Image 1 — Card is obviously fake, but pass the T test?
Image 2 — Card is obviously fake, but pass the T test?
Image 3 — Card is obviously fake, but pass the T test?
Image 4 — Card is obviously fake, but pass the T test?

Card is obviously fake, but pass the T test?

Card has no Holo, and I think it dont exist in non-foil, so it is obviously fake. But how does it pass the T test? Does It use a real magic back with a fake front? It is not a sticker on a magic card. Just asking because i thought the T was unbeatable.

Edit: SOLVED it is a sticker. A super good one, only came out when a ripped the card. Even then it ripped and remained glued

u/Sangawa — 10 days ago

Help with AMP recommendations for the FiiO JT7

I got this headphone thinking it would not need a dedicated AMP from my PC but i was wrong... What amps do you guys recomend? I was looking for something that does not cost the same or more than the headphone itself, but found a lot of different reviews

It's my first "good" headphone and so i didn't had a lot knowledge

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u/Sangawa — 1 month ago

M'odo found. But highly suspicious

Card is no for sale anywhere. So i got really suspicious it was fake, despite being MP.

u/Sangawa — 3 months ago
▲ 81 r/diablo4

I REALLY liked S14 and i don't think this is a good thing...

I'm a eternal realm player.. wich means i like to farm for meaningless rare itens. I don't like to power up. I don't like to be chalenged. I have a necro (and now a warlock) minion build that's lazy and clear content without my imput since S1. The joy i take is to find once every 2 months that crazy 4 GA item after farming the same boss 1000 times. I basically play Diablo2 on Diablo4... Having said this, S14 looks like it was made for me. A meaningless way to go after a even more rare item that's even more impossible to get and even more meaningless since when you acquire it you already finished the game. I love it. But I also notice how this is the oposite the majority of the playerbase enjoys, since the seasonal mode is far more popular than eternal. I feel since the DLC, they have been making a lot of improvments for the eternal player and of course I like it. But on the side, I fail to notice what is being produced for the seasonal player.

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u/Sangawa — 3 months ago

What do you think of the fact that the creator and director of DD1 and 2 is not involved in the DLC?

Itsuno (the director) proposed DD1 to Capcom back in 2000, and it was rejected. He directed some games in the Devil may cry series. 12 years later he presents the same idea when Capcom was in a bad phase and looking for new franchises, it finally got accepted but with low budget. This is why DD1 has that heavily unfinished tone to it. Lots of places that seems they would lead somewhere, but don't. But it was a bloody good base, and got a decent following after launch. Itsuno was not involved directily in DD:DA tho, and many people preffer the DLC for it's advancements in game design (it's more game and less experimentation). We don't know fully if it's success is due to Itsuno's lacks being reworked or if the increased budget did the heavy lifting for the first instalment.

Unless we do know! Since from this success, Itsuno now had leverage to make what he wished, and he did DMC5 😞 ... But came back some years later and directed DD2, now with modern tech and decent funds. DD2 was the "original vision" the game, it has an ending to it, and it's paths have destinations. Despite this, it still has a lot of critics, and never trully surpassed the "experimental" feel. Itsuno left Capcom after DD2 (maybe why the DLC took so long), and it makes sense to imply he is not involved in DD2:DA again. The story repeats itself it seems. I think we can expect a more videogame feel from the DLC and less experimental weird stuff. although i'll admit I also do like the weird stuff in Itsuno's direction. I wanted to share this weird coincidence and ask you guys opinion on it

u/Sangawa — 4 months ago

I'm farming T10 easily now with minion necro... And it's crazy how the more intricated synergies i find, the more powerful it gets. In opposition to a "full send" on one mechanic, the more a integrate multiple "areas" of the necro toolkit the better.

What i'm talking about:

- I started with a pure minion, trying to push the most minion damage possible, integrated with the raise the dead set. Everything that said "summon" i was running. This got me to T8, but than the damage fell hard and i was strugling to maintain.

- Searched online and saw people discussing the integration of darkness, so i jumped in. Turn the minion damage to dark damage, integrate the darkenss set for more damage (made the most difference), and put in some darkness synergies (darkess lucky hit chace, the new unique shield with the old passive). BIG jump on performance. This got me to T10 safe, but damage was falling again, bosses took some time to beat.

-Enter blood synergies. I was looking for ways to integrate the new overpower mechanic and found it (after looking it up there are some builds online aswell about this). But now i'm running blood curses for blood orb generation and blood orbs gives me overpower up to 10 stacks. Another HUGE jump. Now all bosses die before transition.

To integrate the blood i had to drop some darkness but never minion stuff, it is still a very well defined minion build.
to sum up i'm running all the minions (12 warriors, 9 mages, 3 golens) and minion uniques (undecrown, deathgrip, pact of bone, blood moon pants); With the shadow set and shadow damage on minions; with now blood curses and blood wave (??? - never thought i would see this day) for overpower and sustain. My paragon board is all over the place.

The only thing missing to integrate is bone... i don't see how i would do it.. but i never thought blood would be something aswell so who knows.

What synergies did you guys found?

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u/Sangawa — 5 months ago