#so like... less damage. faster swing speed. faster movement when hitting an enemy for a second. and no overheal when equipped. Tumblr posts
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i have this cool idea for a game but i only know some basic java and have never made a game before.
basically, it's a hack 'n' slash type thing, but the player character is always on roller skates. you have momentum physics so you build speed by pressing a button to push off the ground and you'll keep rolling when you aren't pushing. your attacks deal more damage the faster you move, so the player is incentivized to master the skating mechanics to be able to keep their speed up without losing control. you would have four main buttons. the push button, the brake button, the light attack button, and the heavy attack button.
the push button pushes you forwards a bit when you press it. the faster you press the button the more speed you build. keeping a steady rhythm keeps you at a steady speed. the faster you go the wider your turning radius, etc. etc.
the brake button slows you down when held, but causes you to fall over if you try and hold it while moving too quickly, so you have to tap it to slow down at high speeds. if you press the push button at the right time when braking you can push off without losing any momentum in whatever direction you push the left stick in.
light attacks deal less damage but don't slow you down at all. pressing the button once has your character hold their sword out in front of them, and pressing it twice has them stab forward. if you perform a light attack while braking you stab your sword into the ground and swing around it. this is both an attack and a movement tool to turn more quickly at high speeds. light attacks are primarily for attacking foes directly in front of you.
heavy attacks deal more damage, but slow you down a bit when used. pressing the button once has your character swing the sword, and pressing it twice has them swing it twice. if you heavy attack while braking, your character does a spinning sword slash like Link from Zelda, slowing them almost to a halt and having them face the opposite direction. heavy attacks can also hit the enemies to the side of you instead of just in front of you.
enemies would primarily use melee weapons with telegraphed attacks. not too long a delay before attacking where they're easy to dodge, but enough that a player has time to get out of the way.
since you can't jump with skates on, i imagine the levels would lack verticality, and mostly be flat, but with some up and down ramps for traversal. there would occasionally be open areas which force you to fight off some enemies to progress. at the beginning, the terrain of these fighting areas would be flat, but as you progress, they start to become bigger, with more varied terrain in order to force the player to improve. the other parts of the level would be focused on traversal, but with some enemies around in order to make things interesting.
idk about anything else, but this is just a goofy idea i've had kicking around. i wish i could do something with it.
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Omori SSBU Moveset
Tilts
Jab (gentleman) - 2 diagonal slashes and a slash across (mimics Hack Away animation)
F tilt - Stab forward (can be angled, mimics Stab animation, similar to Joker f tilt but less range and only 1 hit)
Up tilt - Slash upwards (similar to Young Link)
D tilt - Trips opponent in-front of him, slow startup and animation (similar to Lucas d tilt, trip is same as a banana peel)
Aerials
Nair - Red hands surround Omori and attack as he quickly curls up (basically Sephiroth nair)
F air
(On tapping A) stab similar to ftilt (very fast attack)
(On hard-pressing A) slash forward while moving forward a little bit (mimics Lucky Slice) (quick startup but a lot of endlag, maybe more damage if Omori's happy?)
B air - Joker b air
U pair - Slash upwards like uptilt
D air - Throw jacks downward, very low knockback and damage but wide cone radius
Throws
Grab - Tether grab using red hands, pulls opponent into Omori's empty hand
Pummel - Slow but powerful pummel, stabs opponent in stomach
D throw - Trips opponent down and slashes twice diagonally (mimics attack again) (attributes similar to Sonic d throw)
F throw - Pushes opponent forward while looking away, low angled kill throw
B throw - Throws opponent backwards with one hand without looking (average throw, doesn't kill until super late)
Up throw - A red hand throws the opponent upwards as Omori watches (average throw, doesn't kill until super late, combos at low %s)
Smash Attacks
F smash - Omori quicksteps forward, covering some distance. Anything between his start and end position is suddenly caught in a flurry of attacks, a ton of end-lag (mimics Final Strike animation)
D smash - Kicks an opponent's shin, similar to Snake d smash, but only one kick (Cripple)
Up smash - During charge animation, Omori looks around scared. When unleashing the smash attack, he quickly ducks down as his Something appears behind him.
ENERGY and EMOTION
ENERGY
Whenever you take damage, your energy bar fills up to a maximum of 10. Each hit of a multihit counts as 1 bar, so it'll fill up really quickly against characters like Pit but slowly against characters like Ganon.
However, the effects of side b and neutral b are based on the damage taken in the bars used (Like Game & Watch bucket). Getting hit by 3 Ganon dairs will make them incredibly potent in comparison to getting hit by 1 Pit fair.
Energy bars are stored in a queue of 10, but if the queue is filled and the next attack creates a "stronger bar" than the "weakest bar" in the queue, it'll replace it.
Bars are stored from strongest to weakest, so the strongest are always prioritized when using side b and neutral b.
Each side b and neutral b uses 3 energy, Omori starts his stocks with 3 energy.
EMOTION
Happy = faster movement speed
Angry = do more damage, take more damage
Sad = take less damage and decreased movement speed, normal attacks and throws do more damage
When damaging an opponent, Omori becomes happy. Depending on the strength of the attack, he can become ecstatic or manic (happy after 1 hit, ecstatic if attack does 10-19.9%, manic if attack does 20% or more)
When being damaged, Omori becomes angry. Depending on the strength of the attack, he can become enraged or furious (angry after 1 hit, enraged if attack does 10-19.9%, furious if attack does 20% or more)
Specials
Down B - Sit in criss-cross position and read through a poem book. The longer the skill is held, the sadder he becomes (pressing B for sad takes 1 second, holding for 3 secs for depressed, holding for 5 secs for miserable)
Side B - One of Omori's friends phases in from behind him to help him out, depending on his type and level of emotion, it will have different properties:
Neutral - Omori glares at the enemy, stunning them in place for a short moment (mimics Stare). Does not change his emotion to happy since the stun does no damage.
Happy - Aubrey swings her weapon, like peach fsmash (happy=stuffed toy, ecstatic=sweetheart bust, manic=nail bat)
Angry - Kel throws a ball forward, like Wiifit ball (angry=rubber ball, enraged=beach ball, furious=basketball)
Sad - The range on stare increases based on how sad he is.
Up B - A red hand appears above Omori, he looks up to it and grabs it, teleporting him (long startup teleport recovery)
Neutral B - Hero cooks Omori a cookie, healing him for some % (Using more powerful energy bars will have the cookie heal for more %, takes a couple of seconds)
Taunts/Miscellaneous
Up-Taunt - Omori holds his knife out to his side and looks at it Afraid.
Forward-Taunt - All of Omori's friends suddenly phase in around him as he looks around at them surprised. They make the same pose as the one in the mirrors around Headspace. They disappear into mist shortly after.
Down-Taunt - The dog from the Vast Forest phases in and approaches Omori as he kneels down to pet it.
Crouch - Similar to Lucas' crouch.
Sleep - Omori quickly pulls a blanket over himself and wraps himself in a cocoon.
Shield Break - After falling onto the ground after the shield break, Omori begins holding his head as various Somethings appear and disappear around him. At the end, he uses Calm Down and they all vanish.
Final Smash
Final Smash - All of Omori's friends phase in and charge out from behind him. If it lands, a cutscene plays out similar to Release Energy and launches anyone that was caught in the initial charge.
His Neutral B is a heal?
He is BROKEN as hell.
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Fate and Phantasms #167
Today on Fate and Phantasms we’re making the single horniest character in FGO (in every sense of the word), Heaven’s Hole, a.k.a. Kiara Sessyoin. One half enlightened saint, 99% insatiable demon, all NSFW. Kiara’s an Open-Hand Monk to give off that aura of purity she loves so much, but she’s also a Great Old One Warlock to finally answer the question, “Can you really be a warlock if your patron is yourself?” (The answer is yes)
Check out her build breakdown below the cut, or her character sheet over here!
Next up: Cheer for your empress! Wooooo!
Race and Background
Kiara may be human, but she’s been infused with the spirit of an otherworldly horror. That’s a Kalashtar, baby! This gives her +2 Wisdom and +1 Charisma, as well as some other mentally themed goodies. Your Dual Mind gives you advantage on all wisdom saves, and your religious training gives you the Mental Discipline to resist psychic damage. You can Mind Link to creatures within 10 times your level in feet, speaking to them telepathically for up to an hour or until you end the effect or link with another creature. Finally, you’re Severed from Dreams, meaning you’re immune to spells involving your dreams. Sleep still works, Dream doesn’t. God I wish that was me, it would make youtube so much less annoying.
As a Devilish Bodhisattva, you’re kind of a Sage, giving you proficiency with the Arcana and History skills.
Ability Scores
First things first, you’ve got to be so hot you can make people masturbate to death. That’s non-negotiable. I’ll leave the exact mechanics of that to your imagination, but it’s probably based on Charisma. Aside from manipulating people, you’re also just as good at reading people, and that’s Wisdom. You fight in a habit and do it all without dying, so your Dexterity isn’t that bad either. Unfortunately this leaves your Intelligence a little lower than we’d like. You’re a hacker nun, but we needed other stuff more. Your Constitution isn’t that great, you’re so eager for pleasure you don’t last that long. Finally, dump Strength. You’ve got a demon god to do all the lifting for you, who needs muscles?
Class Levels
1. Monk 1: Starting off as a monk gives you Unarmored Defense, which is really useful for that “not dying” thing you like to do. You also get Martial Arts, letting you use your dexterity for your unarmed attacks. You can also attack as a bonus action after attacking with your action, and your unarmed attacks deal 1d4 damage, and they grow as you level up.
You get proficiency with Strength and Dexterity Saves, as well as Insight for your psychological training, and Religion for the whole nun/buddhist thing. You have a lot going on as a character, to be honest.
2. Monk 2: Second level monks get Ki Points they can spend to attack twice, dash, disengage, or dodge as a bonus action. You also get Unarmored Movement to speed things up a bit, and you get even faster as you level up.
3. Monk 3: Third level monks can summon a bit of demon pillar to Deflect Missiles, slowing down incoming ranged weapons and possibly even shooting them back as a reaction. (Obviously the demon thing isn’t all monks, but hush.) You also set down the Way of the Open Hand, learning the Open Hand Technique in the process. When you hit a creature with a flurry of blows attack (the two attacks as a bonus action thing), you can: force a dexterity save to knock the enemy prone; force a strength save to push it away; or remove its ability to react for the round. I’m not sure how you touching a person makes them fall to their knees or get distracted, get your mind out of the gutter.
4. Monk 4: Use your first Ability Score Improvement to bump up your Dexterity so you can actually hit people with your fists. You can also Slow Fall to reduce falling damage, presumably by swinging around on a demon pillar like some kind of spider woman, and you get Quickened Healing, letting you spend a ki point as an action to heal thy burgers. Despite your looks, you’re pretty tanky with all that healing.
5. Monk 5: Your Extra Attack does exactly what it sounds like, attacking twice in a single action. You can turn any of your attacks into Stunning Strikes, forcing a constitution save against getting stunned for a round. Ironically this is just leading into the explosive climax, where you beat the hell out of them. Where did you think I was going with that?
6. Monk 6: Sixth level monks get a little magical thanks to their Ki-Empowered Strikes so now your unarmed attacks ignore nonmagical damage resistances. You also gain a Wholeness of Body to heal yourself as an action. Unlike quickened healing, this baby heals you for 3 times your monk level once per long rest.
7. Warlock 1: Making your hands a little magical is nice, but we want to make stuff a lot of magical, and for that we’ll need to make some questionable deals. That’s where the Great Old One comes in, giving you Pact Magic you can cast with your Charisma and an Awakened Mind. It’s more telepathy. Not a huge boon, but now you can talk to two people at once, neat!
As far as spells go, Chill Touch lets you make creepy hands (kind of your thing), and Eldritch Blast gives you some generic magic projectiles. Charm Person makes you a bit more charming, and Protection from Evil and Good will help cut through those pesky rulers more easily by just straight up ignoring their god.
8. Warlock 2: Second level warlocks get Eldritch Invocations, to customize your soul pact a bit. Beguiling Influence makes you proficient with Deception and Persuasion to help cover up the whole demon pillar thing, and Thief of Five Fates lets you cast Bane with a spell slot once per long rest, further weakening your enemies.
You can also cast Arms of Hadar to launch more arms all around you for an AoE attack.
9. Warlock 3: Kiara’s definitely a weird one when it comes to her pact boon. Books have kind of fallen out of fashion by 2030, she doesn’t use weapons, and she really doesn’t care for a sidekick. That leaves her with the Pact of the Talisman to make her a little bit better than everyone else, letting the wearer add 1d4 to a failed ability check Proficiency times per long rest.
She can also cast second level spells now, like Enthrall! She’s the only person in the world according to herself, and now she is to you too! Just fail that wisdom save and you’ll have disadvantage on perception checks to notice anyone else!
10. Warlock 4: Use this ASI to bump up your Charisma for stronger warlock spells. You also get the On/Off cantrip from a super old UA to become a bit of a hacker, magically turning on or off an electronic device within range. You can also Detect Thoughts to be one hell of a therapist, being able to read the mind of a nearby creature as an action while the spell lasts. You can read surface thoughts over and over again, or you can probe deeper into the mind of a creature you’ve already read, forcing a wisdom save against the intrusion. Also, creatures are aware you’re reading their mind, and they can force a contested intelligence check to end the spell while they’re being read.
11. Warlock 5: Your first 3rd level spell is Hypnotic Pattern, to help dominate the minds of crowds all at once. You can also Mire the Mind to cast Slow once per long rest with a spell slot. Up to six creatures make a wisdom save, or they have their speed and AC reduced, take a penalty to dexterity saves, and can’t use reactions. On their turns, they can make either an action or bonus action, not both. It also can’t make more than one attack per turn. Finally, spellcasters affected by the spell have a 50% chance of taking 2 turns to cast a 1 action spell. Another wisdom save at the end of each turn can end the effect.
12. Warlock 6: All those hands and mind tricks coalesce into an Entropic Ward this level, letting you spend your reaction to impose disadvantage on an incoming attack. If it misses, you get advantage on your next attack against that creature. You can use this once per short rest.
You can also slip into your Heaven’s Hole persona by donning a Spirit Shroud, dealing more damage within a short area around you, preventing healing from enemies you hit with attacks, and slowing them down even further.
13. Monk 7: Bouncing back into monk gives you the Stillness of Mind to end effects messing with your thoughts as an action. The only person around here doing any charming today is you, thank you very much. You’d also be correct in saying the only person around here period is you, but I digress.
Your Evasion boosts your dexterity saves, so your failures are as good as other people’s successes, and your successes avoid damage entirely.
14. Monk 8: Use this ASI to bump up your Wisdom to become more observant, and get stronger techniques and a higher AC.
15. Monk 9: Ninth level monks get an Unarmored Movement Improvement, helping you run straight up walls and over water, as long as you end the turn on solid ground. Admittedly that’s not very in-character, but you’ve got tentacles growing outta ya, I’m sure you can justify it somehow.
16. Monk 10: Tenth level monks have a Purity of Body that makes you immune to poisons and disease.
17. Monk 11: Your final level of monk grants you a Tranquility that makes you harder to hit, effectively giving you the effect of a Sanctuary spell starting and ending on your long rests, though the spell ends early if you directly attack or cast a spell at an enemy. While active, creatures trying to attack you directly have to make a wisdom save. If they fail, they have to choose a new target or waste their action. The DC is 8 + your wisdom modifier + your proficiency bonus.
18. Warlock 7: Seventh level monks get fourth level spells, like Evard’s Black Tentacles. A 20′ square becomes a mass of tentacles (or demon god pillars), forcing a dexterity save against taking bludgeoning damage and get restrained. They can use their action to try and escape the tentacles, otherwise they don’t get a save on their next turn to avoid damage.
You can also use your Gaze of Two Minds to see and hear though a willing humanoid, like, say, your enthralled servants. Great for espionage, or just being a creep in general.
19. Warlock 8: Use your last ASI to max out your Charisma for super strong spells and the most sex appeal you can squeeze into a single servant.
You can also cast Summon Aberration now to give Zepar a bit of breathing room outside of your body. Honestly the poor guy deserves a break.
20. Warlock 9: Ninth level warlocks get fifth level spells, and Dominate Person lets you completely take over a creature’s mind. They have a wisdom save to avoid it, and they can make another every time they take damage, but if you’re forcing them into a really one sided fight, like say, against an agent of the counter force, that’ll be a one hit kill, so you don’t have to worry too much.
You also get one last invocation, and the Grasp of Hadar turns your eldritch blasts into even more hands, so once per turn you can pull a creature hit by the blast 10 feet closer to you. Bet they thought they were real smug waiting on the other side of your tentacle pit, huh?
Pros:
With an AC of 16, tons of mobility, and a wisdom save between you and even getting hit in the first place, you can be tough to attack, giving you a weird sort of tankiness to avoid conflict altogether.
You’re also good at manipulating people, with charms, mind reading, and just good persuasion scores making it easy for you to turn the tide of a conversation in your favor. Also if you’re having trouble with an enemy you can just dominate them and tell them to jump off a cliff, really easy. You won’t even have to fight if you can just inspire a mob to do it for you.
While the biggest part of your defense does come with a caveat, you’re good at indirect combat, which will keep your sanctuary up longer. Sure, you can’t cast spells affecting a creature, but you can always cast a spell now, and have it affect a creature later, the old “I’m just moving my fist and walking forward, if you get hit it’s your own fault” technique. Putting Evard’s Tentacles down between you and enemies, summoning aberrations, and just using On/Off to cause industrial accidents are all ways to get around this restriction and leave you looking clean as a brand new pair of panties.
Cons:
Your dexterity isn’t great, especially for a monk. That’ll make it harder to effectively use your martial techniques later in the game, and it also hampers your AC.
Despite all your defenses and healing, you’re still only rocking a touch over 100 HP, meaning a light sneeze will put you into power word kill territory. Which is, admittedly, still affected by your Tranquility, so it might not be a bad way to trick people into wasting a 9th level spell...
You only get two spells per short rest, that just isn’t enough to manipulate everyone you want to, so you’ll have to learn to pick and choose what happens when.
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Spiritual Spotlight: Angazhan, the Ravenous King
Chaotic Evil Demon Lord of Apes, Tyrants, and Jungles
Domains: Animal, Chaos, Evil, Plant Subdomains: Decay, Demon, Fur, Growth
The Complete Book of the Damned, pg. 18~19
Obedience: Ingest hallucinogenic jungle plants and then beat a complex rhythm on a large drum made of human skin and bones while chanting prayers to Angazhan. Benefit: Gain a +4 profane bonus on saving throws against diseases and poisons caused by exposure to the jungle or inflicted by creatures native to jungles.
Heurgh, Angazhan has some pretty restrictive requirements here, and his Benefit really only works against a single environment, making Angazhan one of the most environmentally-locked deities since Dagon! It’s fitting, considering Angazhan is basically only worshiped in Darkest Africa the Mwangi Expanse, a massive and terrifying jungle he’s had his six-fingered hands buried deep into ever since humanity began settling the land. Since worship rarely ever leaves a jungle home, any player character wanting to serve the Ravenous King had better make sure they’ll be sticking close to the vine-draped homeland, or they’re just completely out of luck! Not just because they lose out on the benefit above, but because they lose out on a good number of Boons too!
anyway, it’s a difficult alignment to set up for and keep a secret, if you’re trying to hide your worship of the Tyrant King. You COULD pass off the drum as being made of animal tissues, but the loud chanting to a known and famous Demon Lord and the fact you’re likely to be seeing stars and colors due to your Hearty Breakfast is much harder to explain if someone kicks your door in. The fact you need both jungle drugs and a drum means this Obedience is utterly ruined if you get robbed or have your equipment stolen, though at the very least it’s easy enough to replace your belongings... if you’re in a jungle. If you’re not, getting a new drum is simple, but a visit to the black market may be necessary to restock on your Hearty Breakfast.
The benefit is notably weaker than other benefits of a similar theme; a few deities are generous enough to give universal protections from poison and disease, but Angazhan punishes you for going where he cannot tread. Fitting for a tyrant who likes having people under his thumb, but annoying for someone trying to actually extend his reach. In a jungle area, however, it’s MUCH more impressive than it looks in a vacuum; many, many, many, MANY horrors within the deep and mysterious tangles rely on poisons or disease to fell their enemies and their prey, so the added protection will always come in handy!
Boons are acquired slowly: the first once you reach 12 hit dice, the second at 16, and the third at 20. However, the Evangelist, Exalted, and Sentinel Prestige Classes can be entered as early as level 7; doing so grants you the Boons at levels 10, 13, and 16 instead. Servants of demons may also take the Demoniac Prestige Class; you don’t get the Boons any faster than E/E/S, but you may select which Boon set you get, and you get cool demon-related powers!
------- EVANGELIST -------
Boon 1: The Jungle Consumes. Gain Pass Without Trace 3/day, Tree Shape 2/day, or Spike Growth 1/day.
‘Consumes’ indeed; Spike Growth can render a frankly offensive amount of terrain completely inhospitable (ten 20ft squares!), shredding 1d4 HP off every creature trying to pass through a single 5ft square and threatening to halve their movement speed for a full day every time they take damage. As anyone who’s played as or fought against a Druid can attest to, Spike Growth is useful for exactly two things (slowing an enemy’s retreat or advance) but it’s amazing at doing so. The sheer amount of terrain the spell covers and the length of time it covers for (an hour per level) makes useful for stopping everything from a charging dragon to a charging army... provided your foe has less than 4 DR. In order to halve someone’s movespeed they need to actually take damage from the growth AND fail a Reflex save, meaning even the meager DR 5 you’re likely to encounter at levels 10+ is enough to make Spike Growth completely irrelevant.
If you can use it against a foe who’s not immune to it, though, it’s absolutely stellar. Moving through even a single 20ft square triggers four separate Reflex saves to avoid having one’s movespeed halved for a full day, and--as written--the halved speed can’t be undone with Fast Healing or Regeneration, the victim MUST find a Cure spell. Perhaps the biggest downside is that using it to its fullest potential--that is, to cripple a charging swarm of foes--is unlikely to happen, delegating it to crowd control versus a small amount of enemies.
It’s leagues better than the niche Tree Shape, but Pass Without Trace also has its merits, hiding up to 10 people from sniffing noses and prying eyes for half a day, letting you and your allies effortlessly vanish into the foliage. Indeed, all three of these spells are extremely useful in the jungle setting Angazhan demands you remain in, so if you ARE actually hiding around in the Mwangi Expanse, all three of these can be genuine picks depending on if you plan to be a trapper, a stalker, or a sentree that day.
Boon 2: Canopy Crawler. Your feet become prehensile and apelike, allowing them to act as a second pair of hands for every purpose except wielding a shield or weapon, such as to execute somatic components, to aid in climbing, to hold objects, and to maintain your Dexterity bonus to AC while climbing. In addition, you gain a climb speed equal to your walking speed +10, and can attempt a Climb check in place of the following checks: Acrobatics checks to swing or leap between branches and vines; Stealth checks to remain hidden within trees, and you can move at full speed through them without penalty; and Stealth checks to snipe from trees, the penalty for doing so reduced by 10.
The way this ability is written in the book is kind of a mess, so I tried my best to shuffle it into a more easily digestible form.
Anyway: Freaky monkey feet! For all your freaky monkey feet needs! One of the more unique Boons in the game, and unlike most highly unique Boons, this one is still highly useful! While your handfeet can’t wield weapons or shields, you can use them for more or less anything else while your actual human hands are occupied. Sleight of Hand? No, my friend, I’m on a completely different level.
The big star here is the free climb speed, which automatically gives you a meaty +8 to Climb checks, making the various skill checks it replaces much, much easier to exploit. You become an expert of gorilla... guerrilla... Gorilla Guerrilla Warfare, soundlessly moving from tree to tree and hurling spears or firing arrows with nary a peep but for the whoosh of the weapon through the branches and leaves, moving from position to position as easily as playing hopscotch. Even if you never invested in Stealth at all, you can suddenly pour ranks into Climb and become an ersatz Rogue for the party, leading a silent charge against the foes of the Ravenous King’s cult.
Side note, this ability combines beautifully with all 3 of the spell-likes from The Jungle Consumes, as your brachiating movements put you above Spike Growth, Pass Without Trace makes you utterly impossible to nonmagically track if you attack at night, and Tree Shape lets you become a horror movie villain that vanishes the instant it appears you’re about to be ‘caught.’
Boon 3: One With The Jungle. While in the jungle, you gain blindsight to a range of 60 feet, you gain a +2 insight bonus to AC and on saving throws, and you are never flat-footed or surprised. You ignore cover and concealment caused by natural features of the jungle, as the very plants and stones twist out of the path of your attacks and spells.
An eternal Diet Foresight if your reward for remaining in the Ravener King’s grip, but this ability--unlike Canopy Crawler--is entirely blank if you adventure outside of your god’s chosen locale, a punishing loss of an otherwise incredibly strong defensive ability. Being impossible to catch by surprise is good enough on its own, especially at levels where enemies can have Sneak Attacks exceeding +4d6, poisons that cause people to hemorrhage ability scores, or fatal grappling embraces, to say nothing of what happens if a spellcaster gets the drop on everyone. The +2 to AC and universal bonus to saving throws will struggle to make a difference, but it’s a rare insight bonus and will thus stack with all your existing bonuses... and, of course, it lasts forever so long as you remain in a jungle.
I enjoy that the jungle will shuffle aside to let you shoot and swat your enemies without penalty, making my ‘treetop sniper’ suggestion in Canopy Crawler even more viable. Now, as long as you can see even the smallest portion of your target, the natural world will bend and sway to avoid your blows so that they always strike true, letting you attack enemies without the possibility of them retaliating unless they begin cutting down the whole jungle... at which point they’ll have much bigger issues than just you.
------- EXALTED -------
Boon 1: Jungle’s Wrath. Entangle 3/day, Bull’s Strength 2/day, or Summon Monster III (1 fiendish ape, 1d3 fiendish advanced baboons, or 1d4+1 fiendish baboons) 1/day.
Bull’s Strength is always nice to have to give the beefy members of your party, giving them an extra +2 to attack and damage rolls for ten or so minutes at a time, among other bonuses. Strength bonuses are some of the most boring but practical things you can hand out, because you never know when you’ll just need to do something as simple as moving a large rock or hit something for 2 more points of damage than normal. Having it at twice a day means it’ll likely carry through the most important battles or puzzles you’ll face.
Entangle, however, tends to be the better option here. See everything I said above about Spike Growth? Paste that here, as well, but trade off the damage for the ability to grapple everything trying to move through the 40ft radius(!) of plantlife you’ve affected. In some ways it’s better than Spike Growth, utterly halting the movement of anyone heading through it if they fail their save rather than halving it, and being difficult terrain even if the victims succeed, which halves their speed anyway.
Seeing summoning abilities on a Boon is usually good, but the painful limitation of only being able to summon various demon apes means it severely lacks its normal Swiss Army application. It’s only really good if you need either a distraction, or something heavy moved, both of which could be accomplished with Entangle and Bull’s Strength without it being tied to a creature with subhuman intelligence. At the very least, apes have humanoid hands and can thus perform tasks very few other summoned creatures could do, such as wielding weapons.
Boon 2: Summon Child of Angazhan. 1/day as a swift action, you can summon an Advanced Fiendish Girallon, 1d3 Advanced Fiendish Dire Apes, or 1d4+1 Advanced Fiendish Apes as if you had cast Summon Monster VI.
In spite of my mockery of the Boon above, the ape restriction here is anything but painful. ... well, it’s painful for anyone who’s not you, mind. An Advanced Fiendish Girallon is a CR 8 monstrosity with enough damage output and resilience from the Fiendish template to punch above its weight class. A Girallon is a four-armed, Large-sized ape beast with five attacks (and Rend!) a round, with enough agility and maneuverability to run down fleeing foes or chase them through just about any terrain easily.
It’s also your best option among the summons; the Dire Apes and normal apes are nice, but the chance of summoning a single Dire Ape or a meager 2 fiend apes means a Girallon is the best go-to unless you need a lot of bodies rather than one large one. The Fiendish template is really what gives this ability the oomph it needs to shrug off most of my criticism of Jungle’s Wrath, granting even your normal apes a bit of Spell Resistance and elemental resistance to Fire and Acid... though, notable, both the normal ape and the Dire Ape have too few HD to gain the advanced benefits of the Fiendish template, and none of the creatures here have high enough Charisma to make the Smite Good ability granted to them useful, even with the +4 to all ability scores from Advanced.
Perhaps the biggest gold star this power has, however, is the fact that it can be used as a swift action. You can instantaneously flank an enemy with a murderous gorilla and then stab them in the back when they rightly turn around to look at said murderous gorilla in disbelief, or you can blast them with another spell, or you can do any number of other things with the distraction you’ve just created. Don’t forget that Summon Monster VI also has a range of Close, letting you hurl a demon gorilla at an enemy from 25+5ft/lvl away. The downside, however, is that SMVI also has a duration of a meager 1 round/lvl, meaning you’ll often run into the issue of saving the use of this ability, often until you no longer need it.
Boon 3: Jungle’s Might. You gain a +2 profane bonus to your Strength score and a +2 bonus on Fortitude saving throws.
Useful but boring. It’s moderately better than most stat-buffing Boons thanks to the additional Fortitude bonus, but final Boons typically give +4 bonuses, not +2. There’s no flash or pizazz here, nothing to really expand upon, so lets move on!
------- SENTINEL -------
Boon 1: Tyrant’s Roar. Gain Command 3/day, Sound Burst 2/day, or Suggestion 1/day.
I almost got mad because I mistook Sound Burst for a different, much worse spell. Nope! That was sonic scream or whatever, one I’m so unimpressed with I didn’t even bother looking it up. Sound Burst is significantly better, anyway, able to stun a small crowd of enemies in a single casting, which is exactly what you--as the Sentinel--want to happen. Either because you’re holding back an enemy(/ies) for your allies to get into place, or because you’re holding them still so you can get in close. The damage it deals is pitiful, but it’s automatic even if they succeed against the stun effect, and you never know when 8 damage to up to a crowd will make a difference!
Like most of Angazhan’s blessings, it gets better if you’re in a jungle, as the hostility of the Mwangi Expanse means invaders are likely to be clustered together as tightly as possible to prevent attacks from all angles. Punish them, hard.
Command is in-character for the Tyrant King, and it rewards creative uses beyond the ‘come,’ ‘stay,’ and ‘drop’ commands, though those serve their purpose well enough. I’m quite partial to KNEEL, which fits Angazhan rather well! The only problem is that its low saving throw scaling means it’s unlikely to affect enemies that matter, and in combat it’s often much better to just rush in and start slapping. Out of combat Suggestion is king, though it’s an odd choice for someone who tends to force people to follow his orders through violence and threats rather than relying on coercive and subtle magic. Personally, I’d let the Face of the party or the dedicated enchanter rely on Suggestion, and carry Sound Burst around for those times you need to explode people’s eardrums.
Boon 2: Reign of Terror. You add your Strength modifier to Intimidate checks (this does not stack with Intimidating Prowess or similar feats and abilities) as well as your Charisma modifier. Once per minute, you may use Intimidate to demoralize a single creature within 30ft as a swift action, or all creatures within 10ft as a move action. When using Intimidate to demoralize a creature in this way, if your result exceeds the DC by 5 or more, the creature is frightened for 1 round and then shaken for the normal duration; if your result exceeds the DC by 10 or more, the creature cowers for 1 round, then is frightened for 1 round, and then is shaken for the normal duration. When you use Intimidate to demoralize an ally, instead of being shaken, that creature gains a +2 morale bonus on attack rolls for the appropriate duration.
While normally Boons are built to be taken advantage of by any class within the margins of those who can enter the Prestige Classes in the first place, sometimes you get one that forces you into a specific path. This one highly, highly rewards having both a high Strength and a high (or at least neutral) Charisma, and focusing a feat or two into making your Intimidate as high as possible can see you sending squadrons of enemy combatants scattering and trampling one another to get away from you. I love, love, LOVE that there’s no per-day use restriction on this power, only that it can be used once per minute, meaning you can bring it out in more or less every fight you encounter.
Exceeding the victim’s Intimidation DC by 10 or more causes them to cower, a status affliction barely above paralysis in how terrible it is to be suffering, opening them up to a whole round of being beat on without any ability to retaliate. Even if they survive the round of helplessness, they’re forced to run from you and use whatever resources they have available to get as far away from you as possible... which can be a blessing or a curse depending on what they were carrying and how badly you wanted it.
Being able to Intimidate a single foe as a swift action or a whole crowd surrounding you as a move action is strong, especially if you can bolster your prowess enough to always score 10 higher than their DC (a challenge, but not an insurmountable one)... And even if your enemies are immune to being intimidated either because they’re mindless, starved, or immune to fear, you can use this ability to give your whole team +2 to attack rolls for 4+ rounds. It’s more of a consolation prize than anything else, but note that the final sentence does not say “in this way,” meaning you can use Intimidate normally without needing the 1/minute bolstering to give your allies a bit more accuracy! Wasteful, but viable!
Boon 3: Unchallenged Tyrant. When you perform your Obedience, designate a number of present and willing creatures equal to your Charisma modifier; these are your Thralls. This designation lasts for 24 hours or until you next perform your Obedience. 3/day, you can infuse all Thralls within 50 feet of you as a swift action, granting them a +4 bonus to their Strength and Constitution scores and a +2 bonus on initiative checks, and granting any teamwork feats you have as bonus feats *for an number of rounds equal to your hit dice. If a Thrall dies within 50 feet of you at any time, you gain the effects of Death Ward (CL = half the Thrall’s Hit Dice, to a maximum of CL 20th).
*this ability originally had no listed duration, making it quite awkward and insanely powerful. I’ve added one that makes sense.
Oh, not bad! Another reward for buffing up your Charisma! Even if it’s just to a +2 bonus! And it’s a fine one, too, letting you enchant your allies with a discounted Barbarian Rage, including a bonus to initiative checks to help them move before your enemies even know what’s happening! THREE TIMES a day!!! And--wait, wait, there’s more? You also transfer ALL your teamwork feats to your Thralls? Teamwork feats are pretty powerful but wholly rely on your allies being willing to give up their own feat slots for them, and they utterly fail to work if you aren’t working together or become separated by enemy shenanigans. This ability (along with the Inquisitor’s Solo Tactics) turns those empty feat slots into something truly game-changing due to applying them to all of your Thralls at once. This means that, even if you don’t or cannot join in the fight, they can still use teamwork with each other, and all you need is one of them to be nearby to make use of feats like Lookout (if one of you can act during the surprise round, all of you can), Precise Strikes (+1d6 damage if you’re flanking an enemy)... or, perhaps the most useful of them, Coordinated Charge, allowing you and your allies to all charge the same target.
It doesn’t take a genius to see why Coordinated Charge is one of the best you can use with this ability, as the +Strength and Con bonus means you can turn even the weakest member of the party into another source of damage however small. It also means all of your melee battlers can get into the fray immediately, and if used in combination with Lookout, it can turn an enemy ambush into a pile of severed limbs and broken armor before they even realize what they’re up against.
I also like that if any of your Thralls die, you get a free Death Ward. If you know you’re going up against a necromancer or an Undead with Energy Drain, making an incredibly weak but tasty-looking creature one of your Thralls and sending them in to die is one less spell slot your Divine caster needs to use on you. I’m amused by the idea of blessing one member of your Sack Of Rats and just crushing it in your hand if you ever need a ward. If you have the Charisma for it, definitely try it out!
You can enter Monkis World here.
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Like gentlemenne of olde
One of my favorite maps in the game is DeGroot Keep, which enables Medieval Mode - melee and archaic weapons only, no guns! While it’s often a stew of anachronisms (note that the Scout’s sodas are usable), Medieval Mode has a kind of balance in and of itself. Granted, it’s a lot more straightforward than regular gameplay, but you can get some really interesting strategies in there.
Unfortunately, not all the classes are viable, and not all of the available weapons see any kind of use. This post, mostly for my own amusement, takes a few of those weapons and revamps them, specifically for Medieval Mode. I won’t delve into the balance of the individual classes quite yet - while there are clear imbalances, reworking a class is a much more difficult thing than redesigning some weapons.
Note that this is only a sampling of weapons. There’s plenty of things that don’t get much attention in Medieval Mode, so there’s definitely more for me to work with - if you all want to see more of that.
Bonk! Atomic Punch Bonk is a great tool in the Scout’s regular arsenal, but it’s not used very often in Medieval Mode. There’s very little undodgeable damage that you actually need Bonk to soak up - Scouts are faster and more maneuverable than anyone else on the battlefield, and there’s no rapid-fire weapons to deal with.
Rework for Medieval Mode: (+) Drink to gain +350% jump height for 8 seconds (-) While under effects: Any hit will cause you to fall to the ground (-) 20-second recharge
DeGroot Keep is a map with a lot of vertical space, courtesy of the big ol’ castle that houses the final control point. If I’m calculating this right, using this Bonk should allow you to climb the castle walls and get inside to wreak havoc - just be careful not to get shot down.
Sadly, I think this iteration of the Bonk might be less useful once the castle gates have opened, although a flanking route is always nice. It also forces you to use your melee weapon, which puts you within range of the enemy’s own hits; you also lose the benefits of a more combat-viable secondary like the Mad Milk or Flying Guillotine.
Market Gardener The Soldier is a slow-moving, awkward class when deprived of his signature rocket jump. In Medieval Mode, his main assets are the three battle banners, which can really turn a fight around if you deal enough damage to deploy them. Because the Market Gardener relies on rocket jumps, it has no real use without the rocket launchers, and almost always loses out to another melee.
Rework for Medieval Mode: (+) +100% rage gained on hit (-) No random critical hits
A simple change that synchronizes well with your available secondaries. However, its damage output is lackluster - a lack of random crits really hurts in Medieval Mode. You also lose out on the powerful attributes of other melees, such as the Disciplinary Action.
Homewrecker The Homewrecker sees a lot of use in standard gameplay thanks to its ability to remove sappers from friendly buildings. With no buildings and no sappers in this 10th-century Scottish keep, it becomes dead weight.
Rework for Medieval Mode: (+) Briefly slows enemy on hit (-) -50% damage
Because getting hit with a sledgehammer will slow you down, but probably won’t kill you as quickly as a fire axe. This is useful for getaways and for pinning down problematic targets, either for you or your team. My main concern is how it might be annoying to be slowed down, since it often feels impossible to avoid and frustrating to play with - especially because the Pyro has a decent movement speed and can catch up to at least a few targets.
Ubersaw It’s far and away the most popular Medic melee in regular gameplay, but Medieval Mode has no Ubercharge.
Rework for Medieval Mode: (+) On kill: Store a medium health kit (+) Alt-fire: Deploy health kit (-) -30% swing speed
All players drop a small health kit when they die in Medieval Mode, but this takes it a step further.
This Ubersaw is mainly going up against the Amputator, which provides a radial healing taunt. The advantage of this saw is that it lets you deliver strong burst healing without the immobility of a taunt. Is it enough? Maybe... maybe not.
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I’m a particular fan of wasting my time so I decided to rate all the Half-Feats for no real reason
(Artwork from the Acquisitions Incorporated 5th Edition sourcebook, because I can’t just use artwork from Tasha’s Cauldron of Everything.)
If you have been around my blog for any lengthy period of time you will know two things about me.
I often fall into flights of fancy mostly under the guise of attempting to branch out with this blog, even though the real reason is that I wish to publicize any and all work I do for this hobby.
I really like half-feats.
And who could blame me (at least for the second point.) It’s always exciting when you can get a feat, and half-feats allow you to round out a stat of your choice while still allowing you to diversify your character with unique abilities to make them your own. Feats are always strong and even the most basic half-feat still provides you with unique traits to differentiate yourself from the standard adventurer. But it can be hard to choose when they are all so diverse which is why I’m making this list for myself and anyone who may find it useful.
I would also like to thank LudicSavant from the Giant in the Playground forums for their organized list of Half-Feats. It has made the creation of this list far easier and I frequently reference it when making builds.
WHAT IS A HALF-FEAT?
For the sake of understanding (because the last time I used the term “half-feat” on Reddit a lot of people got confused) I will define a half-feat here: A half-feat is any feat that gives half of an ability score improvement (+1 to a given stat) along with its regular features. They are obviously good choices for any player with an uneven stat, as they can make that stat even (for the increase in ability modifier) while also gaining an additional bonus.
HOW IS THIS LIST ORGANIZED
This post is split into 6 sections, one for each stat. (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.) The feats are organized in alphabetical order. Basically I’m lifting the formatting from LudicSavant.
Each feat will be shown as follows:
FEAT NAME
Description
Summary
Rating
Feats that can be applied to varied ability scores will be mentioned multiple times, however unless the feat changes based on the ability score chosen the entry will simply be shown as a redirect to where it was summarized earlier.
And I guess it also has to be said: This list is just my opinion and is in no way an objective ranking of the half-feats that currently exist in D&D 5th Edition. Feel free to make your own decisions when designing your character: this post is merely meant to share my opinion and provide a reference resource for people making characters.
(Artwork still from the Acquisitions Incorporated 5th Edition sourcebook. Damn this book has some nice artwork.)
STRENGTH
Athlete
Grants you the ability to stand up from prone faster, climb more easily, and jump further.
You’d think with the amount of builds I’ve included this feat in I’d have more positive things to say about it. But no: this feat is trash. Climbing is rare and jumping is pretty much never used in D&D. Even if it was there are low level spells (Spider Climb / Jump) that allow you to do what this feat does.
The only really useful addition to this feat is the faster speed to get up from the prone position. Being prone sucks and it can heavily restrict your movement when it happens. Putting yourself prone is also helpful in a ranged build to give enemies disadvantage to hit you from range. (You can technically knock yourself prone after attacking to make it harder to hit you.) But this strategy loses effectiveness quickly and it isn’t worth taking a feat to combat the rare possibility of being knocked off your feet.
Ultimately if you genuinely see any of the features of the Athlete feat as being useful chances are that either your DM forces way too much jumping / climbing, really likes knocking people over, or you really like knocking yourself prone.
2/10
Crusher
Grants extra utility to bludgeoning weapons, allowing you to move foes into more favorable positions.
RIP in piss Monks am I right lads? To be fair there aren’t any Finesse Bludgeoning Weapons with the only exception being the Sling. But regardless: this feat has two features along with its Ability Score Improvement:
The pushing ability is situational at best. Displacement abilities in 5th edition rarely have a significant impact. You may push an enemy off a cliff on occasion but unless your DM makes a significant effort to present these opportunities to you it won’t come up often. There is some niche use for this feat to work as a poor man’s Mobile feat, as you can push a foe back 5 feet before running away without needing to disengage.
But perhaps the biggest problem with the displacement ability of Crusher is that Shield Master does everything it does almost objectively better, all while providing additional benefits to Dexterity saving throws. Shield Master isn’t a half-feat, granted. But one could get one of the better +1 feats to STR / CON along with Shield Master.
The effect on a crit is incredibly potent. Giving all allies advantage to hit a foe will lead to more damage being dealt and an even higher chance to crit. However relying on crits usually isn’t a smart idea, and crits are already deadly enough without a feat to boost them.
7/10
Dragon Fear
DRAGONBORN EXCLUSIVE FEAT
Allows you to roar with your Breath Weapon ability, frightening nearby enemies.
This feat singlehandedly makes Dragonborn viable. I’m not even joking: being able to replace your CON based, low damage Burning Hands-lite with essentially the Fear spell which comes back on a Short Rest and is based on Charisma is insanely useful for any Charisma character. The most obvious use is for the Charisma casters: Bards and Sorcerers can get an extreme amount of value from this feature. But other Charisma classes like Paladins, Swashbuckler Rogues, and any other class that requires Charisma can use it well. Warlocks get a little less use out of it than most since their abilities already come back on a Short Rest but it’s still nice to have in your pocket.
It’s less useful for non-Charisma classes but it can’t be flawless. But it removes the problem of choosing between a subpar AoE damage ability or just attacking with your weapons / spells, and instead gives you a utility ability to give yourself space. It doesn’t scale well late when most enemies resist fears, but neither did your breath weapon. Especially with the Dragonborn subraces from Explorer’s Guide to Wildemount this feat is extremely good.
I mean, you could just play a Leonin and get the fear without investing in a feat, especially since Tasha’s lets you move ability scores around. But Dragonborn have more fun roleplay and other abilities that the Leonin lack.
10/10
Dragon Hide
DRAGONBORN EXCLUSIVE FEAT
Your AC is equal to 13 + DEX and your unarmed strikes do a d4 + STR damage.
The Mage Armor feat / the worse Tavern Brawler feat. What confuses me about this feat is how at-odds it is with itself. On one hand your AC is still based on DEX but on the other hand your natural weapon is based on STR?
Let’s just ignore the Unarmed Strike damage because let’s be real here: you can just pick up a dagger instead of slashing people with your dragon claws. Is Mage Armor really worth losing half of a feat? If you have nothing better maybe, but this list alone shows that there are better options. There are some very specific niche scenarios where Unarmored Defense is more valuable than actual armor but those scenarios are usually campaign-specific or a choice done more for roleplay, and you could just as easily accomplish the roleplay by taking the Magic Initiate feat to get Mage Armor along with two useful cantrips.
Honestly this should’ve just been added as a base feature for the Dragonborn, and most DMs I know give this feat to Dragonborn at level 1. (Minus the half feat ASI.) Lizardfolk have innate AC, crafting skills, and a healing bite; Dragonborn should get innate AC, damage resistance, and a crappy breath weapon that can be upgraded by the Dragon Fear feat.
3/10
Heavily Armored
Gain proficiency with heavy armor.
The vast majority of classes that are expected to wear Heavy Armor have Heavy Armor Proficiency. In fact the only Martial class that doesn’t have Heavy Armor proficiency (minus Barbarians and Monks who can’t wear Heavy Armor) is the Ranger, so this feat is good if you want to play a Ranger like a Paladin. Huhn. Ironic that I am playing a Horizon Walker Ranger like a Paladin in one of the campaigns I’m in.
(Artwork by Bo “chenbowow” Chen. Made for Riot Games.)
Like, you can grab this feat for Clerics and Druids I guess, but why would you? Medium Armor is on-par with Heavy Armor, and 14 DEX is far more useful than the 15 STR required to wear Platemail.
The only other two (well technically three) subclasses I can think of which could grab this feat are the Hexblade Warlock and the two Martial Bards. (College of Swords / College of Valor.) For Hexblade... why do you need Strength? You can swing your sword with Charisma. Bard however... I guess if you want to play a Strength Bard it’s an option?
But yeah: the only time I ever used this feat was to play a Ranger like a Paladin. And saying “I used this feat to play one of the worst classes in the game like a better class” isn’t exactly an accomplishment.
1/10
Heavy Armor Master
While wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.
The word that kills this feat is “nonmagical.” I can tell you as a fact having had a Fighter use this feat in a level 1 - 5 campaign that it is TORTURE for any DM. “Oh boy I finally hit the 20 AC Fighter annnnd I did 5 total damage, even though I rolled max damage.”
But this feat literally becomes useless past level 8 or so when enemies start getting magical weapons. There are a few enemies that still technically do nonmagical damage at high levels, but even then this feat isn’t going to save you from foes that are normally doing upwards of 15 damage per swing. It adds up yes, but it’ll rarely add up in my personal experience.
Take this feat on a Variant Human at level 1 if you’re doing a level 3 one shot, just to be an asshole.
2/10
Lightly Armored
Gain proficiency with light armor.
?????
Mage Armor exists. The only classes in the game that don’t get proficiency with at least Light Armor are Sorcerer and Wizard. You can afford to lose a spell slot for Mage Armor. Seriously.
1/10
Moderately Armored
Gain proficiency with medium armor.
The best of the “armored” feats because (hot take time) Medium Armor is the best armor in the game. It requires the least investment which makes it the most easily accessible armor in the game. If you have a 13 in DEX I’d highly recommend grabbing this feat. If your DEX is at a 16 (+3) or higher I’d honestly maybe just recommend Light Armor / Mage Armor instead?
8/10
Orcish Fury
HALF-ORC EXCLUSIVE FEAT
Get the ability to choose to roll an additional damage die once per short rest. Additionally, you can use your Reaction to make a weapon attack after being knocked down to 1 HP via your racial trait once per short rest.
Anyone find it amusing that this feat is only available to Half-Orcs but not full Orcs? Anyways: having the ability to essentially crit on-demand is nice. Having the reactionary attack after being knocked to 1 HP is situational, but still alright. I think if I was playing a Half-Orc and I needed to round out either my Strength or my Constitution (more likely my CON since there are far better feats for STR) I wouldn’t be upset taking this. Is it worth playing a Half-Orc just for this feat? Not by a long shot lol.
6/10
Piercer
When you deal damage with a piercing weapon you can reroll one of the damage die on one attack per turn. When you crit you can roll an additional damage die.
Savage Attacker as a half feat, proving that Savage Attacker is a bad feat lol. I’m actually going to talk more about this feat when I go into the Dexterity section which makes this the first feat where I’ll actually rank it lower for a specific Ability Score.
3/10 (if using STR)
Resilient (STR)
Gain proficiency with Strength saving throws.
Strength saves are common and pretty bad, but not as bad as Wisdom or Dexterity. What’s more is that most classes that will be forced to make Strength saves have proficiency in Strength saving throws already. If you have an uneven Strength score this isn’t the worst way to round it out, but I’d sooner get a stronger feat for another ability.
3/10
Revenant Blade
Essentially Dual-Wielder for the Double-Bladed Scimitar.
A very specific feat to the Eberron setting, and even though I use Eberron content frequently in my builds I’ll be honest: I know very little about the setting. The DBS honestly just seems worse than uh... wielding two scimitars? 3d4 damage is about on-par with 2d6. This feat is something you take more for roleplay than actual practicality with your character, though I have played with people (outside of Eberron lol) using a double-bladed scimitar and it seems like a cool weapon. Dual Wielder is also a good feat and it seems you can use the DBS without grabbing the Dual Wielding Fighting Style.
5/10
Skill Expert
Learn a skill and gain expertise in a skill.
A very good skill to round out any build. Expertise can actually shape your character quite a lot, as it allows you to be good at things even if your Ability Scores are bad. A good go-to feat to round off any uneven Ability Score if you have nothing better imo.
7/10
Slasher
Slashing weapons lower the speed of the target hit by 10. On a crit the target has disadvantage on all attack rolls until the start of your next turn.
Easily the worst of the weapon damage type feats, which is a shame because I like slashing weapons. The slowdown effect is rarely useful: the only class which I really think can use the slowdown effect well is hit-and-run Rogues, but Slashing weapons are heavily restricted from Rogues for some reason. The crit effect is nice but you shouldn’t be banking on crits, even as a Champion Fighter. This feat at least has a niche if you plan to play a Whip Rogue but that’s about it.
3/10
Squat Nimbleness
Increase your movement speed by 5, gain proficiency with Athletics or Acrobatics, and gain Advantage to escape grapples.
It is actually goddamn hilarious how good this feat is. +5 movement is already nice (especially if you’re playing one of the later-added small races [or a Homebrew race] that has 30 feet of movement) but you also get a free skill proficiency in either of the two most commonly used skills in the game, and to top it off to my knowledge this feat is the only way to gain a bonus to escaping grapples. (Outside of like, the Freedom of Movement spell.)
Take this! Good lord take this! If you have an uneven ability score and are small don’t even hesitate!
10/10
Tavern Brawler
Gain a d4 unarmed strike and proficiency with improvised weapons. After striking a creature with an unarmed strike or improvised weapon on your turn you can grapple them as a bonus action.
This feat will either be the best or worst feat you take depending on your DM. If your DM lives up to the Dead Rising promise of “anything is a weapon” and lets you pick up a stick off the ground and use it as an improvised weapon: congratulations your Wizard now has an infinite supply of short swords!
The grapple after making an improvised or unarmed strike is... interesting. I’ve expressed my distaste for grappling in the past but on its own at lower levels its not the worst option. The main problem is really just that the Grappler feat is bad, but if you want to keep an enemy from running then grabbing them isn’t the worst option!
5/10
Weapon Master
Gain proficiency with 3 weapons.
Just take a single level in Fighter. Honestly upgrading your weapon’s damage die isn’t worth losing the ASI. Even in the most extreme example of upgrading a dagger (d4) to a rapier (d8) you’re only getting +4 damage potential max.
The only application I really think is worth it for this feat is Rogues, because for some stupid reason Rogues don’t get proficiency with either Scimitars or (more importantly) Whips. So if for whatever reason you want to play a Reach Weapon Whip Rogue but still get Stroke of Luck from the 20th level of Rogue then I guess Weapon Master has some use? But you could just as easily grab the Mobile feat to reap similar benefits without being forced to use a d4 weapon.
1/10
DEXTERITY
Athlete
See above.
Elven Accuracy
ELF / HALF-ELF EXCLUSIVE FEAT.
Roll 3 d20s instead of 2 when you have advantage and are attacking with DEX or a spell.
Otherwise known as “why Elf Samurai is secretly overpowered.” If you have a reliable way to get Advantage this feat is absolutely nutty. If not well... It’s still a nice way to round out an uneven Ability Score, and it works with spell attack rolls too which gives it plenty of versatility!
Basically if there’s any semi-consistent chance that you’re going to get advantage I’d take this feat. If not? There are better half feats out there. Really a shame this doesn’t work with STR attacks but I guess they didn’t want Elf Barbarians to be the most overpowered shit in the game.
8/10
Fade Away
GNOME EXCLUSIVE FEAT
Use your reaction to become invisible after taking damage. You remain invisible until the end of your next turn unless you perform an aggressive action.
Invisibility is never a bad thing. This feat gives you what is essentially a stronger version of the Shield spell once per Short Rest since (rules as written) enemies can’t target you if they can’t see you. Now of course a lot of this depends on your DM (how many enemies with Blindsense are around, and if enemies will swing where you just were because metagaming) but this feat is almost exclusively why you should play a Gnome as opposed to something else.
This feat plus Squat Nimbleness is honestly worth losing an ASI for. Fade Away, Squat Nimbleness, and Moderately Armored combined can be three very good feats for a Gnome spellcaster who already has a high casting stat.
9/10
Gunner
Crossbow Expert for guns.
Crossbow Expert for guns. The only part of this feat that affects non-firearms is the lack of disadvantage in melee range which I mean... if you’re not planning to use crossbows it might be useful? But I’d sooner take Piercer, Elven Accuracy, or another more useful feat.
GUN/10 3/10
Lightly Armored
See above.
Piercer
When you deal damage with a piercing weapon you can reroll one of the damage die on one attack per turn. When you crit you can roll an additional damage die.
The first and probably only feat where increasing one Ability Score is far more useful than the other! Let’s start with the obvious: Savage Attacker doesn’t work with ranged weapons, but since all ranged weapons (minus the Sling) do Piercing damage this feat affects them! For most ranged weapons this isn’t that big of a deal but if you’re using one of the ranged weapons with a bigger damage die (Longbow / Heavy Crossbow) it’s still nice to have, especially if you have multiple attacks and will henceforth have a higher chance of rolling low for damage.
The triple damage effect on a crit is also very nice for a ranged weapon, and lets you live out that sharpshooter fantasy. But again banking on crits is unreliable. Overall this feat is a very nice way to increase an uneven Dexterity score and get some benefits for your ranged weapons. It’s not something I’d go out of my way to get but it does feel very good to grab.
7/10 (if using DEX)
Moderately Armored
See above. Slightly better when increasing DEX because DEX is more universally useful than STR.
Resilient (DEX)
Gain proficiency with Dexterity saving throws.
Dexterity saving throws are some of the most common saving throws in 5e. Being able to halve the damage of a Fireball is always worth it.
9/10
Revenant Blade
See above.
Second Chance
HALFLING EXCLUSIVE FEAT
Force an enemy that’s attacking you to reroll their attack once per combat.
This feat interests me because (to my knowledge) it’s the only feat that replenishes when you “roll initiative at the start of combat.” But regardless: being able to force an enemy to reroll a hit on you is really nice, but mind you that there is the chance to turn a regular hit into a crit.
If your class already has reactions this really isn’t worth it. But if you’re playing something like a Fighter this can be a nice way to shrug off a hit or two over the course of the day. A good way to round out your stats and give yourself some safety, but not something I’d go out of the way to get.
7/10
Squat Nimbleness
See above.
Skill Expert
See above.
Slasher
See above.
Weapon Master
See above.
CONSTITUTION
Aberrant Dragonmark
Get one Sorcerer cantrip and one level 1 Sorcerer spell. Constitution is your spellcasting modifier for these spells. Additional effects when you cast your level 1 spell.
Veterans of this blog will know how much I love Aberrant Dragonmark. If you’re taking Magic Initiate to have a ranged attack then Aberrant Dragonmark is pretty much just universally better than Magic Initiate. The only real flaw with this feat is that you can only take from the Sorcerer list... oh and that it’s very Eberron specific. It’s unlikely that you’ll be allowed this feat, but I would recommend it for just about anyone who needs a ranged backup. Constitution becomes a lot more exciting when it’s used for more than just health.
8/10
Chef
Allies heal more during short rests. Prepare treats allies can use to gain Temporary hitpoints as a Bonus Action.
Song of Rest? Never heard of her! A fairly mediocre feat on its own, though admittedly fun for roleplay. The treats are actually not that bad to give allies a tiny bit of bulk. The definitely-not-Song of Rest feature is also good in its own right.
It’s a nice way to round out your Constitution or Wisdom if it’s uneven, and is very fun for roleplay. But it’s not the most impressive in terms of utility.
6/10
Crusher
See above.
Dragon Fear
See above.
Dragon Hide
See above.
Durable
Add double your Constitution modifier to rolled hit die while Short Resting.
I mean, it’s nice? But the only real use I see for this is for a Barbarian. It can definitely allow you save up on your hit die but unless you have a 13 in CON (14 with this feat) I wouldn’t recommend it. I’d much rather not take the damage in the first place: an ounce of prevention beats a cure!
5/10
Dwarven Fortitude
DWARF EXCLUSIVE FEAT
When you take the Dodge action you can heal with a hit die.
Otherwise known as “Dwarf Monks are super legit for no good reason.” It’s a very interesting feat that allows you to tank in interesting ways, and it’s particularly good if you know your DM doesn’t let you frequently short rest. It can be nice to heal in a pinch, but much like with Durable I’d rather negate the damage than heal with hit die.
And if your DM allows frequent short rests? This feat is objectively worse than Durable, since it doesn’t really matter when you heal with hit die.
5/10
Infernal Constitution
TIEFLING EXCLUSIVE FEAT
Resist Cold and Poison damage, and gain Advantage on saving throws against Poisons.
You already resist Fire damage, which is extremely common. This feat adds two more common damage types to that list, and also helps you against a common debuff. This is just a very good way to give your character more bulk! Of course if you aren’t fighting a lot of poisonous or cold enemies this feat won’t be too practical, but in a standard campaign with varied foes this will quickly carry its weight!
7/10
Orcish Fury
See above.
Resilient (CON)
Gain proficiency with Constitution saving throws.
Constitution saves are extremely common, most notably for Concentration checks. Other people have done the math that Resilient scales better than War Caster to help with Concentration checks. This feat is a must-have for spellcasters, and very good all-around.
10/10
Second Chance
See above.
Skill Expert
See above.
Tavern Brawler
See above.
INTELLIGENCE
Elven Accuracy
See above.
Fade Away
See above.
Fey Teleportation
HIGH ELF EXCLUSIVE FEAT
Learn Sylvan. Cast Misty Step once per Short Rest.
Otherwise known as LITERALLY THE ONLY REASON TO PLAY A HIGH ELF. Holy shit if you’re playing a High Elf take this feat! A free language is nice and all but Misty Step is one of the most useful utility spells in the game, and you have near-constant access to it!
10/10
Fey Touched
Learn Misty Step and one additional first level spell from the Enchantment or Divination schools. You can cast both of these spells once without using a spell slot.
Misty Step is one of the strongest spells in the game: if your class doesn’t normally get it I’d definitely recommend Fey Touched just to get Misty Step. Being able to grab strong first level Enchantment and Divination spells like Hex, Hunter’s Mark, Bless, Heroism, and Detect Magic are also very useful.
9/10
Flames of Phlegethos
Reroll 1s when dealing Fire damage. Surround yourself in Fire when casting a Fire damage spell.
Otherwise known as “Elemental Adept lite.” Only really useful if you’re planning to consistently be in close range, but very fun and flavorful if you are casting fire up close.
I honestly wish this feat wasn’t Tiefling exclusive because it’s cool as shit but so situational: I’d love to see a version of this feat that’s damage type exclusive and race exclusive. Hm maybe that’ll be a Homebrew project of mine.
7/10
Keen Mind
Know some information you should probably already know.
Otherwise known as “hey mister DM I forgot to buy a compass or a watch in town, and I’m too stupid to take notes.” This is the feat for bad players, and most DMs will ignore it even if you do take it.
1/10
Linguist
Learn 3 languages. Write cyphers.
The languages are honestly useless: Comprehend Languages is a first level spell, and Tongues is a third level spell. The cyphers are a lot more interesting, but they’re admittedly extremely situational outside of specific campaigns. It also really sucks that your feat can be undone with the Comprehend Languages spell, which can be cast as a ritual.
4/10
Observant
+5 to Passive Perception / Investigation. You can read creatures’ lips if you understand the language they’re speaking.
The ability to read creatures’ lips is honestly really interesting for espionage, but let’s be real: you picked up this feat for the increase to Passive Perception. Honestly if you don’t want to be ambushed just take the Alert feat.
7/10
Resilient (INT)
Gain proficiency with Intelligence saving throws.
Intelligence saves are rare. Devastating when they occur, yes. But I’d sooner take Observant, Linguist, or one of the Tasha’s feats over Resilient.
5/10
Shadow Touched
Learn the Invisibility spell and one additional first level spell from the Necromancy or Illusion schools. You can cast both of these spells once without using a spell slot.
Invisibility is less universally useful than Misty Step, and Necromancy / Illusion spells are weaker than Divination / Enchantment spells. (At least if we’re talking first level.) There are some nice ones like Disguise Self and Inflict Wounds but generally speaking mobility is more useful in my humble opinion.
7/10
Skill Expert
See above.
Telekinetic
Learn the Mage Hand cantrip. If you know it already, increase its range by 30 feet. You can make the Mage Hand invisible. Additionally, you may shove a creature 5 feet towards or away from you as a Bonus Action on your turn.
Mage Hand is one of the best cantrips in the game and being able to make it invisible was a subclass feature restricted to just Arcane Trickster Rogues previously. Having an invisible grabbing arm is insanely useful, and extending it to 60 feet is even better.
And that isn’t even the best part! Being able to shove people around isn’t necessarily the most overpowered thing but it still gives you a way to use your Bonus Action every turn! If you play on a tabletop you can use this feat to push enemies back into AoE damage abilities or pull allies away from danger! In Theater of the Mind however this feat isn’t as strong and I wouldn’t recommend using the shove too much as its liable to annoy your DM.
8/10
Telepathic
You can speak telepathically to a creature within 60 feet of you. They have to understand the language, and don’t gain the ability to respond telepathically. Additionally, you learn the Detect Thoughts spell, and can cast it once per Long Rest without using a spell slot.
Detect Thoughts isn’t that great of a spell, though granted this is just my personal experience. That being said having telepathy is extremely useful, and this is speaking from experience!
I will say right now: take this feat if you are a Druid. Unless your DM is a real stickler for the rules this will let you speak to people while Wildshaped! This opens up a whole world of possibilities for your Druid! I unironically consider this feat mandatory for a Druid, and fairly useful for any other character who wants to speak quietly and stealthily. And you know: doesn’t have access to Message.
8/10 - Mandatory for a Druid
WISDOM
Chef
See above.
Elven Accuracy
See above.
Fey Touched
See above.
Observant
See above.
Resilient (WIS)
Gain proficiency with Wisdom saving throws.
Wisdom saves are very common, but most Wisdom classes already get Wisdom saving throw proficiency. If you have an uneven Wisdom score it can be worth it to get the proficiency, but Wisdom saving throws are arguably the most common saving throw to be proficient with.
7/10
Shadow Touched
See above.
Skill Expert
See above.
Telekinetic
See above.
Telepathic
See above.
CHARISMA
Actor
Gain advantage when pretending to be someone else, and become capable of mimicking someone’s voice after listening to them.
A very good feat if you plan to do any infiltration or other political intrigue stuff. With the Disguise Self spell this feat can be used by just about anyone, but the real value comes for Changelings. Having Disguise Self as a racial trait means the “be better at fooling people” feat is insanely useful. Inversely this feat isn’t as useful for Kenku since you can already mimic voices more-or-less perfectly.
This feat is inherently situational but it’s beyond useful for the campaigns where it can be used. And again: it’s near-mandatory for a Changeling or a Warlock with the Mask of Many Faces invocation (or anyone who takes Eldritch Adept for Mask of Many Faces.)
7/10 - Mandatory for Changelings
Dragon Fear
See above.
Dragon Hide
See above. (How the hell this feat increases Charisma I have no idea.)
Elven Accuracy
See above.
Fey Teleportation
See above.
Fey Touched
See above.
Flames of Phlegethos
See above.
Resilient (CHA)
Gain proficiency in Charisma saving throws.
Charisma saving throws are extremely rare, and more often than not they’re more of the “don’t get to play the game” variety and less “die super bad and become a living vegetable” like Intelligence saving throws. Even if looking to round out uneven ability scores feats like Skill Expert and Telepathic are better.
3/10
Second Chance
See above.
Shadow Touched
See above.
Skill Expert
See above.
Telekinetic
See above.
Telepathic
See above.
HELPFUL CHART OR SOMETHING
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So, for those of you that are familiar with the formatting this may seem a bit strange. While normally, I like to pitch newcomer characters from whole cloth, in this case I want to make a moveset for a character that’s already in Smash. Specifically one of its oldest characters. Because characters in Smash Bros. tend to be highly, immutable, changes happen very slowly, a few in between years of development, and no character has ever gotten a true overhaul. It’s taken Ganondorf 15 years to get a few moves wholly distinct from Captain Falcon, and the inspiration is still entwined in the DNA of his kit.
So this is less, “here’s a character that I would like Smash to add, here’s how I think they would play”, it’s, “here’s a character that’s in Smash but I don’t think has a very authentic or accurate playstyle, here’s how I would change them”, or more accurately, “here’s how I think this character would, or at least could, play if they were added today”.
So, Samus Aran is a heavy, yet floaty and mobile, mid-ranger. She gets a lot of mileage out of her projectile game, but is not completely reliant on them like her easiest comparison Mega Man. She’s closer to a cross between him and Simon in true playstyle, as a lot of her moves contain narrow pathways that require good aim and spacing to get the most usage out of.
General Mobility and Mechanics
Most of Samus’ basic stats and base level animations should stay the same, I’m not out to change her idle pose, dash speed, weight or jump. However, one big difference between the real Samus and my Samus is that my Samus doesn’t crouch. Instead she goes into her morph ball form. This can work with the same number of frames that most crouch animations go into, or it could take a few frames more (no more than a few though), it shouldn’t impact things either way. What is important about the morph ball, however, is that it has a very, very low profile, one of the lowest of any crouch, and it also gives her access to a crawl, which is just her morph ball rolling around. This crawl is notable for having greater acceleration and top speed than her dash, only being slower at the start due to its lower burst speed. However, the morph ball should be more than an option, it is one of her default forms of movement.
Furthermore, her roll attacks should change to fit this, no longer seeing Samus enter her morph ball form, but simply flipping or dodging out of the way, similar to the dodge system from Other M, with frame data much closer to the average roll dodge. I would also give her a roll attack, similar to Terry, but with her rolls instead of her spot dodge. She would simply fire one small energy pellet forward, with a slight angle up, with similar damage and knockback to Mega Man’s jab. More about these types of attacks will be explained later.
Normals
Jab - Samus has a single hit jab, similar to Roy and Chrom. In it, she swings her arm cannon in a wide arc in front of her, representing the parry from Samus Returns. This move should have a very quick startup, 2-3 frames likely, and see Samus with partial intangibility while it’s active, making it a strong reversal option. Unlike Roy’s however, this attack sends opponents away, popping them far at low percents but not a whole lot farther at high percents. This makes it hard to follow up on, and furthermore, doesn’t do a whole lot of damage on its own, probably not more than the first hit of her jab already does. It is solely a tool for getting close ranged opponents off of you.
Forward Tilt - A reverse roundhouse, can be angled, basically the same thing that she already has.
Up Tilt - Samus swings the arm cannon above her head. Covers a wide area, but the animation should be a bit more reserved than the over the head splits kick she has. Pops the opponent up slightly and can be used to chain into itself at low percents with bad or no DI.
Down Tilt - While in the morph ball, Samus shoots forward a short distance, on par or even less than Cloud’s slide kick, with similar effects, popping the opponent up. The green accents on the morph ball can glow a little and leave a light trail to emphasize this as a reference to the Boost Ball from the Prime series.
Dash Attack - Identical to what it is now, I would maybe make the animation a bit more stiff to accentuate this as a Shinespark reference.
Neutral Aerial - Samus tucks in and spins, similar to her Screw Attack but without the blue electrical effects. Hits once and knocks opponents away.
Forward Aerial - Samus aims forward and shoots three uncharged shots, the first two naturally combo into the third. The third launches, though doesn’t kill until high percents.
Backwards Aerial - Samus aims behind her and a missile. It travels a short distance before exploding, kills at mid percent.
Up Aerial - Samus straightens her body out and fires an uncharged shot straight up, it doesn’t go far but it launches straight up, meaning in air-to-air fights it could KO off the top.
Down Aerial - Samus punches below her with her arm cannon. If the tip of the move connects, and only if, the end of the cannon explodes as Samus fires a point blank missile, and spikes (this does not count as a projectile). Otherwise, the move just sends out.
Throws
Grab - Samus retains her tether grab utilizing the grapple beam. The only thing I would change is that the grapple should come out of the gem on the back of her hand as opposed to the arm cannon, to emphasize the fact that these throws are now proper grapples instead of swinging people around with the grapple beam.
Pummel - Samus shoots the opponent with an uncharged shot from her arm cannon. These shots can be spammed very quickly, though do little damage.
Forward Throw - Samus spins the opponent around to put them in a headlock, then blasts them in the head with a charged shot, sending them flying.
Backwards Throw - Samus takes the opponent in her one hand and spins and hurls them backwards. This is a kill throw at mid-high percents.
Up Throw - Samus tosses the opponent up and shoots them out of the air with a charge shot.
Down Throw - Samus throws the opponent to the ground and steps on them, letting loose two uncharged shots and then a charged shot, doing by far the most damage of all her throws.
Smash Attacks
Forward Smash - Samus leaps and rolls back then fires a charged shot in the area in front of her. This charged shot travels fast, fast enough to be comparable to a melee smash attack, though in turn the projectile doesn’t go far, especially considering she jumps back before firing. The total range is about that of Olimar’s forward smash with a purple pikmin, from her starting position. Because she rolls back, this is capable of crossing up and hitting opponents behind her.
Up Smash - Samus leaps and rolls forward, firing a charged shot straight up as she moves. The charge shot moves just as fast as her fsmash, and stops just below the top platform on Battlefield.
Down Smash - The morph ball glows yellow and begins spinning on itself. When the button is released, Samus releases five bombs from the morph ball, which fly up slightly and then scatter on the ground around her. These bombs explode when they come in contact with an enemy, shielding or no, or after half a second of being released. On their own, these explosions don’t do much damage, but if the opponent is caught in three or more they will be launched like a normal smash attack.
Specials
Neutral B - Aim Stance - Samus widens her stance to firmly ground herself and stops moving. Pressing B again ends the stance immediately, upon which any action can immediately be performed. Jumping will also cancel the stance. While in the stance, the control stick can be used to aim Samus’ arm cannon in a complete 360 degree circle around herself. Pressing the A button will have Samus fire uncharged shots from her arm cannon, with a maximum charge time of a second. These uncharged shots do scratch damage and do little more than flinch the opponents, but can be rapid fired to fill the space between Samus and her aim and make approach harder. Holding and then releasing the A button will have Samus charge a shot, the longer a shot is charged, the more damage it does, the faster it travels, the further it knocks back, and the farther it goes. If the shield button is held, then Samus’ arm cannon opens up, and when the A button is pressed she instead fires missiles. Missiles can’t be fired as rapidly as uncharged shots, move slower than charged shots, and don’t go quite as far, though they do go farther than uncharged shots, but kill very early. If a missile is charged for the length that it would take to max charge a shot, Samus shoots a super missile, which has all the properties of a regular missile but can kill as early as 50% on midweights.
Side B - Plasma Beam - Samus aims and fires her plasma beam, which is shown as being a glowing green and having several wavy strands. The attack can be charged by holding the button, it can be shield cancelled but the charge cannot be stored. While charging, the shot can be aimed, but it’s limited to a 140 degree range, 70 up and 70 down, in the direction the attack was done in. The plasma beam passes through all objects on the stage as well as items and enemies, multi-hits and launches, capable of killing at high percents. It also travels the farthest of any of Samus’ projectiles. However, the move also has the most startup time of her projectiles, even for an uncharged shot.
Up B - Screw Attack - Not much change from the real version of this move, I would just want the attack to travel forward more and have more of an identifiable “arc” in its movement.
Down B - Bomb - Samus drops a bomb in her morph ball form. Unlike the real version of this move, this attack should have little to no startup or recovery, and the bombs also shouldn’t be affected by gravity. They explode when they come in contact with an enemy, or have been active for a second and a half. And if the explosion hits Samus, then she’ll be bumped up in the air slightly in her morph ball form. If the attack is performed in the air, then she enters her morph ball form where her aerial movement is replaced with the same mobility as she has while rolling on the ground, but in this form she cannot use her recovery, double jump, or fastfall. This mode can be exited before touching the ground by hitting up on the control stick whereupon these options are returned to her.
Final Smash - Queen’s Nest
Samus jumps back and fires a large plasma beam shot forward and slightly down. This covers a wide area in front of her, though doesn’t have much vertical coverage. All enemies that are hit are put in a cinematic where they’re knocked back into a dark, green cave filled with glowing eggs. The Queen Metroid appears behind them and chomps them all down. Samus runs in after, turning into her morph ball form and diving down the Queen’s throat before laying a Super Bomb in her stomach, which explodes, destroying the queen and launching all the characters hit.
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M&M 3e stuff
A collection of some of my M&M 3e hacks and houserules and stuff, subject to arbitrary revision. Free to use.
Feeling confident about:
Flight now costs 3PP/rank. I understand it’s an iconic, common power, but M&M is otherwise doing a decent job on being a balanced* system, not a system that discounts powers for being famous! Also, it has six suggested drawbacks, two of which made it better than other printed powers.
“Sustained” modifier is a -1PP/rank modifier when taken on defenses. Sustained versus Permanent is reasonably close on things like Enhanced Strength, where you might want to power stunt it into something else, and you aren’t attacking anyway if stunned. Sustained Protection is a much worse drawback, because you’re flimsy if you stunt it, and you still want the Toughness save when stunned.
Restraints can restrain noncontiguous movement powers too. If you attempt to use a noncontiguous movement superpower (henceforth “Teleport”) while tied to an object, the object comes along and you must have enough weight capacity to bring it, or else the power fails. If you are merely tied up, you can teleport as you wish but the ropes come along and you’re still tied up on arrival. If you attempt to teleport while restrained by an enemy super with Snare or a similar power, you need to win an opposed power check.
The Precise power modifier lets you teleport out of restraints. (Harsh GMs: Selective instead.)
Growth penalizes accuracy. Shrinking raises accuracy. Amount is the same as the respective penalty/bonus to active defenses. This way two large or two small characters retain the same relative chance of hitting each other, and Growth is slightly less OP.
Swimming is replaced by Speed (Limited to water, -1/rank). Thus it costs 1 point per 2 ranks, not 1 per rank. Really, why does the super Swimming power even exist as written when it costs the same as Speed? Super Speed increases your ground speed rank; default swimming speed is calculated based on... your ground speed rank.
Tentative:
Increased Range 1 is only bought once for Linked power sets. Fixes an issue where characters wanting Linked-at-range were encouraged to take Linked Close Range powers and then Elongation to increase their “close” range, since this was much cheaper than two Linked Long Range powers.
Expertise skills cost 1PP/4 ranks. This was the cost for all skills in 2e. 3e doubled the skill cost while merging several skills and eliminating several others, but didn’t change Expertise, which omnidisciplinary characters are likely to have several of. Such characters could arguably be modelled with Enhanced Intelligence (Limited to Expertises) instead, but I think that points back to an argument that Expertise should be cheaper to compare.
Flight has a 3PP surcharge on the first rank. The gap between “not flying” and “flying” is a good deal larger than between “flying” and “flying faster”.
The autohit function of Increased Range 2 can be bought on Close attacks for +1/rank. So-called ‘perfect attacks’, to paraphrase Exalted, should be relatively rare, but they should exist. (Mind-reading where the target is about to move is a possible excuse for a perfect attack, but it’s also an opportunity to have a rare melee attack that rolls to hit against Will defense rather than Parry.)
Swinging around a truck or other large object lets you Power Attack by an amount equal to its mass rank. Provides a little bit of use case for a super-strength character to pick up a truck and hit something with it, rather than merely use his super-strong fists.
Antagonists only:
The Grab condition track gains a third stage, Swallowed. A swallowed character is immobilized, disabled, defenseless, and has total cover. Possibly cut your way out of the giant monster as in D&D3e, but that has too many variables to deal with here.
PL X superweapons that would have ‘instakill’ damage on a direct hit can be modelled as PL near party and Alternative Resistance: active defense, to represent the fact that Toughness won’t protect you, getting out of the way will.
*I’m well aware you can break the game with Transdimensional Sniper-Artillery and Quickness-Inventor free action devices and a few other things. I’m still impressed by the overall high ratio of build options to broken builds given the genre.
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Items Master Post
(( Below, you will find a full list of all the items The Merchant offers. He also accepts custom commissions if your character so desires. Anyways, make sure to keep checking back to this, as the menu will surely update with new wares down the line! This post may also hold items not normally seen on the menu seen here, as these are ALL the enchanted items that The Merchant has! ))
Cloaks and Capes:
Cloak of Fashionable Defense (50g):
“This hooded Cloak made of silk and metal fibers can change to whatever color you want it to be, and can harden to deflect most blades, arrows, and even bullets.”
Cloak of Mirrors (50g):
“This shimmering, semi-translucent cloak almost looks like it can reflect whatever is around it. The wearer gains resistance to magical effects on their person, and their perception is heightened.”
Cloak of the Thief (25g):
“This cloak is rather small, and a shade of dark brown. When the wearer wills it, the cloak will envelop the wearer in a shroud of invisibility for five minutes, or until cancelled.”
Cape of the Gargoyle (25g):
“This simple grey cloak appears unassuming. Three times per day, the wearer may assume a form like that of a gargoyle. The wearer becomes completely still, has the endurance of stone, and otherwise seems like a statue. Optional variants include other stone objects.”
Jewelry:
Amulet of Health (30g):
“This amulet is gold, with several rubies set into it. When worn, the wearer’s body becomes much hardier and more resilient. Wounds don’t bring you down as easily, and diseases are less effective. You essentially become the perfect picture of health!”
Ring of Farspeech (15g):
“These intricate loops carved of solid marble with an emerald inset will let the wearer send a brief message to anyone they know well on this plane of existence.”
Ring of Mage’s Armor (25g):
“This gold ring has amethysts set into it. When the wearer wills it, a shimmering barrier floats just an inch above their skin, temporarily providing resistance to magic during the duration.”
Bracelet of the Dancer (15g):
“This bracelet appears to be formed out of jingling, rainbow-colored beads on a thin loop of fabric. When the wearer wills it, their movement becomes smoother, more natural, and their reflexes become much faster.”
Ring of the Mute (15g):
“These rings are specially crafted for Void-users. While wearing this ring, the dark whispers shall become much more muted, allowing for greater mental focus.*”
Amulet of Spectral Warding (20g):
“This beautifully-crafted jade amulet gently deters restless spirits when worn. Great for haunted sojourns. Warning: Does not work on actively hostile spirits, or on particularly powerful ones. *Disclaimer: Void spells are significantly weaker while the ring is worn. Use Void responsibly.
Necklace of Mind Shielding (30g):
“This necklace is a metal chain, bearing a symbol of a shield on a medallion. While worn, this amulet helps protects your mind from being influenced by outside magical sources. Such effects include, but are not limited to: mind reading, emotional influencing/suggestion, mind control, and more!”
Armor and Apparel:
Spellbreaker Fullplate of Quel’Thalas(100g):
“This set of fullplate armor, designed specifically for an elite quel’dorei warrior, is amazingly protective against magic of all sorts. It resists attempts to transmute its material, mental attacks, evocation spells, necromantic effects, and so much more!”
Commander’s Fullplate (100g):
“This set of fullplate armor, designed for the charismatic in mind, is perfect for those who lead by example. It increases your strength and hardiness significantly while worn, it also shares this benefit with those around you who look to you for leadership! Amazing for the front-line leader, and any allies they may be fighting alongside.”
Survivalist’s Set (80g):
“Crafted out of ettin bone, kodo leather, and clefthoof fur, this enchanted suit of armor is everything the rugged survivalist needs to thrive anywhere from Tanaris to the Storm Peaks. Enchanted to have greater resistance to the elements, physical blows, and grant greater perception. This will keep your insides, inside, as well as protecting you from both blizzards and sandstorms.”
Gauntlets of Ogre’s Strength (25g):
“These heavy leather gauntlets with stone studded into them are ugly, but functional. The wearer’s unarmed attacks are stronger, and their attempts to push, pull, crush, throw, or lift something are stronger.”
Boots of the Marathoner (10g):
“These boots have stylized wings emblazoned on the sides of the heels. The wearer can sprint faster for longer periods of times, and recover their stamina faster.”
Belt of Knives (15g):
“This black sash has five scabbards for daggers. Once a dagger is put into a scabbard, it disappears until the wearer calls for it, for which it reappears in their hand. Each scabbard can ‘hold’ up to ten knives at a time.”
Cap of the Untraceable Scout (15g):
“This leather cap is simple, almost commoner-looking. The wearer leaves no tracks, and their steps are silent while wearing this cap.”
Shields:
Shield of Defensive Measures (25g):
“This adamantine kite shield is rather plain, except for its shininess. When held in one hand, this shield will automatically detect incoming blows and move to intercept them. This does not work for spells or magical effects.”
Shield of Dragon’s Breath (75g):
“This large shield has the visage of a terrifying dragon on the front of it. When the wielder wills it, and it has not done so recently, the dragon’s visage will come to life with a mighty roar and breathe fire in a thirty foot cone in front of it.”
Shield of Shrieking Horrors (25g):
“This metallic kite shield has a gaping skull’s maw etched into it. When the wielder wills it, and it has not done so recently, an ear splitting screech emits from the shield, bursting the eardrums and stunning most foes within fifteen feet of the wielder.”
One-Handed Weapons:
Thorium Warhammer of Hasteful Destruction (30g):
“This warhammer can be wielded in one hand, and it has blocky engravings in the head. When wielded, and it is willed, the wielder can strike three times in the space of time it normally takes to make one strike. Each of these strike does more destructive force than a normal swing does.”
Adamantine Dagger of the Hunter (30g):
“This dagger looks as if the blade was forged out of a reflective, obsidian-like metal. When it comes into contact with blood, the wielder can see where the source of that blood is at that moment by gazing into the blade’s surface. Excellent for tracking.”
Mithril Rapier of the Elegant Flame (50g):
“This elegant mithril rapier has incendiary designs etched into the hilt. When the wielder wills it, the blade grows red hot, melting flesh as well as piercing it.”
Shortsword of Flexible Hiding w/ Belt of Hiding (30g):
“This sturdy shortsword comes with a leather belt with a hidden loop around its entirety. Instead of a scabbard, the wielder can choose to activate the sword’s enchantment which lets it slide around the belt like a snake. Alternatively, in combat, the wielder can choose to activate this enchantment to hit over shields.”
Handaxe of Bleeding (15g):
“This handaxe is serrated, and looks almost malevolent. When the wielder hits someone with the handaxe’s head, the metal draws blood out of the target, making only a few strikes necessary before the target is bled dry.”
Throwing Knives of Seeking (1g each):
“These well-balanced throwing knives appear unnaturally keen and sharp. Before it is thrown, the wielder chooses a target. The knife will then correct it’s own course of flight as needed to hit that target.”
Two-Handed Weapons:
Thorium Warmaul of Crashing Thunder (50g):
“This hunk of shaped thorium on a steel handle has carvings of thunderclouds. When the wielder wills it and slams the head into the ground, a cascading wave of force rolls forth like a thunderclap. Enemies are rattled and pushed back. This ability cannot be used more than once every five minutes.”
Longsword of Reverberations (50g):
“This longsword appears unremarkable, until swung, and then it practically sings with hums of power. When it makes contact with an object, the wielder can choose, in that instant, to make the singing sword reverberate with sonic energy until the object it hits sunders like glass.”
Battleaxe of the Northern Tundras (50g):
“This two-sided axe is cold to the touch. When wielded, the wielder can choose for ice crystals to spread over the head of the axe, freezing the blood of whatever it hits.”
Ettin Cleaver (150g):
“Seven feet long and four feet wide, this thing was too massive and heavy to be called a sword. It was, indeed, a heap of raw, enchanted thorium. Normally weighing 400 lbs, it was enchanted to weigh a comparatively meager 80 lbs. When wielded, it drastically increases the wielder’s strength, their ability to sustain blows, and their speed. This is a berserker’s weapon, and it is the creator’s crowning achievement.”
Ranged Weapons and Ammo:
Starlight Longbow (50g):
“This ashen longbow strung with spider silk is suited for the ranger who seeks dangerous game. Whenever the bow is pulled back without an arrow, the bow’s magic creates an arrow of pure force to launch at an enemy. This arrow does not pierce; rather, it causes tremendous blunt force damage.”
Stalker’s Crossbow (50g):
“A simple-looking heavy crossbow, with a scope and an eye under crosshairs etched into the stock. While plain-looking, its enchantment is a boon to any hunter. When you look through the scope at a living thing, the thing’s ‘weak points’ (the spots you can shoot for instant or near-instant death) are seen as glowing to you. The longer you stare down the crossbow’s scope, the more accurate the next bolt you fire at that being will be.”*
Hand Crossbow of Poison (30g):
“This hand crossbow, fitted with a pistol grip, is made out of wood, and reinforced with Silithid chitin. When one command word is spoken, the crossbow’s primary enchantment activates, coating the loaded bolt with a deadly, fast-acting poison that causes great pain to the target. When another command word is spoken, and the crossbow’s secondary enchantment activates, instead coating the bolt with a numbing poison that drastically slows down the target’s locomotive skills, if not outright incapacitating them.”
Arrows/Bolts of Elemental Detonation (5g each):
“Each of these pieces of ammo, after being fired from their respective ranged weapon, will explode in an elemental outburst of your choosing: fire, acid, ice, lightning, or force. The burst is a ten-foot-wide radius around the first solid object it strikes.”
*Disclaimer: Does not work on undead.
Staves:
Staff of the Firelands (50g):
“This staff is not made out of wood. Rather, it is made out of molten rock and warm obsidian, yet it does not burn the wielder. Infused with reagents procured from the Firelands, a practiced caster can conjure fireballs and waves of pyroclastic power with it. Not to mention, any fire spells cast through this staff are empowered!”
Staff of the Abyssal Maw (50g):
“One half is covered in scales not unlike a great fish, with writhing tentacles at the tip. The other half is made purely of ice colder than sin, but the wearer remains unaffected. Infused with reagents procured from the Abyssal Maw, storms of sleet and whirlpools are a factor your foes will need to account for when you wield this staff.”
Staff of Deepholm (50g):
“This staff is a roughshod stick of stone, with various metals and precious gemstones sticking out of it at random angles. It’s heavier than buyer’s remorse, but for one of sufficient strength, this staff is second to none. While earth-styled spells are NOT empowered when wielding this staff, it is heavy and amplifies its kinetic output when swung at soemthing. A great gift for the monk in need of a new weapon!”
Staff of Skywall (50g):
“When holding this rod of white metal that’s lighter than air, you feel as if it’ll fly away with the wind if you don’t keep a tight hold on it. On the top of this staff is a sky-blue orb that constantly crackles with static electricity. With this staff, thunder storms and gale-force winds conjured by you will decimate your enemies. Lightning and air spells are amplified when using this staff.”
Staff of the Abjurer (30g):
“Overwhelming power is great and all, but pure offense isn’t going to protect those close to you when it comes down to it. For those situations, this staff exists. This oaken staff is simple in appearance, but invaluable when it comes to making shields, barriers, wards, and the like. Protect yourself, protect those close to you.”
Wands:
Wand of Hidden Doors (30g):
“This wand is invaluable for spelunkers of ruins. When this wand of discreet black wood is used, it floats up into the air, and points to the nearest trapdoor or hidden entrance.”
Wand of the Spider (25g):
“For bounty hunters, this wand makes your life a cinch. When this wand is used, magical spider webbing is sprayed from the tip to encapsulate the thing of your choosing. Only works within close range.”
Wand of the Twin Masks (15g):
“Want to put that frown upside down, or vice versa? For that occasion, this wand exists! Flick it to the right at someone, and it causes them to smile uncontrollably. Flick it to the left, it causes them to frown intensely.”
Wand of Grease (15g):
“This wand seems a bit slippery. Flick this wand upwards, and a spray of grease will spew forth to cover others, and making the ground VERY slippery. Warning: Do NOT bring the substance anywhere close to an open flame.”
Wand of Cleanliness (10g):
“Made a mess? Not a problem! This wand can clean up any mess of small size. It dusts up your valuable antique selection, it wipes up spilled liquids, it cleans stained clothing and armor, it even clears away rust! Warning: Does not reassemble broken objects.”
Wand of Reassembling (15g):
“Broke your favorite vase? Your wagon wheel broke down and you’re miles upon miles away from civilization? The Wand of Reassembling is here for you. Activate its magic while pointing it at the object you want fixing, and a beam of magic will leap from the tip to fix the singular break on the object you want. Warning: Does not heal people.”
Miscellaneous:
Living Chef (75g):
“Can’t cook a meal? No problem! With this set of cooking tools imbued with the knowledge of cookbooks from all over Azeroth, never go hungry again! Simply say the command word of your choice where it’s meant to cook, give it supplies of your choice, and let it go! Takes requests and adheres to allergies. Can be used on the road!”
Scribe’s Set (50g):
“This set includes an floating inkwell that never runs dry, a quill that can write in arcane scripture, a blank spellbook, and a coin that can transform into a full wooden desk and chair. Perfect for the caster on the go, or as a gift for your magic-inclined friend or apprentice!”
Mage’s Hammer (10g):
“This tiny jeweler’s hammer, when used to lightly tap an enchanted item, sends the information of what that item does directly to the mind of the user. Great for an adventurer going through their spoils!”
Gryphon’s Bridle (30g):
“This black bridle can be placed on any ground mount, from horses to nightsabers to kodos and worgs. It automatically shrinks or enlarges for a snug fit. When the rider wills it, their mount will get to fly for five minutes. Great for when things get hairy in an adventure!”
Satchel of Holding* (25g):
“An adventurer’s best friend. This satchel holds more than its simple exterior suggests, able to hold up to 500 lbs of items! Keeps your blades from rusting or growing dull while inside, and keeps your proof of kills from spoiling! A must-have for any traveler.”
Glasses of Translation (20g):
“A must-have for both bureaucrats and merchants. When worn, the following languages (when read) are translated into Common for the wearer: Draenic, Thalassian, Darnassian, Gnomish, Dwarvish, Gutterspeak, Orcish, Goblin, Zandalari, Taurahe, and even Nerubian!”
Pipe of Insight** (35g):
“An excellent tool for the student pressed for time, or for the researcher on the brink of a discovery. When any material is lit in the pipe, and then smoked for five minutes, the smoker feels great mental clarity, and their body rejuvenates as if they had a full night’s rest. The mental clarity lasts for four hours.”
Quiver of Swift Strikes (25g):
“This quiver, beautifully decorated with kaldorei etchings and made of mithril and ash wood, has two compartments. One can hold up to sixty arrows, and the other can hold up to six bows or staves!”
Goggles of Revealing (25g):
“An illusion! What are they hiding?! Now, with these stylish goggles, you know exactly what! When worn, it peels past illusions to reveal to you the truth!”
Statuette Roulette (5g each):
“Feeling lucky? Purchase a random statuette! When you’re outside, go ahead and say the command word that comes with it, and it’ll spring into a real life animal! If you’re lucky, you might win a prize-winning mount!”
Rod of Absorption (30g):
“Feeling frustrated at casters? Quick with your hands? Then this foot-long metallic rune rod is just for you! When it comes into contact with a projectile spell, the runes activate, and absorbs the spell. With a flick of the wrist, the spell is flung in that direction! Can only hold one spell at a time.”
Glove of Spellstoring (50g):
“An excellently-woven silk glove. Whenever a caster begins a spell, they can instead choose to store it inside this mana-woven glove. The spell can then be released instantly at a later date.”
Backpack of Hauling (75g):
“The Satchel of Holding’s big brother. Each compartment on this multi-faceted backpack is its own miniature satchel of holding, the smaller compartments holding up to 150 pounds for each of the eight, the medium compartments up to 700 pounds for each of the four, and the one main storage space can hold up to a whopping 2,000 pounds! Altogether, this backpack can hold up to an amazing 6,000 pounds of stuff!”
*Disclaimer: Do not put living things inside the satchel of holding. They will suffocate due to the lack of air.
**Disclaimer: The Pipe does not replace the need for actual sleep. Please do not use more than once every three days.
Spell Scrolls:
Attribute Scrolls (15g):
“Sometimes, a shaman’s blessing can be costly, or outright unavailable when you need it most. Look no further, dear customer! Our Attribute Scrolls have exactly what you need to enhance a part of yourself to see you through your current trials! Hold aloft, shout one of the following words, and that attribute of yours will be increased: Intellect, Strength, Endurance, Speed, or Spirit. Only one attribute can be raised at a time, and the effect lasts for ten minutes.”*
Armor Scroll (25g):
“Sometimes, shields and armor just don’t cut it. When you’re staring down a dragon’s breath, the last thing you want to be worrying about is if an ally can cast a barrier around you in time. Worry no longer, for our Armor Scrolls have your back. Simply hold it aloft, shout ‘Protect!’, and a very durable magic barrier forms around you for thirty seconds. Use when you feel that a lot of hurt is coming.”*
Scroll of Recall (30g):
“Sometimes, the best-laid plans still fall to ruins. When the worst has come to pass, don’t worry: Our Scrolls of Recall have your back. Before you head out on your next adventure, just hold the scroll aloft and say ‘Set’, and when you wish to return, say ‘Recall’.”* **
Scroll of Fireball (30g):
“Ever wanted to throw fire without all that need for ‘practice’ or ‘education’? Look no further! Hold this scroll aloft and unrolled, announce ‘Fireball!’, and then throw the fireball as if it were a weightless ball! Warning: Has ten-foot explosion radius. Do not cast at a location within ten feet.”*
*Disclaimer: All spell scrolls are one-use items. After they are used, they will turn to useless magic ash.
**Disclaimer: Do not ‘Set’ in a cramped area, or in a place with heavy foot traffic. Upon purchasing a Scroll of Recall, you agree to a verbal contract that you nor anyone you know will take legal action against Death’s Door for the crime of telefragging.
Potions and Oils:
Potion of Healing (10g):
“An adventurer’s back-up plan never tasted so sweet. This red liquid, when drunk, heals most of the user’s wounds! Now tastes sweet, rather than bitter! Warning: Does not regenerate limbs, eyes, or brain matter. Do NOT use on plant life.”
Potion of Mana (10g):
“A caster’s insurance plan. This blue liquid, when drunk, it restores some of the user’s magical reserves, allowing them to cast more spells! Now with half the bitterness, and half the ‘cooldown’ time!” Warning: Do not use more than one mana potion every one hour.
Potion of Speed (30g):
“Need to get somewhere in a hurry? Not a problem! Just drink this golden swirling liquid with streaks of black inside, and you’ll find yourself able to tap-dance across the battlefield! Be faster, react quicker, and think faster! Effects only last ten minutes. Warning: Do not use with drugs.
Phial of the Hero (60g):
“There may be times when your back is cornered, when you’re all out of options. For those situations, this potion exists. A tiny phial, with a liquid inside that glows all the colors of the rainbow and is an almost blinding white. When imbibed, the user’s wounds are healed and their magic is restored, with a regeneration effect for both. They become physically and magically stronger, tougher, faster, better by a very significant amount for a short time. Do not use this lightly.”
Potion of Remove Curse (20g):
“Got a cursed friend? Perhaps they put on a cursed item, and now they can’t take it off? Not to fear! Simply have your friend drink this slowly swirling green potion or put it on the cursed item in question, and the curse will be permanently removed (if on a person) or annulled long enough for the item to be removed (if on an item). Warning: Does not work on very powerful curses. Does not cure the worgen curse.”
Alchemist’s Fire (15g):
“‘I love the smell of fire in the morning’. Now, you can enjoy it too. Simply remove the metal cap over the cork stopper, shake this fiery orange potion until it fizzes, and toss! Great for dealing with plant monsters, or wild animals. The fire is sticky, but does not spread.”*
Oil of Magic Enhancement (15g):
“Blade dulling? Armor rusting? Need magic arms or armor NOW? Look no further! Simply apply an oil of magic enhancement on a suit of armor or weapon, and the oil will spread, repairing dents, cracks, erasing rust, and will turn the piece into a magic item for the next five hours!”**
*Disclaimer: Death’s Door is not responsible for the loss of limb, life, or love that Alchemist’s Fire is responsible for. Upon purchasing Alchemist’s Fire, you have made a verbal agreement that you cannot sue or otherwise bring Legal Action against Death’s Door or any affiliates.
**Disclaimer: Do not put on genitals. Seriously, don’t. You’ll get cancer if you do this.
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Patch 4.4 Overview
Hello everyone! Patch 4.4 is releasing in just a couple of hours from now, so I thought I’d take the time to go over the changes coming along with it, as well as my personal thoughts on them. Keep in mind that for a lot of stuff, we lack very precise numbers, so I generally can’t go into specifics, though I’ll try my best regardless.
Starting off the patch, Kelp Dome is getting a renovation. There’s very little information on what exactly has changed, but it’ll most likely be in the style of the changes to Starfish Mainstage, The Reef and Blackbelly Skatepark last year, aiming to give the losing team more ground to work with in order to make a comeback.
The first set of changes to weapons in this patch are that a large number of Shooters will now be able to transition more quickly from swimming to shooting. It varies exactly how much faster from weapon to weapon, but it’s generally 1-2 frames faster. The weapons affected are Sploosh-o-matic, Splattershot Jr., Splash-o-matic, Splattershot, .52 Gal, .96 Gal, N-Zap, Splattershot Pro and Jet Squelcher (and all of their variants). This is a nice little quality of life change that will make playing Shooter feel a bit quicker and more responsive.
Additionally, Jet Squelcher now also gets reduced shot deviation while on the ground when using Main Power Up, in addition to its current effect. This change sounds potentially pretty scary, depending on how well it scales. Might be worth tossing on a main or two, if it has a meaningfully large impact.
L-3 Nozzlenose now paints the area around its feet more consistently. That’s another nice quality of life change that will serve to make it a bit easier to move around while firing for the smaller of the noses.
Flingza Roller is getting some pretty substantial changes, now reaching maximum speed while rolling half a second quicker, increased movement speed while readying a vertical flick with 11%, and the damage falloff of vertical flicks will now be less severe, with the range at which the flick deals 100+ damage being increased by 5% as a result. These are a lot of very nice buffs for what is generally considered one of the weakest weapons in the game, though it remains to be seen if this is all it needs to carve out a space of is own in the meta.
Squiffer, E-litre 4K and E-litre 4K Scope now get increased ink coverage from Main Power Up, in addition to the current effect of increased range. It remains to be seen how effective this is, but if it’s anything like Main Power Up on the Bloblobber it might make Main Power Up a really strong contender for your gear slots.
Undercover Brella now gains more benefits from using smaller amounts of Main Power Up. Not a lot to say here, really. Might make it worth running a couple of subs on your Undercover builds if you can find the space for it.
Ballpoint Splatling got hit with some pretty severe damage nerfs, dealing 4 less damage in short-ranged mode and 2 less damage in long-range mode. These changes really sting, as they mean Ballpoint will no longer be able to reach 33.3 damage using Main Power Up. Combine this with the Special point changes it received as well (more on that later) and it’s clear to see that they really intended to take this weapon down a peg, which shouldn’t be a surprise to anyone who has been keeping up with competitive Splatoon 2, as the Ballpoint Nouveau has been really dominant since it’s release.
For the final set of weapon changes, we’re dealing with the Splat Dualies, Tetra Dualies and all of their variants, all of whom now have smaller hitboxes on their shots. This change does not affect shots fired when standing still after dodge-rolling. It would seem to me that Nintendo thinks the Dualies are a bit too accurate on the move and are aiming to change that.
With weapons done with, we move onto Special Weapons:
Tenta Missiles can now start moving like normal 15 frames (a quarter of a second) faster after firing. This change seems to encourage using your Missiles in the heat of battle, which makes sense when you consider that most weapons with Tenta Missiles are rather aggressive and short-mid ranged. (Might still wanna round a corner first, though.)
Booyah Bomb received some hefty buffs, dealing 32% more damage and painting the area it lands on better. In addition, it now paints the area around the user’s feet when thrown, and the armor you get while charging now stays on you for an additional 15 frames longer after you throw the bomb. The Bomb also disappears half a second faster, but it also expands a lot quicker to compensate, resulting in it covering the same radius as before. All of these changes serve to make Booyah Bomb a much more deadly and immediate threat to everyone around the place you throw it. Additionally, it painting around your feet as you toss it and the armor staying active longers means you’re now less vulnerable while charging the bomb, and gives you more of a fighting chance in case someone decides to rush you.
The final Special change is another set of beefy buffs, this time to the Ultra Stamp. It now moves and turns better while continuously stamping, deals an additional 10 damage on the shockwave emitted when slamming down the stamp, and the shockwave around the stamp can now also destroys enemy shots and bombs, just like the stamp itself. Finally, you can now transition from a mid-air swing to continuously stamping 4 frames quicker. All of this is great stuff for the Ultra Stamp, making it a lot better at blocking shots and chasing down foes while being harder to outmaneuver.
There’s only one change to Abilities this time around, and that’s Ink Resistance Up now blocking damage from standing in enemy ink a lot longer. With 3 Mains and 9 Subs it’s now active 9/60 seconds longer than before. You probably won’t run a full setup of it, but this change will make it a lot more effective, and that’s always a positive. Might be worthwhile running a bit of it if you enjoy playing vulnerable weapons like Explosher or Splat Charger.
Finally, we have the Special Points changes, all of which are very heavily focused on weapons that are popular in the high-ranked metagame, to some extent or another:
H-3 Nozzlenose D: 200 > 210
Kensa Sloshing Machine: 170 > 190
Explosher: 200 > 210
Custom Explosher: 190 > 200
Ballpoint Splatling Nouveau: 200 > 230 (Yeowch! That’s one of the nastiest Special Point nerfs in the history of the game, and makes Ballpoint Nouveau one of only two weapons to have a 230 point requirement for its Special, alongside the Tentatek Splattershot!)
And that’s all of the patch notes that aren’t, like, bugfixes and stuff. There’s no word on whether we can expect the newly announced Sheldon’s Picks to return in this patch or if that’s further off in the future, so it remains to be seen. As such, thank you for reading, and remember to keep looking your best!
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Valheim
Warning! Spoilers of game included ahead. If you wish to experience Valheim without knowing much about it read no further. If you have played Valheim before and/or want to know my journey in the game continue reading.
So I did not know much about this game when I started. I looked on some streams to see what kind of game it was. Then I noticed my friend was inside the game on Discord and I wrote to him about it and the game was really starting to grow on him. Few days later I bought the game and me and my friend took the journey to Valheim together.
We got left of by some Valkyries or whatever the angel-like or so thing that dropped us off in the world is called. Then I think you could pickup stuff and that way got stone and some wood and you could do your first axe and/or stick. Cant remember exactly was sometime ago. A bird helped out by telling us about things in this strange world we had entered. Then we picked some berries and ate them for the stamina and health buffs you get from them. We continued hacking on wood and then it was time to find shelter because it got cold during the evening. We made a campfire and got roof on it and repaired our equipment. When the night was over we continued hacking on the nearby trees and scouted out a location for our base.
After building the base I think we went to the location of trophy and there we found our first stone Vegviser(I think it was called that) marked the location of the first boss. Yes you read right, we got bosses in this survival game! We continued farming the nearby woods and fixed food, gear and staying away from skeletons in the black forest that we also encountered this early on. Damn they hit hard! We then thought it would be best to go to the first boss because we had been farming quite sometime. My friend had already found the spawn location which was on another spot then the marked we had on map. We went to the spawn location and I got to check what was needed to spawn the boss. The stone was marked with a deer so I thought, maybe a deer trophy and I tested it and it worked. Cant remember really if I spawned him without help from friend or not but we both was ready to fight the boss. And Boy it was a big deer that spawned. So I stayed a bit far off trying to learn its attack pattern. My friend just stood there or near him. Here comes the sad part. Appears you can just block the attacks. So that was what my friend was doing, when learning that I entered the fray as well and blocked attacks. Hit. Blocked. Hit. Checked what way he was turning and then hit again. Basically that was it until the boss died. Which was quite lame first boss, but hey its a boss at least. We got the trophy from boss and took it to the trophy stones so we got a power Eikthyr that was really nice to have during long runs and/or climbs on mountains later on.
We then started our journey into the black forest and met some skeletons and trolls. The trolls was big and nasty. The first troll we met held a tree in his right hand and made large swings with it that I couldn't avoid. I think it was a one shot. On me that is. We then went into our first Burial Chamber. Here there was a lot of cramped space and you had to check twice before entering any of the rooms inside because they could be swarmed with skeletons. By swarm I mean like 2-3 but it felt like a swarm. We found some nice loot that we could then build some things in our base. We got back and built portal I think and some other stuff, then we continued on in the black forest and mined a lot of ore that we upgraded our weapons and axes with. Cant remember exactly when we found the Vegviser or whatever it was called that marked the location on the map. Appears the boss was on another island! By now we could build our first boat so my friend made that and then I got to steer the boat on our first boat journey.
Turns out steering the boat was a nice system. You can turn left and right with A and D and a indicator on how much you turn is shown in the game UI so you don't have to hold down the button to steer a lot which is nice. You can set speed in four steps I think. Back, paddle(one), two or three. That number is how much the sail is curled up or let loose. With three being full sail. Hard to explain but something along those lines. Okay so we went east and were out on water and then we came to a river that we wanted to try sail through because the second boss was on other side of a landmass so we tried. We hit some stones but all in all it went good and we got through. Then it got interesting. We continued and saw some new areas and we heard a strange sound. All of a sudden my friend just said on Discord “I died” and I was like “but how?” Then I saw a large mosquito flying hitting the boat, apparently it had one-shot my friend just because he was standing up in the boat. I tried my best to survive and get as far away I could from the bug. I was stressed out but I made it. Then I turned around and got most of my friends loot. I had to turn back and forth again three times until I got the important stuff because my inventory got cluttered with less valuable things. Then we decided I had to go opposite direction of boss to try rendezvous with my friend and so this journey continued. I got past some new scary looking areas and some black forest then appeared. I got hit by something big and scary though and after awhile the boat just got destroyed. I was in black forest and quite long away from our main base but I moved towards that location at least. During this time my friend was going in another boat to the west instead of east that we took before. I came to a Meadows(first biome) area and there I build a portal. My friend got the boat near me and we relaxed some. Then we continued the journey to the second boss. We got there finally after quite along boat trip.
Time for the second boss. So, Yeah. I got the job to figure out what spawned the boss so I tried all kind of stuff. Trophies, food and other stuff. Then I was about to give up when I asked my friend for advice. He had done it on other character. But I asked if the things on top of the pillars was a clue and he said that it was. I got back to base and then I noticed the things on the pillar resembled an item we had in our base. So I went back to the summoning place and tried it and it worked with the Ancient seeds. A huge tree spawned and we were in trouble. I held my distance trying to read what the boss did. Noticed he spawned many arms, tree arms that I didn't know what they did. But I got it when I closed on them that they hit hard. So tried to avoid those whilst getting closer to the boss. I did bad in the start and had to use healing potion. Then after sometime I got closer to him easier and got some hits in. We continued fighting and then he got down, without any of us two dying so that was nice. Got trophy and went back to trophy stones, his power was quite lame though. Faster/better woodcutting, hello? that is so situational. The one from first boss is so much better and versatile at least between those two.
We could then go into the next area which was a swamp, and boy it was so lame. We managed but it was so hard for me at least, my friend was bit better at knowing what the enemies did. I hate the poison blobs and it was annoying with the Draugr archers, especially the star marked ones hit so freaking hard. So we got a swamp key from second boss and we used that to enter some Swamp ruins and mined from ooze that contained leather scraps and ore. We then made few runs back and forth with that, but it wasn´t a major spot we was at. We then found our way to another swamp and built a base there, where we upgraded most of our gear from I think if I remember right. We also found the way to the third boss which was in another swamp, so we had to get there. We travelled and built a outpost with portal and then headed for the boss. There I had to try figure out again what it was and the hint from the runestone at the summon said something about “Burn its remains” or so and I tried with skeletal fragments and skeleton trophy which didn't work, also tried other things I had on me. I then went back to base and checked for something “bony” and found Withered bone, which I returned with and that worked. This fatty was so hard though. Around the location of the boss was a lot of water. So when the boss spawned minions and also spit out gas we were in trouble. The gas itself wasn't an issue cause we had resistance potions for that but in combination with the water that limited our movement and the adds and the boss itself it got quite hard to recover. The boss itself was probably not hard but all this in combination made it super hard. Also. A Wraith joined the party and I died. Then ran back, and my friend died too and ran back and I think we then took the boss after we died each one time. That sucked, because it should probably have been easier with more land around the boss. We got the trophy from the boss, which we turned in at trophy stones for physical damage resistance buff, and also some weird magical bone.
The weird magical bone could be equipped and the bird told us we could find silver with it so on to the mountains it was. It was so cold up there you had to use frost resistance potion or you would freeze and take damage. So we got some potions and ran up. Met some wolves that we killed and De big Dragons also which we shot down with arrows. The dragons hit hard with their attacks but when I learned that you could roll away on them it was quite easy to dodge when you saw them and you were ready. Which wasn´t all the time of course. We went over the first mountain. No way to boss. No silver. We then went to the second mountain. Same thing. No silver. No way to boss. We then took our boat on a journey and found another larger mountain, where we finally found silver. We then shipped that back to nearest base and smelt some and made weapons and upgrades. We then went ahead and found another new mountain where we found not one but two silver veins and one of those was big as hell. There we mined it all and was like “Do we really need this much?” my friend said second vein was the biggest vein he had seen also which was quite nice. We saved all the silver there and then went another way with the boat. There in the horizon we saw it. A huge mountain appeared an we were like “This have to be the boss mountain” when we climbed it. We got all the way to the top and scouted. This is a shot I took.
No silver vein. We saw no structures. So we moved to another top and then there it was. My friend saw it. A structure! I said “Where?” “Over there” he said. “Where I shoot my arrow” And I saw nothing, turns out it didn't render until I was bit closer. Inside that structure was the pin pointer to the next boss. We took the boat and went on our way. To the mountain. And boy was it a big mountain. Pretty much the same as the one before and it took sometime to get to the top. During this time and when we mined silver we had found some dragon eggs and both me and my friend thought that this had to be what you summoned the next boss with and when we got to the altar it seemed that both of us was correct. But. You needed three eggs! damn son. That was annoying but we had one egg with us and two of the other we could take on this mountain we was at so that was okay. We then spawned the big Mother dragon and fought. We had to shoot it when it was flying and it shot ice down on us that we had to roll out from. I rolled twice when my friend rolled one big roll but I thought it was safer to roll twice. We also ate frost resistance potions here. With our capes we had built from silver we didn't take cold damage from the weather though which I forgot to say until now. Back to the boss, we shot arrows on it when it was in the air and when it got down it bugged out sometimes. Its attack pathing was weird when I and my friend was on opposite sides of the dragon attacking it, it “spazzed” out. Jerked its head back and forth basically. But with that said it got dark and we had adds and I died from a star wolf and a werewolf that wanted to join in on the fun. We had the boss at 20% when this happened and that led to my friend dying too. All seemed lost. We thought the boss would de-spawn. But it didn't. so we got back and got our corpses and took frost resistance potions and fought on and the dragon finally died. We got trophy and turned that in at the stones, the power we got was that we could have tail wind on sails when sailing, which is quite nice on long sea journeys. We then built some upgrades and continued on to next biome.
We had already found the next biome before so we just went to a base with plains nearby and explored from there. The Deathsquitos(Mosquitos) was deadly but they didn't one shot us this time. Which was nice. We also met some furry large creatures that we killed, we could block these so that helped. They also dropped large meat that we could grill and get quite nice food buffs from. We also met a lot of goblins that hit quite hard too but without stars they was quite easy. You pretty much blocked at the right time so they got staggered, then you hit them few times and then blocked again. I was so bad at this but I am starting to learn. You also sometimes cannot block attacks from one or two star marked mobs, which is annoying. This depends on how strong your shield is I think. The ones with stars hit a lot. Suddenly I heard my friend. We were in luck. My friend saw the stone that pointed to the boss and apparently it turns out the boss was on the same island we were at! in the same area we now were in. Look at that! So we continued in that zone. We went ahead to the boss area and we think that we will spawn it with some totems. On the ritual altar there seems to be five slots available so we think you will need five totems to spawn him so we will try to gather that. We then went to a nearby village and tried to hunt some. Damn was it hard. A star marked berserker were going at my friend so we were out of luck, but my friend didn't die. I then died out of nowhere to a two star marked goblin that one shot me. So I ran back with full food buffs and rested and got my gear. You get a corpse run de-buff when you get your corpse that makes you almost invincible so I just spammed attacks on the berserker which then went down. Bam! Hurray for corpse run buff. We then went back to our Outpost 4, yeah did I mention we have 7 Outposts?. And we thought that we should build another base inside the plains so that we could sow some seeds on the new stuff we found, I think it was called Barley. At least the things we could make with the new ingredients were so huge so it would be worth it to have a supply of those materials inside plains. Other thing was fish that also gave pretty good buff so I did some fishing when my friend was expanding the base some. I think I finally got 20 something fish, but man it was boring in this game. Sometimes the fish wouldn't hook so it took ages and/or I had to move position and the fishing minigame wasn't that fun I think. You didn't have to do much but it was so slow and if you sent out the line to far the fish might escape, yeah I just didn't like it. But back to the plains, we were in our Outpost 4 base and prepared things to expand and make a Outpost near the fifth boss. But it got quite late so we were going to bed for the night.
We begun thinking we want a base in plains too so we would be close to the boss and also so that we could grow some barley. So we started building. When we had a shell my friend said “Wouldn't it be better to have it closer to the sea” and I could just agree. So we moved it closer to the sea and begun building. Which took quite sometime. We had stone walls and tree for roof. We also deconstructed Outpost 4 and went with all the mats to Plains base. Boy was it rough. You cannot teleport with some materials in this game, so we had to go by cart. And the cart gets stuck in terrain sometimes so you have to clear the area and sometimes go another way to be able to go forward. So yeah it was rough and after dying sometimes we got to the Plains base, phew! We then farmed some more totems and head for the boss cause we wanted to try it. I told my friend we should have fire resistance potions with us so we had that. Then when we were about to spawn the boss I didn't have full food buffs yet, but he said that I could eat during the fight so we spawned the boss. And Boy was it a boss. A large skeleton appeared that only had his torso and up I think. We began trying to fight. I was far off and he shot out a fire beam which from him and I rolled off, then he made a move with his hand and all of a sudden I took damage from no where. He had shot down meteors from the sky! My friend died from that or other damage. I went in for a hit, but he made area fire damage too sometimes, but apparently that did not tick for much damage so you could just stand in it my friend said. We continued trying to fight and he got his corpse and I died and we rotated like that, then we noticed the boss healed too and we just said. No. We wouldn't be able to take him like this. So we tried to get our corpses and then ran off to base. Seems the boss tried to follow us so we ported to our main base. I hope the boss doesn't ruin our plains base, but we have to see during our next gaming session.
So we started playing again and talked about what to do, the boss hadn't ruined our base, but he started following us when we went to it so it was hard to be there. We decided to build a little farm elsewhere so we set out with the boat. We built a farm some distance away from our main base. We did not see any Sea Serpents on our way over there. So we decided to go further west toward the end of the world, and soon we saw a Serpent and we killed it. It just dropped some meat, turns out you could make some pretty good food out of it, but nothing more. Then we went to try check out Mistlands which we had seen before and I was wondering what it could be. I thought it was a sea area only, and suddenly we had a area that was called Ashland. We went ashore and then built a outpost and started exploring, it was just small Surtlings there. Then we found a deposit that we mined of Flaming metal, that we wanted to see if it gave something new that we could build. So we began a journey to try to find a swamp with Iron in it, turn out the island we were at didn't have any swamp on it. We went with boat to any swamp we could find and set ashore there. My friend found some green things on tree that was glowing and tried to shoot on them, but it didn't do any damage. I tried to make a stair to it and hit with sword but no luck, a bit later he did the same thing but with axe and it worked. Turns out you could build a bow from it so we farmed some more and did that. We didn't see any Sunken Crypt here with Iron in it though, so we went to another swamp. That took sometime to find but finally we were there and my friend found a Crypt pretty fast that we made a small outpost outside and farmed some Scrap Iron. We did a smelter for the iron and I stood stomping there waiting for the 10 Iron to be smelted and then made a Blast Furnace. When I took up the smelted Fire Metal I was sad, it didn't give any new recipes..so sad. So next time we will probably try to cheese the fifth boss with bow and arrow, lets see how that goes.
We did a short session, where we took the iron back to base. We both had the Mother buff that change wind on the sails so that went quite smooth. We then upgraded some gear and grew some Barley for our food supply. My friend farmed some Lox for their meat also. Soon it was time to go to bed, so we decided to stop there without doing much more.
Today we farmed more food to prepare for the boss fight, and my friend fished some and I got some more Lox meat. Together with Barley we now had three large buffs, Lox meat pie, Blood pudding and Fish wraps I think. After thinking about it we then went to the boss, because with 300 frost arrows each we should probably be able to take down the boss by range. So we started the fight and drank a fire resistance potion each. We then fired arrows when we could and as soon as the boss raised its hand we knew the meteors would come down so then you could run in another direction with sprint and it was fine. Even though I was slow sometimes so one or two meteors hit me, at least it wasn´t lethal. My friend got most of the beams that he did, probably because he mostly was closer to the boss. We continued firing arrows from a distance and my friend went in for some melee hits here and there, thus also triggering the AOE effect that the boss did when you was close. I also went in for some hits with sword and it seems he was vulnerable to that kind of damage, or at least we though so. I mostly did damage with bow though. All of a sudden my friend said “Is that poison arrows?” because he saw a green trail from my arrow. I was like, “oh it probably is”. Seems the game took that automatically instead of my frost arrows when a stack was depleted. It was kind of funny. So we continued to hit the boss and even though it regenerates, we had the continued damage so in the end he got down. We did not die a single time during this try, which was very satisfying.
We now have roughly 80 hours in Valheim together, damn that went by fast. All in all it is a good game even though it is only in early access, so I hope that the team developing the game will be able to create a greater experience now when they have the resources to increase the team if they want to because of the many units sold. I had a blast. Some smaller things may be annoying, like enemies being inside rocks, which makes it harder to hit them. Or inventory equipment showing as grey bar instead of white fully repaired in certain slots. But that only happened once though. And as the game is in early access I can ignore the little faults and see the greater picture and still have a good time.
With that I want to end the post with a screenshot from the fifth bosses trophy. Enjoy!
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<p>New Player Experience + Quality of Life</p>
Thanks to diligent feedback from new beta players, and suggestions from our veterans, we have released a big update improving everyone's experience, no matter where they are in the progression!
New Player Experience
About a month ago we had an influx of new players, which provided tons of helpful feedback on how to smooth out their experience.
All new players are now given two starting avatars: a dual pistoleer for rapid-fire ranged combat, and a spear and shield avatar for stabby melee combat. This should give brand new players to find an avatar immediately that more closely fits their play style, or better fits the combat situation. Also, dual pistols provides increased firepower over the original starting avatar, with a single pistol.
To give new players more flexibility and strategic options, we have made all item types available to unlock in any order. Fancy yourself an archer? Go head, unlock it first.
Similarly, account upgrades, such as the voxel shop (buy items) and voxel smith (crafting) are now available through unlocks; previously you had to complete campaigns to earn them.
One of the first things players ask is "how do I move faster?" We have now integrated the answer to that question in our tutorial, by giving all new players the sprint trait immediately, instead of requiring an unlock. Similarly, we have made the movement speed modifier immediately available to unlock. Doctore, the trainer of gladiators, will even reward you for using your newfound speed with a pile of voxels.
Of course, as with all games nowadays, some omniscient voice needs to explain everything to new players, and for us that comes in the form of Doctore. We have added sixty new phrases to Doctore, finally teaching players how to aim their swing and how to block.
Quality of Life
We didn't forget about the veteran players either, with a boat load of quality of life changes. First and foremost, the ability to add new campaigns at any time, but at a cost, to incentivize finishing existing campaigns.
We have also added a bunch of sliders to options for controlling various graphical settings, audio volumes, and controls! Although we had basic options like graphics quality before, these expanded options will allow players to customize their experience precisely, down to the decibel!
One thing that has plagued newcomers and veterans alike is an issue that reduced spear and one hand sword damage. Those have now been buffed, and should be equatable to other weapons available in the roster!
Players frequently found aiming push and shield bash difficult, especially in higher latency matches. We have greatly increased push and shield bash "size" to facilitate aiming. You can push bosses off ledges like never before!
In a similar vein, we have now significantly boosted glory (point) earnings for various actions, such as fighting in melee against a stronger opponent, and knocking opponents off the arena, as seen above!
Some of our veteran players may not like this improvement much, haha, but we have made the AI a bit more aggressive against rangers. No longer can you snipe without punishment!
Last but not least, we worked a lot on smoothing out various networking issues. The game will now attempt to reconnect if a player is disconnected as they join a match, and avatars will no longer "vibrate" around when joining mid-match.
But most importantly, knocked down avatars are now correctly synchronized, so you no longer miss when attempting to hit avatars on the floor! How embarrassing to miss a knocked out target!
Are you ready to join the ranks of gladiators? We are always looking for new beta players! Join our Discord and ask for a key!
Not brave enough for beta? No problem! Wishlist on Steam!
Full patch notes are listed below!
Complete Patch Notes
New Player Experience
All players start with two pre-made avatars, dual pistols, and spear and shield. Both are automatically equipped with sprint.(Thanks Fllad, ClassicDeems, and JBelay!)
All new players now have spear, shield, sprint, and headshot damage unlocked.
All item types are now immediately available to unlock, in any order, giving new players more flexibility in what to focus on first. (Thanks Fllad, ClassicDeems, and JBelay!)
Account upgrades, such as the avatar slot, voxel shop slot, and voxel smith are now immediately available to unlock, instead of locked behind campaign completion.
Movement speed is now available to unlock immediately.
Added over SIXTY new phrases to Doctore, teaching new players each game mode, each weapon, and how to aim and block with melee weapons. (Thanks Fllad, ClassicDeems, and JBelay!)
Doctore now recommends equipping movement speed to new players.
Added movement speed quest to reward players for using movement speed.
Doctore's speaking causes other audio to be reduced.
Renamed critical damage to headshot damage, to avoid confusion.
Enemies in the training campaign no longer equip any avatar. They are limited to similar modifiers the player has, and usually very poorly chosen :-).
New players can now join custom matches, though not recommended.
Quality of Life
Players can create new campaigns at any time, at the cost of voxels. Cost is exponential to the number of incomplete campaigns the player has (Thanks Ami!).
Full control of volume in options!
Full control of post effects in options! (Thanks gxyooj and Xavier!)
Screen shake option. (Thanks Pancake!)
Can invert mouse in options. (Thanks Xavier!)
Can reverse left and right mouse buttons, Elder Scrolls style. (Thanks Xavier!)
Can no longer sell the critical upgrade, the voxel shop! (Thanks August!)
Electrocution isn't quite as bright anymore. (Thanks Mazur!)
Selling items no longer scrolls to the top of the page. (Thanks Pancake!)
Items in voxel shop will no longer have their prices increase over time.
Skins are now significantly cheaper, approximately one skin per victory. (Thanks Bubben!)
Reorganized unlocks page.
Full body armor now is visually apparent on the avatar, just like locational armor.
Combat
Spear damage increased. (Thanks Fllad!)
One hand sword damage increased. (Thanks Pancake!)
Throw weapon damage increased. (Thanks Bubben!)
Throw weapon velocity increased. (Thanks Bubben!)
Push, and shield bash traits are now much easier to land. (Thanks Pancake!)
Elemental effects now have a higher balance cost.
Locational body armor and full body armor now have a lower balance cost.
Arenas
Added team fortresses, making defending bases far more epic! (Thanks Mazur!)
Platforms now have dedicated player and flag spawn points.
Goal platforms now have dedicated goal area, instead of the entire platform.
Glory Scoring
In Flag Rush and Base Blitz, if the losing team scores, the amount of glory they earn is based on how far behind they are, giving the losing team a better chance to catch up.
Brutalizing (hits to knocked down or mid-air opponents) enemies now earns more glory.
Knocking opponents down now earns more glory.
Knocking enemies off the arena now earns more glory.
AI
AI are now more aware of what counters ranged weapons, particularly pistols.
AI is now more aggressive toward rangers.
Network Improvements
Joining mid-game will no longer causes other avatars appear to be jumping around at the speed of light.
Knocked down avatars now correctly synchronize, making hitting downed enemies much easier!
Less likely to be mysteriously disconnected while joining a match.
Other
Name/currency bar is now wider. Veteran players earned too much stuff!
Bots and bosses now have icons above their heads indicating as such. Removed old boss HUD.
Flags will no longer fall below raised platforms.
Avatar elbows less shaky, particularly with bow.
Fixed potential crash loading main menu avatar if assets have changed.
Fixed bug with quests starting above 0% complete.
Refresh button in custom matches now matches the one in campaigns (Thanks August!)
Removed other GIF recording options besides recording the player or none.
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Just a fun idea
How about you try describing your muses if they were in a RPG/MOBA like game, what are their strengths, weaknesses, best roles, abilities and so forth.....
I fancied the idea of doing it just for a laugh but it might actually show relevance to the muses in general.
For example with my own dork. Under read more due to length.
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Name: Dan.
Title: Defiant Demon
Class: Tank.
Ease of Use: Easy.
Description: This lone warrior of darkness focuses his efforts on annoying his opposition, prompting or forcing them into direct combat with him where most fall victim to his rage. His arrogance in victory makes him believe he does not need to rush forth with anyone else, when you have a demon on your side, who needs strategy?
Strengths: Higher than average health and defense stats, Terrifying burst DPS in a 1v1 scenario, Excellent Aggro potential.
Weaknesses: Much slower movement speed than other characters, Provides no active buff effects to allies, most abilities can be interrupted by attacks from other players..
Abilities:
Piercing Shadows: An instant long range AOE with a small DOT effect triggering on every opponent within line of sight, every 5 seconds the opposing player/s will suffer from this constant ‘bleed’ effect until Dan is defeated or they escape his line of sight, certain skills and abilities both from Dan and other characters will cancel out this power. It cannot be used again while someone is still suffering from its effects and enemies walking into range when the ability had already been fired off will not suffer with the DOT. 10 second cooldown but will not start until DOT effect ends.
Lure of Darkness: A single target long range ability that travels in a straight line with a 4 second charge up time, while it does no damage on contact, this ability is perfect for pulling enemy players into dangerous situations as victims will be pulled back a certain distance towards Dan, Using this in conjunction with Piercing Shadows is a common strategy. Aware players or faster characters will be able to naturally avoid this ability, Dan can be hit out of using this ability during startup. 15 second cooldown.
Spectral Dash: A 2 second charge up player controlled directional attack, Dan will burst forward enveloped in shadow and immune to regular attack during this brief moment before reemerging and delivering a swift upper cut with a small knock-back and moderate damage. This gives him the speed needed at times and allows him to further his aggression, it can also be used as an escape ability if he can get a moment to charge it up. Dan can be hit out of using this ability during startup, during the actual dash he can still be harmed and effected by other character abilities, the uppercut will still come out regardless if its targeted on open ground or at an enemy so caution is advised in terms of just throwing it out and leaving you vulnerable. It has a cooldown of 25 seconds.
‘Suffer as I have!’: His ultimate ability completely dependent on how much HP he has remaining, the less he has left the more damage he will do. Its an instant constant attack that continues for the duration, a whole 15 seconds. During this time Dan will begin a furious assortment of strikes and swipes and can still be moved about as normal, as such enemies never want to be facing directly in front of him during this active time due to the overwhelming DPS that will be received if they do. While capable of movement, his regular speed remains the same and cannot use any other ability during this time. So its easy for opponents at range to avoid and damage him at range if they have the means. This is an all or nothing attack as you will be unable to activate again for several minutes so choose your moment carefully.
Playstyle: Dan’s speed is often a problem at the start of the game as it’ll take him awhile to reach important areas or big battles, usually this means its best for him to choose an area to operate in and stay there, pushing forward slowly overtime towards opposing territories.
Dan is most comfortable when he is vsing one or two opponents, just slightly out of combat range, from here you should abuse your opposition with Piercing Shadows, Prompting them to either retreat or push forward to engage him, Join this with Lure of Darkness to force players to make a decision if they continue to teeter out of range, use Spectral Dash to give chase if its safe and maintain line of sight for Piercing Shadows to continue its damage. With his moderate DPS regular attacks and high defensive nature his only real threats are full squads of players, faster characters, characters with range or other Tank characters with buffing abilities.
Despite his claims of not being a ‘team’ player, Dan works best with teammates around him as his Piercing Shadows always being a risk for prolonged battles to enemy teams, this will force usually force them to back away or target Dan specifically to end his aggro. While Dan has higher defensive stats than some, without buffs or a healer a whole focused attack will bring him down quickly so having teammates supporting his advance will provide more hesitation to do such an act, in the right moments Dan will be able to stun lock opponents in group combat with the right uses of Lure of Darkness and Spectral Dash, giving teammates time to either pile on the damage on the same target or keeping a specific enemy from doing their own abilities.
His ultimate ability is best used in narrow areas to minimize chances of enemies escaping him, a corridor is a perfect example with them not being able to go around him without directly going into the fury of his swings, this is excellent for team pushes or even delaying enemy team pushes. Anywhere else in the open it’ll only be useful against a single target currently engaging with him, throw it out if you think your not going to win the DPS race. teammates with their own pulling abilities or slow down debuffs on enemies will help Dan possibly get more victims.
#OOC#Mun talks#(I spend way longer on this than I should have)#(But I find stuff like this fun to do)#(Feel free to follow the formula yourself and do your own version if you'd like for your muses xD)
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Fate and Phantasms #160
Today on Fate and Phantasms we’re making... wait a minute! Isn’t King Arthur supposed to be a girl?
Anyways, this faker is a Watcher Paladin and Monster Slayer Ranger to hunt down beasts wherever they may hide, as well as a Zealot Barbarian for his own Mana Burst skill and even bigger smites.
Check out his (god, it feels wrong using that pronoun) build breakdown below the cut, or his character sheet over here!
Next up: He might not be allowed at pride, but I’m not waiting a month to do another build.
Race and Background
Arthur may be from a different reality, but he’s still a Human, and since we need those ability scores more than any feats, this gives him a +1 to all abilities. You’re a Pendragon, so you’re a lil bit basic by FGO standards.
He’s also a Knight, getting proficiency in History and Persuasion.
Ability Scores
Unfortunately your mana burst can’t do all the work, so make your Strength as high as possible to swing your sword sword. After that is Charisma; you have a whole skill named after it, and I mean have you heard his White Day voice lines? Dude’s sexy. If you want to set off on an interplanar hunting trip, Wisdom is also a must. Your Dexterity also has to be pretty good, mostly for multiclassing, but also because sometimes you fight in a tuxedo. Sadly, this means your Constitution isn’t as high as we’d like, and you’ll have to dump Intelligence. I honestly don’t know how smart Arthur’s supposed to be, but we’re juggling a lot of balls here. The only things we could dump are intelligence and constitution, and he definitely doesn’t have a negative con modifier. If you’re really worked up about this one, just remember all his historical knowledge comes from another dimension, so it probably isn’t that useful in this one.
Class Levels
1. Paladin 1: Starting off as a paladin gives you proficiency with Wisdom and Charisma saves, as well as proficiency with Religion and Athletics. You are still a Pendragon, and I’m pretty sure a holy grail fits into your backstory somewhere.
You also get a Divine Sense to help you hunt down extraplanar beasts, and you can use your Lay on Hands as an action to heal a creature you touch as an action, healing up to five times your paladin level per long rest.
2. Paladin 2: Second level paladins get their Fighting Style, and Great Weapon Fighting makes your attacks more consistent by re-rolling damage dice that land on 1s and 2s. This adds up, especially when you start factoring Divine Smites. Yes you too can use up spell slots to deal extra radiant damage to your Excalibur’s attacks!
Speaking of, you can use Spells, preparing and casting them with your Charisma. We’ll go into more detail about which ones to pick when we grab a subclass next level.
3. Paladin 3: Upon taking your sacred oath, you become a Watcher, this plane’s bulwark against extraplanar threats. (I mean, CotTT hangs out in his own demiplane, Tiamat spends most her time in Imaginary Number Space, and Kiara’s from the moon... most of the beasts we’ve seen so far count.)
Once per short rest, you can Channel Divinity in one of two ways. You can use your Watcher’s Will to give your allies advantage on Intelligence, Wisdom, and Charisma saves. You can also Abjure the Extraplanar, turning extraplanar creatures who fail their wisdom save, running away for a minute or until it takes damage.
You also get your freebie spells, Alarm and Detect Magic. The former will prevent your camp from getting ambushed, while the latter will be very useful to track down that beast you’re tailing.
Once you find them, use Compelled Duel to keep them in sword range, or Protection from Evil and Good to even the odds if they go on the offensive. Also, smites. Smites are good.
4. Paladin 4: Use your first Ability Score Improvement to round up your Constitution and Charisma for stronger saves and more health.
5. Paladin 5: Fifth level paladins get an Extra Attack each attack action, making Excalibur’s victory a bit more promised.
You also get 2nd level spells, like the freebies Moonbeam and See Invisibility. Beasts do come with the tendency to transform for the climactic battle... I wonder if forcing them back into their less intimidating forms will actually weaken them?
Beyond the free spells, you can use more Smites, as well as Magic Weapon to make Excalibur a truly legendary weapon, adding +1 to its attack and damage rolls.
6. Barbarian 1: Changing planes to barbarian gives you your Mana Burst in the form of Rage, giving you several benefits: you get advantage on strength saves and checks, as well as bonus damage on melee attacks, and you resist physical damage. The downsides are; you can’t cast or concentrate on spells, the rage only lasts 1 minute, as long as you take or deal damage each round Also, you can’t use heavy armor. Hope you like a breastplate, because that’s the most you can hold onto here.
You also unlock your tuxedo, thanks to your Unarmored Defense, giving you a minimum AC based on your dexterity and constitution. I never said it would be good, but it’s better than nothing.
7. Ranger 1: Switching over quickly now, first level rangers get a free skill proficiency! Grab Survival to track your quarries, then use Canny to double survival’s proficiency bonus so you can track them beyond planar boundaries.
You also gain a Favored Enemy, a kind of foe that you have advantage on checks to track or recall lore about. Most beasts probably qualify as Aberrations in D&D, so go with that one.
8. Ranger 2: Second level rangers get another Fighting Style. Fighting in a tuxedo is pretty unrealistic, so let’s double down on the armor with Protection, giving you +1 to your AC in any kind of protection.
You also get another set of Spells that use your Wisdom. Thankfully Hunter’s Mark and Zephyr Strike don’t really care about your modifier. The former adds extra damage to every attack and makes tracking even easier than it already is. The latter only adds damage to a single attack, but it makes you able to ignore attacks of opportunity and move faster the one turn you deal extra damage. DW might not have given you a wind-based spiritron dress, but you can still make them work for you.
9. Ranger 3: Third level rangers get Primeval Awareness, spending a spell slot to sense various kinds of extraplanar and otherworldly creatures around you to make tracking down beast four a little easier.
Once you find it, you can use your skills as a Monster Slayer to take it down. Your Monster Slayer Magic gives you Protection from Evil and Good as a freebie, and you also gain two actual features! Hunter’s Sense is an action to determine a creature’s weaknesses and strengths. You can use this a number of times per long rest equal to your wisdom modifier.
You can also turn one creature at a time into your Slayer’s Prey, spending a bonus action to deal an extra bit of damage once per turn with your weapon attacks. It sticks to that creature until you finish a short rest.
Finally for your normal spell this level grab Searing Smite. It’s a smite, it sears.
10. Ranger 4: Fourth level rangers get another ASI, so bring your Strength up for stronger sword swings. Wielding the breath of a planet doesn’t mean anything if you can’t hit people with it.
11. Paladin 6: Your Aura of Protection gives you and allies within 10 feet of you a bonus to all your saving throws equal to your charisma modifier. Honestly this is super useful, you might want to think about doing this earlier. Or don’t, I’m not a cop.
12. Barbarian 2: Second level barbarians can make Reckless Attacks, giving you advantage on attacks for a turn in exchange for your enemies having advantage on attacks against you for the round. The smart thing to do is to smite them out of existence before they get the chance.
You also get Danger Sense, giving you advantage on dexterity saves if you can see them coming. You probably wouldn’t last long against Beast 1 if you weren’t able to survive a fireball.
13. Barbarian 3: Third level barbarians get their path, and as a Zealot you can put the fear of god into anything you fight. Your Divine Fury deals 1d6+1 extra radiant damage with each attack while raging, and as a Warrior of the Gods, you can be revived with magic without needing material components.
You also get Primal Knowledge to figure out an Animal Handling proficiency. Riding skill, checked off the list.
14. Paladin 7: Seventh level Watchers exude the Aura of the Sentinel, adding your proficiency bonus to your initiative, as well as the initiative of any creature within 10′ of you. With most beasts, attacking slowly means you won’t be attacking at all.
15. Paladin 8: Use this ASI to bump up your charisma for stronger spells and better saves. I’m still not entirely sure how we’re building Kiara yet, but rest assured those saves will be necessary.
16. Ranger 5: Fifth level rangers get an extra attack, but that doesn’t stack with the one you already have, sorry.
It’s not all bad news, though! You also get Zone of Truth from your Slayer magic, and Enhance Ability as your usual spell. The former forces humanoids to tell the truth if they fail a charisma save, while the latter just makes whoever you cast it on better in one kind of ability check for the duration, giving them advantage for the duration.
17. Ranger 6: If a Beast isn’t an aberration, it’s probably a Monstrosity, so grab that as your second Favored Enemy. You also get another Deft Explorer perk, Roving, which gives you an extra 5′ of movement speed, as well as a climbing and swimming speed. Since you’re never getting a summer version, it’s important that you can keep up with your female counterpart as-is.
18. Paladin 9: Ninth level paladins get third level spells; Counterspell and Nondetection both work to put a damper into beasts’ plans, either shutting down their super form or making it harder for them to spy on you. You also get more smites, Dispel Magic to force them out of their super mode later, or Spirit Shroud for more damage. more damage is good.
19. Paladin 10: At tenth level, you and your allies can’t be frightened because you’ve got an Aura of Courage! It’s level nineteen so that’s not super useful, but it’s still one less thing to worry about.
20. Paladin 11: Your capstone level gives you an Improved Divine Smite, adding a bit of that radiant goodness to all your melee attacks, regardless of what spell slots you do or don’t spend on them.
Pros:
Arthur has a big sword, and he knows how to use it, dealing some heavy damage with each swing. While raging and preying, he deals 6d6+4d8+10 damage each round (assuming both attacks hit), all boosted by great weapon master, and that’s before any kind of smites get included.
Despite your low dexterity score, you’re still pretty quick when you need to be. You’ve got a faster walking speed than most people, your dexterity save is solid thanks to your aura and danger sense, and you’ve got another aura boosting your initiative! Basically you have a high dexterity in everything except ability checks and AC, with almost no direct investment needed!
Mixing your primeval awareness with your divine senses means you are a fine-tuned tracker when it comes to locating creatures from another plane. Just make sure you don’t mix up your quarry with MHX, I doubt she’d be happy to see you.
Cons:
While medium armor does a solid enough job of protecting you, your HP is pretty low for a front line fighter, with barely over 120 HP. You’re here for a good time, not a long time.
As always, mixing spells and rage is pretty bad, forcing you to choose one or the other. That’s especially painful because it means you can’t use your neat gish spells to add effects if you want to deal more damage. Kind of like your smites, when I think about it.
Your paladin, barbarian, and ranger features all want use of your bonus action, meaning it will take a while for you to get up to full speed in a fight anyway. I’d definitely rage first, it’d help with the squishiness.
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Brigitte Hero Concept
Reddit link: https://www.reddit.com/r/OverwatchHeroConcepts/comments/7ao70i/defense_brigitte_lindholmn_neocrusader/
Full text under a read more if you don’t wanna go to reddit
Background: With Reinhardt determined to rejoin Overwatch, Brigitte insisted on going with him and to have his back. To facilitate this, she creates her own personalized (imitation)Crusader armor from various scrap metal found during their travels; managing to do so after having become well acquainted with Reinhardt's set. Brigitte's set of armor is a bit smaller and more lightly armored, but she uses the additional speed to her advantage; and brandishes a custom sword rather than a hammer.
Health: 225 Armor: 75
Role: Defense
Abilities:
Primary, Firebrand Sword: Brigitte swings her sword at a rate of 2 swings per second and dealing 70dps
Secondary, Heater Barrier: A smaller version of a Crusader's traditional Barrier Field, providing direct cover only to Brigitte(and any smaller allies standing directly behind her). Her movement speed is effected less, going down to only 4 m/s. When held, the shield only has 500 hp but damage mitigation is like that of Armor and projectiles ricochet off and deal their reduced damage from hitting the shield, if they hit an enemy. The shield can be planted in the ground and may not be picked back up until destroyed and off cooldown, increasing it's hp to 1000, but losing it's damage reduction and stays the same size(but can still ricochet projectiles). Held or planted, the shield cannot be shot through by allies.
Ability 1, Phoenix Charge: Brigitte charges forward, scraping her sword along the ground. This leaves a temporary trail of fire that can burn enemies who touch it(10 damage per second for 3 seconds after no contact with the trail). The charge is shorter than Reinhardt's but is faster and easier to control. If at any time Brigitte makes direct contact with an enemy during the charge, the charge is stopped and she swings her sword in an uppercut, knocking the enemy away and into the air and lighting them on fire. The strike itself deals 100 damage and leaves them burning at 10dps for 5 seconds. The trail of fire persists for 3 seconds after the charge ends.
Alternate Ability 1, Phoenix Fall: Assisted by downward thrusters on the back of her armor, Brigitte leaps into the air and then falls back to the ground wherever she is aiming, piercing the ground with her sword and releasing a blast of fire, dealing 80 damage in an aoe and setting enemies on fire for 10dps for 4 seconds. Should Brigitte land directly on top of an enemy, they take 200 damage but are not set on fire.
Ability 2, Flammenwerfer: Brigitte deploys a short range flamethrower from one of her gauntlets that works on a resource gauge(like Defense Matrix). Direct hits against an enemy deal 40 dps and do not leave them burning. Spraying the flames on the environment leaves a temporary patch of fire that deals 8 dps and lasts for 5 seconds after leaving the fire. A patch of fire persists for 5 seconds.
Ultimate, Lindholm Special: Brigitte deploys twin micro turrets from her pauldrons, each dealing 10 dps and capable of auto targeting separate enemies. Upon activation, Brigitte gains 120 armor, but losing 60 points of this temporary armor destroys one of her turrets. Brigitte is able to deploy and hold her shield during this time to protect herself and her turrets while they keep shooting. While her Ultimate is active, her shield expands to completely cover her front and sides, leaving only her back exposed and ricocheted projectiles are lit on fire and deal 10dps for 3 seconds if they hit an enemy. The Ultimate is canceled if she loses her 120 temporary armor completely.
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I finally got my own copy of overwatch after waiting for free play weekends and stealing other people's copys and i will admit im terrible with most of the hero's. Any just all around tips for better gameplay?
• Biggest tip is to rack up a shitton of play hours. • Not being afraid to have a mic and to communciate with team helps with strategizing and calling out stuff.• Try coordinating ultimate ability with other teammate’s ult. Zarya’s Graviton and D.Va’s Self-Destruct can coordinate well if it’s timed correctly.• Some ultimates have conditions to be met to be effective. If the enemy team has a tank with a shield, Reinhardt or Orisa, making sure the shield is down before using it is great. Mei’s Blizzard is effective if D.Va is not in her mech, and has less chance of being absorbed by her Defense Matrix.• Know which characters counter which characters. With Pharah, I’m always wary of Soldier 76, Hanzo, Widowmaker, Mccree, Ana, and Zenyatta. But two rockets can kill any of them easily, so learning how to engage problem heroes is key.• Learn every inch of every map so you can sneak around or anticipate where enemies may be about to appear. Also so that if you’re trying to back up or run away, you don’t get trapped.• Always keep your character moving and jumping during an engagement with enemy if you can so it’s harder for them to hit you. • Don’t try to approach a point, group of enemies, or payload by yourself. This is called trickling and gives the enemy team the advantage. Waiting for your team gives you the better advantage; you can work together to stay alive or to pick off the enemies. • I play supports a lot. Be understanding of your team’s supports. Where they are, who they are playing as, what their health is, and what they’re doing. It’s everyone’s job to make sure their team’s supports are alive and the enemy’s supports are dead. —Zenyatta cannot effectively heal by himself in most circumstances. If the other team has major damage output, it doesn’t seem like your team even has a healer. His discord orbs are crucial, and it helps everyone if it can be communicated who they are on. —Symmetra’s turrets should be spread away from each other so they don’t all get destroyed by one swing or shot by an enemy. Also if you can have a few close by to have multiple beams on one enemy, it’s more effective. At the beginning of a payload map like King’s Row, or two point map like Temple of Anubis, try setting up turrets closer to the spawn doors to build your ultimate faster. Find places to put her Shield Gen/Teleporter where people never look for them, but are still reasonably close to the defense point. — Lucio is a master of evasion if you can master his movement. Learn when to switch off healing to speed boost to save yourself. But don’t forget to change back. He can heal a lower health team pretty well (one tank and self-healing heroes), but it’s good to pair him up with another healer just in case. Also he can be the king of environmental kills if you time it right. — Ana can’t shoot through allies at people so remember to move around. If you can land that sleep dart, you can really screw things up for an enemy. Sometimes it’s best to leave a sleeping enemy lie and book it, too. Also she is the only support that doesn’t have shields or passive self-healing, so heal yourself when you can. — Mercy can heal the most, and her kit is about to change so some of my tips are about to be null. Switching from healing to damage boost during the right moment can win a fight. If the enemy isn’t doing enough damage to melt your ally from full health, you can risk damage boosting to take down that enemy quicker. Sometimes it’s ok for allies to be half health, as long as you fix it asap. Don’t be afraid to get out your gun, you can last longer than you expect fighting 1v1 because of your passive healing. Just aim for the head.
I got tons more but only if you want to know!
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