
Celestial Chorus when you don't pay your tithe
Edit #1 The image doesnt seem to be showing on the thumnail, how do I make so it is ?

Edit #1 The image doesnt seem to be showing on the thumnail, how do I make so it is ?
Hello, I want a digital card game, the most free 2 play friendly one. I want to as a free to play be able to build a good collection and if I ever want to buy something for it to be cheap. Bonus if its cheap on Brazil.
I was looking and hearthstone called my attention but everyone says everything there is very expensive.
People talk a lot about powerscalling, but I got bored of it, so I tried making the ultimate powerscalling post, since people usually ask the same questions, wanting the same answers, and if not they post it all over again.
The 10th point in fortitude basically says "plot device".
And thats what it is meant to be, a plot device, its as strong as the ST wants, and is not supposed to be given to players, a lot of endgame powers are like that.
True powerscalling would be really boring going to "who can get to plot device powers the fatest" or "who can have anti-plot device powers the fastest". And thats dumb, because it comes to a place where power doesnt even matter, because its basically world warping. If we take that to heart Changelings are the absolute best, unleashings can let you be an st for one turn at very low xp cost. Going a little higher we have Death Demon 3 point insta kill (or really big aggravated damage on a FAILURE). Going further, we have changeling last levels of Geas and Naming (naming being plot device, geas being an anti plot device power), and the Mummy version of it.
Mage can virtually do that but they are so further away, because of all the XP they need to get there. And vampires need to be antideluvians, good luck being one.
Without plot device powers (being basically the ST for a turn or ignoring rules of the game, "it is what I say" powers) we have a lot of ifs, physically in direct combat, fera and demons are in the front, followed by changeling (still versatile without the plot device power, and really frigheting if it starts the combat), then mages because creativity and freedom is locked behind RIDICULOUS xp requirements and time needed. Vampires last, they have the most weaknesses, the powers are good, but they need 5+ to reach the same levels of power as other splats last dots.
But you know, fuck everything AGAIN, because mechanically nothing matters, what matters for consistency is turns, then:
- Changeling giving everyone more turns in an AREA
- Vampires with celerity and one turn per point
- Werewolfs generating crazy turns per fury
- Mages lagging because requires decent amount of time and often is vulgar (more than 3 turns)
- Demons and Mummies dont even generate more turns (If Im wrong correct me).
BUT FUCK ME IN THE ASS, NOTHING MATTERS YET AGAIN
Because the big dick guys arent even engaging you in combat.
- Ventru doesnt give a shit if you do 40 aggravated level of damage per turn, he is on his mansion, sipping some orphan blood, while setting the police into you, moving his followers to fuck you, making you exit the economic system, and putting the whole government and public opinion on your ass and you dont even know he exists yet.
- Same for anyone with mild to bigger social power. Making mummies and Demons that have cults and followers kinda good too, and the Technocracy the BIGGEST THINGS IN THE WORLD.
- By this most werewolves and changeling that refuse to interact with the modern world and human systems fall behind.
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Soooo. What kind of game are you playing ?
What kind of game is the ST planning ?
What do you want to do ?
There is no tool that does all jobs. Just take wathever you find is cool, and if you find one of those "supposed strongest splat", just check what you can do and how to approach.
A hunter would say a gun solves almost all problems in life, and if it doesnt, is just because you didnt had enough ammo.
And he knows what he is talking about, since he kills almost everything being the weakest splat.
Is Lionel the Kraken ? The mouths look simillar just collor swapped, the orb in it is simillar. The lots of mouths are equal. The final battle is against a half transformed lionel ?
Been thinking of making a son of ether, but I wanted an umbrella as the main "instrument" if not a wonder.
I wanted the umbrella to:
- Shoot, like a gun (batman penguin is an example). An ether engine inside would make with matter different kinds of ammunition, from machine fun, to high impact explosives, to flamethrower gas (or liquid).
- Be really sturdy, opened be a shield
- Be able to fly. By either spinning or propulsion (mary poppins or general with with a turbine umbrella instead of a broom, the part that shoots bullets would take care of propulsion).
And maybe add stuff to if along the way. Almost like a multi tool.
What would I need to make it, if possible.
1- Hammer:
- Upgrade 1: Spinning strike hit, very good to combo, it sends you foward, can change direction, and has a bigger area. you can hold the button again instead of clicking if you want another charged strike.
- Upgrade 2: Extra charge level, Deals MASSIVE DAMAGE, but takes 3 seconds to char (the normal charged is less than one second), so its very situational, but it also buffs the spinning strike of upgrade 1, has a bigger area, and EXPLODES THE TNT ON THE SAND MAP BY ITSELF, no need for bomb puzzles.
Hammer is my favorite weapon, the game has a very strike and dodge feel with striking windows and giving giant hits make everything feel better. You are slow but positioning is the key, you can kill anything normal with one charged strike, and any elite with 2. High damage makes it give a lot more plasma and by virtue of the weapon makes you lose less since you focus more on dodging. The non charged attack is mediocre but works well when you need a fast attack. If you like Hammer or GreatSword on Monster Hunter you will love this.
2- Shooter
- Upgrade 1: Charged Shot, I HATE IT, Holding the shooting button makes you shoot one pellet instead of starting with the charge without shooting, spends 2 ammo plus one more per charge level. So if you are full you can do 1 level 3 charge shot and have 2 pellets to spare. Well 2 level 3 actually, the game doenst tell you, but once you do a charge shot you start glowing, the next shot you do will be another charge shot of the same level, but instant without the needing to charge. I prefer rapid fire, its easier to hit, doesnt make you sit stupid for too long, and deals MORE DAMAGE PER AMMO USED, with each shot giving 15 damage, and the charged shot 32. Less than the fast charge of the hammer.
- Upgrade 2: Charged bash, Love it. Dont use always. But it deals a lot more damage, DOESNT SPEND AMMO, RECOVERS MORE AMMO PER CHARGE LEVEL, MAKES THE FRONT OF YOU AN ACTIVE HITBOX. Its great, but if you dont have a lot of time its most used on bosses or elites.
This weapon is carried HEAVILY by the base kit. Its so fun, and charged bash just improves it. Can take some time to get used, and feel clunky until then, but it is very fun and versatile, you have anything you need for every situation, its basically a whip plus.
3- Whip
- Upgrade 1: More damage at the tip, bad upgrade, the extra damage is not that great and needs to be the tip of THE RANGE, not the tip OF THE WHIP, but thats implied. Thats it, simple and not big.
- Upgrade 2: Remote controlled whip. You can hold to control the whip, becomes a big active hitbox to hit flying enemies when they swoop, block projectiles, keep enemies away, kill fodder. Also when you hold the attack button it sends a burst of lightning, dealing extra damage. Once you have this upgrade ALWAYS hold the button until it shocks, the damage adds up.
Whip, jack of all trades, master of none. The shooter may be a master of everything that isnt burst damage, so the whip cries. Luckily the final upgrade and the best one of the shooter is found on the beach, and thats pretty far, so whip might be better until them. The problem is that the damage buffs from the whip are small, he doesnt attack fast enough even without holding for the shock and the damage even with perfect tipping for activation of upgrade 1 is kinda meh. You will need various attacks to kill anything, so it kinda makes me feel like its dragging the game. Very good early on tho. Not really ranged too, the extra range is very short and lack of knockback makes it not effective for zoning, and the upgrades dont reward you enough for it.
4- Coffin
Upgrade 1: THROWS THE COFFIN, its THE WORSE UPGRADE IN THE GAME, not because its bad, its decent crowd control and damage, but it is activated by pressing THE ATTACK BUTTON TWICE. And when you throw it, you arent parrying. Seriously what a fuck, there is a button combination or extra button for weapons like the shooter (the mode change) and daggers (dash attack), why not put it there ? If you get it by mistake you can sell it back at the pawnshop on the main city.
Upgrade 2: Better counter, cant use it against the training dummies, but I think it does more damage (good) and reflects projectiles (good but there arent many projectiles on the game). Its an ok upgrade.
Carried here by base weapon, Upgrades are terrible with one I would tell you not to take. But parry is fun to use, even if a little inconsistent (enemies that jump at you have active hit boxes, those dont seem to count as attacks for parry just the finishing attack, and diagonals may cause funky behavious). Holding to block is fun, you can press foward while blocking to attack, but that doesnt parry. Block holds 3 hits, what can be done really fast depending of the encounter.
5- Swords (or daggers)
Upgrade 1: Ranged attack, throw one dagger in a straight line, seems good right ? Now you have 1 dagger and half the attack speed, the only good thing about this weapon, go recover it you moron.
Upgrade 2: Dash attack, short, small damage, wide-ish area, situational at best, specially when you can burrow and attack out of burrow. Going backwards on this game is pretty fucking back since most attacks and combox from enemies go in a straight line. just 4 directions, endlag, and everything already said make it burrow but worse.
Worse weapon, lowest damage per attack with nothing that makes up for it. There is a knockback on the weapon, but it doesnt knockback the enemy IT KNOCKBACKS YOU, so rushing enemies will drag you to a corner and deal damage, or throw you into a hole. The upgrades are bad, not as bad as coffin throw, but coffin is more fun. You cant even spam attack with this, its biggest quality, because the weapon will drag you back out of range, probably mispositioning you to be hit by something else. Yeah you can LEVEL UP A LOT and use it to face tank generating quickly plasma to heal and then go back in again, but at that point, you can do it with ANY weapon, and have more fun. Really not for me, maybe good in the beggining while you are getting used to the controls, because of the faster reaction time, but believe me, the "qualities" of this weapon will make it annoying soon enough.
What about you guys ? What are your opinions on the weapons ?
The fish that ate the aligator.
[Edit #1]: Nevermind I did it.
My tips:
- focus on defense, then attack stats.
- start with the graveyard area and dungeon. Some enemies (blue knight) are meant to be skipped early.
- Before the dungeon there is an area (near the blue knights going up) to open a checkpoint with a key. You can farm the mounts of bones on the cemetery right, go down, take more 4 mounts for 300 a run. Its quick and helps on the beggining getting at least a couple levels. After you are strong enough you can get back and start killing the knights and monsters as well to increase to 700 a run. Charged hammer strike takes then down real fast. After that there starts to have better places.
- Check with people in the city the places to go and places to leave, order is important, you can go to 4 dungeons from the start but the last ones have a HUGE level of bullshit if you go to the start, so just leave them last so you have a nice difficulty curve. Also the dungeon on the graveyard gives you the Extra Life. It can save you more than once.
- Always be hollowing, specially with hammer, find a good position and attack.
- Try all weapons, if money is tight you can get other weapons on the overworld while exploring. Focus on Health and vial upgrades. Trinket spaces are great too.
- Take the trinkets that give you more vials and the ones that help you preserve the yellow bar.
- If you are having difficulty, try to explore for secrets, farm a little, and buy upgrades or level ups.
- You can skip most battles, if you die, dont go back killing everything, hell some rooms I didnt kill everything because it would be too much of a hastle.
- Dont take things slow ? I dont play that way at least, the game rewards agressiveness and if you did everything above and keep agressive you will probably always have enough yellow bar to full heal. Dodge when you can, but just if the thing is attacking.
- Positioning matters a lot. Once you know the patterns you will need to hollow less and basically be ready for when the thing tries to attack you, or to dodge when it attacks. Some times the best thing you can do is go to a place where enemies will come one by one, or retreat quickly to an area where you have more space to fight.
- have fun, after all that the game should be easy, and if you still think its too hard just turn on modifiers. If it becomes too easy just turn the difficulty up.
Im still gathering then all, just have the first 3 fully upgraded.
From them my opinion from best to worse.
1- Hammer, best weapon. Its weak in the start (I recommend another weapon as the first) but hell it scales in damage. Enemies and bosses with enough time for big hits WILL FEEL THE PAIN. It suffers against projectiles tho, but latter you have options. Picked after some damage and health (you will get hit, speacially if its the first time against an enemy) and recommend it that way.
Upgrades:
- 1 lets you use another move after a charged hit, its multi hit, goes through shield, its not the same damage as the charged strike (a little less) but it still packs a punch.
- 2 Extra charge level, it deals MONSTROUS DAMAGE, and if you have the other upgrade it buffs the following hit too. If you can fit its amazing, but opportunities are few against multiple enemies or faster enemies. Situational but good.
2- Whip, not just a middle of the pack, a jack of all trades, remember how hammer is bad against multiples foes or projectiles or faster enemies ? This weapon always have a tool against an enemy, you will never feel on the back with this, but you need multiple attacks to kill everything and it required a different kind of skill (hammer wants to dodge really near and go in this wants to be on the edge of safety aways attacking). Because of the 4 directional control, he range isnt of much use, attacks usually have the same range as the whip so they will hit, so its not really for zonning defensivelly, but offensivelly once one of the upgrades ramps up the damage for when it hits at the tip of the range.
Upgrades:
- 1 More damage at the tip of the range of the whip. Very good, try to use it a lot, even if you are bad sometimes it will hit and it will be very satisfying.
- 2 Holding down the button to let you move it around like castlevania. Its GREAT, it has lesser damage, but the hitbox is aways active, its basically a shield against projectiles, and repel or straight up kill annoying flying enemies or faster ones. Also you can take this one really early.
3- Swords, the swords (daggers) are the worse for me, but great at the start. They deal the least amount of damage and send you behind, but the dont send the enemy behing so they can just keep charging foward and drag you behind. They have the quickest attack, what is satisfying and helps a lot against fodder enemies and projectiles, but it lacks range, and the payoff for that isnt great. The upgrades I really didnt like and didnt made much sense for me:
- 1 You get a dash attack, situational at best, usually you want to stay in a better place to reposition enemies , letting then walk on your attacks.
- 2 WORSE UPGRADE THUS FAR, you can throw one of your daggers. But you dont get it back, you need to pick it up, and you are slightly faster (moving) whitout it, but now you attack at almost half the speed, what is a luducrous drawback, since its already the weapon with worse damage.
I havent taken the coffin or shooter yet. If anyone took them, please let me know what their upgrades are. Also tell me what your favorite weapons are and how you rank them and why.
Some mages go with extensions of science, what can be very limiting on improvisation, what is ok, and some books give you jerry rigging (basically making some device with wathever you have at hand), psyonics, self improvement (martial arts) etc as possible instruments.
I just wanted to know peoples opinions around here about technomagic, experiences, cool stuff you guys did or if you guys played on limitations or tried to find ways to overcome them.
From traditions to technocracy, which one requires you do the least for them and leaves you to basically just improve on your magic without the least amount of problems ? For example:
- Order of Hermes: Requirements to enter are just being recognized by someone as awakened. They have harsh stucture, a piramid, what can be top down, but you dont need to participate in the power play if you are ok with being in the bottom. Besides that they basically accept any paradigm and gives you resources to study and improve your magic.
- Euthanatos: Requirements to enter, TO DIE ONCE and come back KNOWING THE HOLY WORK OF THE WHEEL, or they MIGHT KILL YOU FOR GOOD. I mean they have the least members for a reason, and after you enter you NEED to do the work and go killing people. Dont remember how much freedom you have on doing so, and dont think they give you much in terms of anything since its just small religions bundled together, and death cults arent popular today.