie shattered on the floor around her.
At the bottom of the chain is a disco ball the size of a cantaloupe, splattered with dried blood. She does not stir when the room is entered, but hitting the light-switch will instead turn on the speakers hidden beneath the benches, and wake her up.
She appears unable to hear anyone but the music, and will begin to slowly dance around the room, picking up speed as she does. If touched, she will attack as if attacked herself, but otherwise will continue to dance, faster and faster, until she is but a blur. If any other door out of the room is opened, she will sprint through faster than any character can move, and disappear into the colony (or along the top of the monorail track).
Furie:
C: 50 I: 30 Speed: 80 W: 20(3) DMG: 2d10 disco ball-and-chain.
A character under attack by the Furie can avoid damage by joining the dance instead - with a successful [Speed Check] they instead follow the dancer along their route until the dancer falls dormant again in [1d6 Rounds]. On a fail, they take double damage from the next attack as they become entangled in the chain.
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BtWoD Daimonion (Asphyx)
ah yes. discipline of mustard gas. i liked adapting this one a lot tbh! also these are getting posted really fast cause i did a bunch of work in separate documents and now im just copypastng the material in LOL OC below the cut
(this seemed appropriate for Daimonion, since it’s all plague + mustard gas themed :])
(Rank 1) “The Cough” Source: VtR: Ancient Bloodlines 1 Blood Point
Roll Dexterity + Science @ DC 7, and attempt to touch your Target. Upon Success, you decrease all your Target’s Dice Pools by -1 for 1 Turn p/Success. An Exceptional Success means you may also Roll for DMG as though you had landed a Brawl Attack.
(Rank 2) “Taint” Source: VtR: Ancient Bloodlines Variable Blood Cost
No Roll required, simply smear your Vitae into the walls and objects in a room. More surface area = more Vitae is required. If a Mortal comes into contact with the area that you’ve used this Power in, they will immediately begin coughing and hacking as though terribly poisoned, effectively rendering them helpless. Supernaturals may Roll any resistance they have @ DC 8 to not have their Dice Pools reduced by -1 so long as they’re within the area. This effect lasts for the Night.
(Rank 3) “Burning Touch” Source: VtR: Ancient Bloodlines 1 Blood Point
Roll Dexterity + Science @ DC 7, and attempt to touch your Target. So long as you’re able to touch their skin, you will deal Aggravated DMG equal to your rank in Daimonion (Asphyx) to them. Skin will bubble and boil as though exposed to mustard gas, and by god is it terrifying to behold.
(Rank 4) “Breath of Death” Source: VtR: Ancient Bloodlines 2 Blood Points
Roll Strength + Science @ DC 8. Per Success, you may fill a room of greater and greater size with a corrosive gas that deals Aggravated DMG equal to your rank in Daimonion (Asphyx) to all those inside. If the room has proper ventilation, this gas will simply deal the DMG once and dissipate— but if the room’s been sealed, the gas will linger for up to the Scene, dealing its DMG once p/Turn. It must be stated that this Power is perfectly capable of dealing friendly fire, and we advise that if you’re going to use it, you’d better be prepared to have folks in PPE snooping around your Domain in the next couple days.
(Rank 5) “Choking Cloud” Source: VtR: Ancient Bloodlines 3 Blood Points
No Roll is required as you transform into a cloud of toxic gas (ala Mist Form (Rank 5 Protean). For the Scene, you are entirely intangible, and those who come into contact with you take your Daimonion (Asphyx) in Aggravated DMG each Turn. Magical Attacks are still fully capable of dealing DMG to you however, and you will only have Supernatural means of soaking it— you lack a physical form after all, so no using your Stamina here. Oh yeah, and don’t use this one on rainy or windy days, as you’ll have -3 Dice to resist being blown away or weighed down on your Strength/Dexterity Rolls.
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id be interested to also categorize different kinds of abilities and how that contributes to complexity
valo
smokes (7) - brimstone, viper orb, cipher, omen, jett, astra, harbor
blinds (10) - phoenix, reyna, breach, omen, skye, yoru ball, yoru fake, kayo, fade prowler, gekko
mollys (damage) (8) - brimstone, phoenix, sova shock, viper, killjoy swarm, raze grenade, kayo, gekko
recon (6) - sova dart, sova drone, cipher cam, skye dog, fade orb, deadlock sensor
CC (9) - sage slow, cipher tripwire, breach stun, astra stun, astra pull, chamber slow, neon stun, fade sticky, deadlock net
heals (3) - sage, reyna eat, skye
walls (intangible) (6) - phoenix, viper, neon, harbor wall, harbor slow wall, iso wall
walls (tangible) (2) - sage wall, deadlock barrier
teleports (3) - omen, yoru, chamber
dash (2) - jett dash, neon run
spike planter. weirdo. (1) - gekko.
dmg boost (1) - brimstone stim beacon
hack (1) - kayo knife
turrets (1) - killjoy turret
invuln (2) - reyna fade, iso bubble
vulnerable mobility (2) - jett updraft, raze satchel
vulnerability (debuffs) (1) - iso projectile
damage (4) - killjoy alarmbot, breach aftershock, raze boombot, chamber pistol
ow
heals (9) - hog vape, mei cryo, soldier heal, bap shift, brig pack, illari pylon, moira orb, zen orb, lucio aura/amp
immortality (2) - bap lamp, kiriko suzu
invuln (2) - reaper fade, moira fade
dmg boost (2) - mercy blue beam, zen discord
shields (4) - rein, sigma, winston, ram
bubble (1) - zarya
boops (4) - pharah concussive, brig whip, lucio, zen kick
overhealth (3) - ball shields, jq shout, torb overload
dmg reduction (5) - mauga overdrive, orisa gold, doom block, ram block, cass roll
CC (9) - orisa spear, hog pigpen, sigma rock, ball piledrive, doom punch, ram vortex, cass hinder, junkrat trap, ana sleep
recon (1) - hanzo sonic
anti heal (1) - ana nade
heal boost (1) - ana nade
dash (3) - genji, pharah, tracer
recall. weirdo (1) - tracer
teleports (4) - reaper, sombra, symm teleporter, kiriko
invis (1) - sombra
hack (1) - sombra
res (1) - mercy
speed boost (1) - lucio
turrets (2) - symm, torb
matrix (3) - orisa spin, sigma suck, dva eat
hook/pull (3) - hog, jq knife, lifeweaver
platform (1) - lifeweaver petal
damage (10) - rein firestrike, doom slam, bastion grenade, echo stickies, echo beam, hanzo storm, sojourn orb, soldier rockets, jq axe, moira orb
form shift (2) - ram, bastion
DOT (2) - ashe dynamite, widow mine
passives (14) - support passive, dps passive, tank passive, mauga, jq, zarya, echo, genji, hanzo, kiriko, junkrat, sojourn, brig, mercy
deflect (1) - genji
vulnerable mobility (16) - mauga charge, rein charge, winston leap, ball grapple, ball roll, ashe coach, echo flight, junkrat mines, pharah flight, sojourn slide, soldier sprint, widow grapple, brig bash, illari shift, mercy GA, dva boosters
wall (1) - mei
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ow 3
actually yeah no wonder they swapped the comp to kiri dva they have the two most hard peel abilities in the game. nothing but hack can stop matrix and nothing but eat can get the suzu. plus suzu cleanses and gives invuln while nano only reduces dmg taken. plus nano is an ult while matrix and suzu are abilities. its just more reliable and gives more utility and flexibility to the overall team. ml7 could pull off the ana in the tournament but in the world cup id imagine itd be a lot harder to survive the dive without a brig, and u cant have brig bc u need that mercy if youre going to run pharah
i do wonder how hard the widow nerfs are going to hit ksas comp. their comp and playstyle relies a lot on controlling long sightlines. idk abt the world cup matches but in the tourn their team had the hardest time on the map where the enemy team could kite really far back near their spawn and deny angles. with the widow nerfs that could make it even harder to get value if the enemy team is playing really smart.
i know sombra isnt meta in ranked but i do wonder if well still see them play it in the cup...WAIT SOMBRA REWORK IS GOING TO COME OUT THO. holy shit how is that going to work??? the sombra 321 dive was so strong in the group stage playoffs i wonder what the alternative might be if sombra doesnt fit into that comp anymore with the rework. cause i was thinking korea definitely can play a clean sombra dive and that would actually be so hard for ksa to counter bc its a hard comp to counter in general.
EDIT: REWATCHING GAMES AND IM SO FUCKING WRONG ITS JUST A MAP THING I THINK nano pharah just goes so hard. yeah its an ult not ability but it frees up yznsa to move and solo more than ability combos with peel. and usually kiri dva are playing for their lives so its not as reliable to do matrix suzus all the time. nano pharah is scary bc she no longer needs as much support AND kill time is reduced which is actually so huge on pharah who aready has a pretty short ttk
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An effect of the obscured mechanics of 5E is that I, as the DM, am constantly aware of the limitations of the system, but the newer players I DM for have no idea.
They constantly ask to do patently impossible things and get upset with me when I am unable to hack DnD to work with their ideas on the fly. Because the intricacies of the system are hidden from new players, from their perspective it looks like I'm just being a bitch and shooting down novel ideas for the fun of it.
It doesn't help that official WoTC content is so railroading that the federal government has granted them half the land west of the Mississippi for the construction of an intercontinental. And of course, reddit horror stories and those YT channels that just read reddit posts that make it seem like the DM saying, "no" to anything for any reason is, "railroading" and should be resisted by any means necessary. So these new players go into their first campaign already with an antagonistic mindset.
Of course my more experienced players will point out some single paragraph of, "rules" with three attached tables to roll on hidden in the back of the DMG which end up being stupidly complicated in a way that makes more work for me and only me, never the players.
The players can't exercise the creativity the medium promises, I am drowning in fifty years of rule minutia, and no one is having fun.
Every time I talk about how Dungeons & Dragons as a culture of play (i.e., as distinct from any particular published iteration of the game called Dungeons & Dragons) tends to put the GM in the position of doing all the actual work of making the game happen, and how the idea that only the GM has any responsibility for understanding and carrying out the rules is a big part of this, I always get jokers going "well ACTUALLY that's not true because I don't use the rules as written when I run games – I just make up the mechanics as I go."
Buddy, the notion that inventing a whole new game on the fly to suit the exact preferences of the group is an entry-level skill that ought to be expected – even demanded! – of any GM, regardless of their experience level, is itself an expression of the idea that responsibility for understanding and carrying out the rules rests solely with the GM.
Like, there's a reason D&D as a culture of play thinks it's normal for GMs to be miserably overworked and treats GM burnout as a funny joke; if it didn't, we'd have to acknowledge that something is askew.
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(vía Game Marvel Contest of Champions v40.1.0 MOD FOR ANDROID | MENU MOD | DMG MULTIPLE | DEFENSE MULTIPLE | UNLIMITED MANA | AUTO FIGHT | MEGA MOD - Best Site Hack Game Android - iOS Game Mods - BlackMod.Net)
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(vía Game Marvel Contest of Champions v40.0.1 MOD FOR ANDROID | MENU MOD | DMG MULTIPLE | DEFENSE MULTIPLE | UNLIMITED MANA | AUTO FIGHT | MEGA MOD - Best Site Hack Game Android - iOS Game Mods - BlackMod.Net)
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19/05 Fuel Depot:
9 Massive fuel tanks in armoured bunkers, arranged into a 3x3 grid. This part of the colony is designed to survive even if one of the boosters outside explodes on launch, and it shows - the walls are thick with plate armour, and there are no windows, only ceiling vents for the fumes.
Several corpses have been graphically murdered by one doorway [1 Stress]. The culprit, a maintenance robot resembling a smaller Spider-Tank patrols the grid from above, checking the fuel levels and flow periodically. It is not nominally aggressive, but is extremely heavy and strong, and will seek out and destroy anyone that introduces a source of ignition into the room.
Maintenance Tank:
C: 60 I: 35 W: 40(4) DMG: 3d10 Claws
The Tank is extremely well armoured, like the rest of the fuel depot, but vulnerable to Hacking if one can get on top of it; it’s operating system is extremely simple.
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