Made a simplified lore graphic. How accurate would you say this is?
▲ 1.4k r/LancerRPG

Made a simplified lore graphic. How accurate would you say this is?

To be honest, I just wanted to make that AC6 joke lol

it blew up and became mildly lore educational

u/eCyanic — 3 days ago

Veildancer seems very strong, but is it too strong?

This is sincere, not rhetorical, I like it, but by my look at least, it has some very good straight up at will abilities, unless I am missing something in its reqs:

At dedication, you can spend 3 actions out of combat to just be perpetually hidden, its not quite invisible, but being able to hid wherever seems very good. In combat it is a bit harder to repeatedly use efficiently at least

Contingency Leap seems to let you basically circumvent any ~30 foot gap? If you jump off, you can contingency leap to the other side easily. Though, your party still needs to follow at pace, but seems like a great scouting and escape tool. By my read, it should let you port up or down too as long as the ledge is within 30 of where you are falling from, so it seems to combo with Leaps and Jumps

Gossamer Blade feels like one of the better smites in recent memory, though it needs you to be hitting off guard, but 1d6/weapon die persistent and force looks pretty strong

Warp Path seems great especially on a fighter, its at least 1 action to move and strike 1/combat, but if you crit, you caan do it again, potentially in the same turn. It also doesnt have flourish so you could use other flourishes

Aerial Flash is great action compression, because its basically 2 30 ft moves, 1 strike, and then 2 more 30 ft moves, so like 5 actions for 3 actions. Its also at will, but granted having a 3 action activity is limiting when youre at level 12, I imagine you would prefer 3 individual actions or a 2a activity

So it does seem pretty strong to a fun degree rather than unfun, but my only concern might be contingency leap allowing you to get past gap based obstacles pretty well, better than flyers at this level

What do you guys think?

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u/eCyanic — 7 days ago

Smiting trait - for when you just wanna dump some dice, man (part inspired by Impossible Magic)

These are just examples, you could stick smiting trait onto a lot of different actions too like Mortal Harvest's reap the field, or the Burr Shield also from Impossible Magic

This is both to kinda fold together the "your previous action was a successful strike" terminology into a single trait, and to add a buff for when you wanna dump your whole action economy into dice

I don't think it's more powerful than striking twice with a striking weapon, because you're still limited by action economy, but it's definitely fun, and reliable, and on the times you're both hasted and have your whole 3+1 actions, you could dump three different smites!

u/eCyanic — 13 days ago

PH game devs, how did you get your start, and how do you collect your payouts?

I'm trying to get a start on itch.io since Steam needs the 100USD initial refundable fee

Researched and experienced just awful service with both Payoneer and Paypal, but those are the only two choices for itchio

How did you get your start?

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u/eCyanic — 17 days ago
▲ 2 r/paypal

Old account got deactivated so I had support just close the whole account. Do I still need to have it resolved before making a new account?

It was a very old account that wasn't linked to any banks, and had pretty outdated contacts. I think I got flagged and locked when I tried to change the email address and phone too fast

Anyway, I contacted support, asked to have this account closed so I can just register a new account. Customer support assured me I won't have to deal with my new account getting insta-banned, but I did some quick research, and I don't really believe them lol

either way, the account is closed now, but would like to ask anyone who's experienced this, can you make a new account and not get insta-banned if your old account was deactivated?

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u/eCyanic — 17 days ago

We reached #98 in our first GMTK game jam! What went wrong and right?

I'm Cy, and the team participated in this year's GMTK 2026 Game Jam, and it was at least mine, and I think two others' first game jams. It was a fun experience and it left me wanting to dev more games.

I was the writer and game designer for our game, Code Athens. It was basically A Little to the Left, but as a VN spy thriller. Assemble and do stuff within the countdown. It reached #98 for Narrative (and scored decently for Audio #102 and Artwork #253 too, artwork was very competitive with some very good and unique styles this year! Audio was mostly because our composer made bangers, despite being very humble and/or self depreciating!)

But! I usually analyze things better with categories so:

What went good?

  • Color Palette - early on, our BG artist suggested we might need some way to unify our art styles because it would've been a mess otherwise. We had 3 distinct art styles besides the UI, me with the vector art for the puzzles/minigames and CGs, our character sprite artist, and the 3D backgrounds. We settled on a color palette of their pick, they said it was mostly because it was a pretty quick way to light their 3D backgrounds, but boy howdy did that color palette unify the styles really well!
  • Scope - we made sure not to get too ambitious. We had an outline, and I even had a few puzzles and scenes cuttable to really make sure we don't lose the deadline. It was still pretty down to the wire, but we managed to ship an hour pre-deadline, and polished it in that time.
  • Narrative - honk my own honking thing, but for real, I'm glad the coder managed to get a quick prototype out so it could be tested by one of their friends, they had some very good critiques and the adjustments made to those parts (not really caring about the two main characters, the second character deus ex machina-ing out of nowhere), made at least the narrative much better and tighter

What went oof?

  • Know your game engine, me. smh - We used Unity, in the weeks coming into the jam I thought "I should learn about Unity a bit". I did not. I downloaded and opened Unity for the first time in multiple years on day 2 of the jam. Ostensibly to add the art and sound for the prototype, but failed at that because I had no idea how to set scenes up and use prefabs etc. I learned that whatever your role in the jam, at least leaning your game engine is very important, even 'too many cooks' you don't need to use it, but knowing it could really help. I am glad I learned enough git to branch it though, and not work on the main branch lol
  • Communication - Due to timezones, our communication wasn't as effective. I posted the outline and script and likely no one saw it due to the timezone differences. I wanted to get feedback so we know that we should definitely cut this part or that part. At the end, coupled with the above point, we were mostly waiting on our coder to compile the whole thing. It wasn't at all their fault, in fact, the coder has great 'work ethic' kept hammering out prototypes every day after we started.
  • Leading & Role Assigning - We were a pretty decently sized team for a jam team: BG Artist, Sprite artist, writer (me), composer, coder, playtester, and team lead. Clean direction could have kept workflow with a team that size smoothe. Roles weren't assigned up front, so we were lacking things for the puzzle sprites, CGs/fullspreads, SFX, and UI. At the end of day 2, we had to ask the lead if they could do the UI art assets, thinking they just needed to look around for UI assets, and to be fair, they designed some good ones themself!

Stuff I learned

  • Visual Novels live and die by their art and their narrative. And they definitely need the art side much more than even a traditional text game or story. The prototype build looked soul crushing, but near the end, when all the art was done and the coder was compiling it into the game, hearing them say "the art looks SO good guys!" felt incredible lmao, and of course actually seeing and playing the game with completed art felt even more awesome
  • No matter your role on the team, you can still contribute! There's so much that goes into a game that there's always something to do. When you're done with your primary work, you can always go look for CC0 or CC-BY assets like sounds, music, UI assets, background art, character art, because it will never hurt to have a backup, but like I said, as long as you're finished with your primary work, or you could go around the jam community, volunteer to play test some games, it's a win-win, you get to play a cool game, and at the same time build rapport with the community. Like me as an example: I was more or less done with writing, I decided I may as well use my old wannabe youtube animator experience and make some art and sound with it. (I say wannabe because I only ever uploaded like once or twice in 2017 lmao)

Conclusion

Game jams are fun, and you can learn so much about the game dev pipeline if you try one! It basically covers every step:

  • Planning (the theme gets announced and brains get stormed), Prototyping
  • Production/Leading
  • Art and Animation (Characters, Environment, UI)
  • Sound (Music, gameplay SFX, and UI SFX)
  • Programming
  • Playtesting, Polish, and Debugging
  • Shipping
  • Marketing! (playing and rating games from other people, building rapport)
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u/eCyanic — 21 days ago

[NS] My DM likes my girlfriend - D&D court short

I made a quick short for a very fun story from D&D Court, I mostly just wanted to try making a short form style edit to try the style out, hopefully this is alright to post here! (also hopefully the flair is right) (No AI of course, this is all made in da vinci resolve, captions included)

Credit, from: D&D Court: Dungeons, Doggos & DRAMA (w/ Aabria Iyengar)

u/eCyanic — 22 days ago

This Everest can attack 14 times

14 attacks, 1/scene, but can sustainably do 9 attacks every round. or 11 every round if you wanna dump your reactor

-- GMS Everest @ LL12 --
[ LICENSES ]
  IPS-N Blackbeard 3, IPS-N Raleigh 3, HORUS Goblin 3, SSC Atlas 3
[ CORE BONUSES ]
  The Lesson of Shaping, Integrated Weapon, Titanomachy Mesh, Mount Retrofitting
[ TALENTS ]
  Executioner 3, Duelist 3, Spaceborn 3, Pankrati 2, Skirmisher 2, Hunter 1, Combined Arms 1
[ STATS ]
  HULL:6 AGI:4 SYS:2 ENGI:2
  STRUCTURE:4 HP:28 ARMOR:0
  STRESS:4 HEATCAP:8 REPAIR:8
  TECH ATK:+2 LIMITED:+1
  SPD:6 EVA:12 EDEF:10 SENSE:10 SAVE:16
[ WEAPONS ]
  Integrated Weapon: Tactical Knife
  Retrofitted Mount: Terashima Blade / Tactical Knife // Mount Retrofitting
  Flex Mount: Chain Axe (UNCLE-Class Comp/Con)
  Heavy Mount: Nanocarbon Sword
[ SYSTEMS ]
  SEKHMET-Class NHP, Jäger Kunst II x4, H0R_OS System Upgrade II

you can see a similar build in action here: https://www.youtube.com/watch?v=JUs1V2OKxeE (Northstar)

On a perfect turn, you can do 14 attacks (5+1+2+2+2+2), and of those 14 attacks, 10 can benefit from critting and adding +1d6 from sekhmet (Rams and Grapples can indeed crit and add bonus damage if you have sources of it)

Breakdown:

5 weapon attacks (Barrage Tera/tacknife and Nanocarbon + UNCLE + Integrated TacKnife) + 1 ram or grapple from duelist III if you hit with either chain axe or terashima + 1 ram or grapple from titanomachy + 2 from missing with nanocarbon so you can execIII to an enemy, and backswing + 2 from an extra skirmish from Sekhmet (probably your terashima/tacknife for more attacks) + Overcharge for skirmish for another 2 + Everest Initiative skirmish for another 2. On any hit, you can use Spaceborn 3 to impose +diff, then your reaction to Jager Kunst II

After that, you can still do 11 attacks (5+1+1+2+2) despite everest initiative being on cooldown if you Overcharge

While this is optimized for number of attacks, the better build would probably replace Mount Retrofitting with Gyges frame for better threat, and better JKII duels. The attack number goes down, but higher threat is very practical

u/eCyanic — 1 month ago

Looking for a modded character that has a slow giant weapon but deals a lot of damage

and something fair or at least fun to play,

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u/eCyanic — 2 months ago

When you make prototype art for your (2d) game, is there a reason most games use squares or rectangles? Is it the best shape, or does the shape not really matter?

I'm hoping to join my first game jam coming up pretty soon, and I wanna know about some best practices like this

Are rectangles and squares practical because they can more accurately lay out how a character looks and its hitbox? Would any other shape work better? Or is it dependent on what genre of gameplay you're deving (like a rectangle for a platformer, triangle for a top down game, etc.)?

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u/eCyanic — 2 months ago

does Time Mage's "Prerequisites: You have a spellcasting class feature" mean it's only allowed if your main class itself has Spellcasting?

Right now, looking into Time Mage archetype. Its prerequisite is a bit unique compared to other caster+ archetypes like Shadowcaster, Spelltrickster, Geomancer etc.

Those have "ability to cast spells/from a spellslot" as requirements, while Time Mage specifically says "You have a spellcasting class feature". Does that mean you can't take Time Mage archetype if you just multiclassed to get a basic spellcasting feat from a caster multiclass?

also, interestingly, seems this prereq is also present for War Mage, although I can't see why it would be. It's a Class Archetype for wizard, which should always have a spellcasting class feature anyway?

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u/eCyanic — 2 months ago

This Improvised Weapon of a homebrew mech/NPC

forgot about this guy, was just sitting on my drive. I intended this to mostly be a mech for PCs that somehow lose their mechs without being able to reprint them, but it can definitely be used by NPCs too, enemies or allies

Maybe you could use it in your games!

u/eCyanic — 2 months ago

Do you need to level a full support Priest before leveling your main?

coming from Flyff, where having an alt FS ringmaster is pretty much the norm because their exclusive buffs are so useful, how similar is it for RO?

I played it a while ago, maybe 2009s, both on an official server and pservers, I remember acolytes and later classes had buffs that only they could cast, which is a similar situation to assists and RMs in flyff

is it necessary or useful to level up a full support before leveling up a main character? Does it just depend on the server?

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u/eCyanic — 2 months ago

Paid game GMs, where do you usually do your Lancer games? (also any general tips?)

I'm looking into potentially doing paid games for Lancer.

On the discord, I only really see paid games advertising on StartPlaying, do you have experience with that site? Or what other alternative sites could be good?

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u/eCyanic — 2 months ago

How does Recycling Ferrous Forerunner work?

I got the rumble champ deck (I know rumble isn't highly competitive, I just like the mech synergies and potential for future mechs)

this video https://www.youtube.com/watch?v=de3d2Y2AYPk mentions recycling Ferrous Forerunner with Rumble Hotheaded like a wincon, or at least makes it sound that it's pretty strong.

From what I understand, recycling won't trigger Deathknell. Is it mostly strong because it's a 6 Might unit, so the mech you reanimate is highly discounted?

u/eCyanic — 3 months ago
▲ 17 r/EDH

is authority of consuls generally good for most decks with W?

Just got one out of nowhere from a pack, and I generally like one drops that have impactful effects.

I have two W decks right now, a tokens isshin deck, and a wilson refined grizzly + flaming fist voltron deck that focuses on auras (it's sidegraded from virtue and valor)

Feels like it would make my isshin deck relatively "faster" if my opponents are slower, and my wilson might like the extra enchantment

is it worth to try to find a good slot for it in either deck? Not looking to in-depth reconstruct these decks yet, just wanted an opinion on if this card is worth it so I might do so

EDIT: thanks for the advice, everyone!

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u/eCyanic — 3 months ago

I GM for a group who thinks PF2e is very deadly, and are already planning to optimize(?) dying

I ran a oneshot some weeks back to get some friends to try PF2e, there was a point when the sword and board Fighter went down to a lucky crit from a skeleton soldier (I think they didn't manage to Raise a Shield too). I told them they were immediately at dying 2 because of the crit, and even when they were Soothed back up, they needed to spend their whole turn picking up the sword, shield, and Standing.

While everyone still seemed to have fun from the session in general, maybe I should have gone a bit looser on those particular rules?

Now they're under the impression that PF2e is incredibly deadly, and they're in the group chat formulating plans and mentioning it might be more optimal to avoid using a heal to pick an unconscious character back up. I told them a reason to do it would be to avoid a character dying since that's harder to remedy in this system They all said they'd be fine with a more high death game and that they could just make a new character.

On one hand I've never seen them strategize to this degree outside of session time, during 5e which was our game prior to this, which makes me feel proud when they're discussing hypothetical tactics (like actually valid tactics like Readying maneuvers, Striding to better positions instead of attacking, etc).

On the other hand, I want this campaign to follow our previous ones with character backstories and in-depth roleplay, so I worry their perception is gonna lead them to spending less time making and getting attached to their own and each others' PCs since they think they'd just die.

Of course, I'll definitely talk to them, but do you think I should assuage their perception that it's a deadly game? What happened was purely RAW after all even if lucky, and the encounter wasn't meant to be difficult (Moderate with 2 Skele Guards and 1 Skele Soldier vs 4 level 1s) I don't think I wanna tone down to make every encounter Trivial - Low either.

Maybe I'm worried over nothing and they'll still naturally get attached to their PCs? One of their discussed tactics was immediately burst-healing an ally before they could ever get downed after all

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u/eCyanic — 3 months ago

Good plane for in-universe proxy for Ellie, Brick Master?

First thing I thought of was Duskmourn for her survivor typeline and the zombies, but I don't really like the 80s style aesthetic for the humanoids in Duskmourn, at least for generic characters. But it's the only in-universe set that has survivor creature type

Another thing I thought was post-rebellion, pre-invasion New Phyrexia with a Mirran survivor and oil zombies. Just ditch the whole survivors type only being in Duskmourn

One more idea with Innistrad which is the most clear cut, though an interesting twist could be a survivor who learns to ghoulcall

Do you guys have other plane suggestions, or ones that could fit better?

u/eCyanic — 3 months ago

If you cast Banefire, with X=1, does Obosh no longer double its damage?

Despite the card itself having an odd mv ({X}{R}, which just counts as 1), since its mana value on the stack is now even (2), does Obosh no longer double the damage it deals?

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u/eCyanic — 3 months ago

Flying upward is difficult terrain. Does leaping straight up (like with Explosive Leap) also have the same obstacle?

I don't think so, because it's specified within the fly action itself that it (counts as) difficult terrain flying upward.

But I just wanted to make sure, since it's another instance of vertical movement

If not, larger leap actions have some decent synergy with flyers!

EDIT: thanks for the help and answers, my thinking that big leaps and high jumps synergize with flying was kinda correct since if you can do a large upward motion, it avoids the upward difficult terrain, and then once there, you can start flying, so that's a cool interaction and a cool visual

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u/eCyanic — 3 months ago