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[Video Games] The Many Controversies of the Super Smash Bros. Roster

Super Smash Bros. is Nintendo’s premier fighting game franchise. The series released its fifth entry, Super Smash Bros. Ultimate, in 2018. The brainchild of Masahiro Sakurai (the man behind Kirby and Kid Icarus: Uprising), it is beloved by many for its fun and easy-to-grasp gameplay, and more notably, its massive crossover status. The Smash series has always been about characters from all different franchises and companies duking it out. With a whopping 81 planned characters (plus seven clone characters, referred to as “Echo Fighters”), every player is bound to find at least one they like.
However, no series is without controversy, and people often find themselves lamenting the characters that DON’T get in, and sometimes even those that do.
I realize that there's a post talking a lot more in-depth about one of these characters, so if you'd like to read that as well here's a link.
A Brief History Lesson
Super Smash Bros. debuted for the Nintendo 64 in 1999, with this classic commercial depicting mascot versions of popular Nintendo characters duking it out to The Turtles’ “Happy Together”. The game was a smash (heh) hit, and featured twelve playable characters (Mario, Donkey Kong, Link, Samus, Yoshi, Kirby, Fox McCloud, Pikachu, Luigi, Ness, Captain Falcon, and Jigglypuff). It supported up to four players, and had a variety of items that could be used in battle. More characters were added throughout the sequels, including third party characters such as Sonic the Hedgehog and Mega Man. In the third game, Super Smash Bros. Brawl, a new item was added to the game: “Assist Trophies”, summonable NPCs that could assist the player who summoned them in battle. Each Assist Trophy did something different, and many characters who otherwise wouldn’t have a shot at being playable got to appear this way. One such character was Waluigi from the Super Mario Bros. series, who would run around the stage and stomp on opponents while hitting them with his tennis racket, making them briefly immobile.
When the fourth game for the Wii U and 3DS came around, several cuts and changes were made so the game could run on the comparatively weaker 3DS hardware. The game also featured no story mode. However, there were three big hope spots for fans. The first was Mii Fighters, which allowed players to create their own custom fighter (either a Brawler, Gunner, or Swordfighter), with a variety of costumes based on various characters. The second was the inclusion of DLC, which allowed new characters to join after release (for a price, of course). The third was the biggest of all: the Fighter Ballot. This was a chance for fans to vote on which character they’d like to see join Super Smash Bros. for 3DS and WiiU.
The Fighter Ballot
The Fighter Ballot was extremely popular, with thousands of people voting for their favorites. Aside from “meme” picks like Goku or Shrek, some of the most popular choices, at least according to message boards and polls from the time, included Ridley from Metroid, Waluigi and Princess Daisy from Super Mario Bros. (this despite Waluigi still being an Assist Trophy), Sora from Kingdom Hearts, the Inklings from Splatoon, Shantae, Wolf O'Donnell from Star Fox (a character who had been cut during the transition between games) Banjo-Kazooie, Geno from Super Mario RPG: Legend of the Seven Stars, and quite possibly the loudest fanbase, King K. Rool from Donkey Kong Country. The ballot came to a close in October 2015, revealing the winner to be…
Bayonetta.
While Bayo certainly did have her fans and supporters, many people were…underwhelmed, to say the least. Bayonetta was allegedly the most popular character in Europe, and in the Top 5 in America, though some folks found this hard to believe. Things weren’t helped by the unpopular reveal of Corrin from Fire Emblem Fates as a DLC character before the ballot closed, with many people stating that there were too many Fire Emblem characters (at the time, the game had six different characters from the series). Eventually, the game was datamined, and it was revealed that Bayonetta’s data existed in the game just two weeks after the ballot opened up. Mii Fighter costumes of some of the more popular picks were released as consolation prizes, but it still stung. Sakurai stated that the ballot was meant to pick fighters for a future installment, and not for Smash 4, but this is a bit hard to believe given that the website outright said the character would be for Smash 4. However, there was still hope for these characters in the future.
Everyone is Here…?
The fifth game in the series, Super Smash Bros. Ultimate, was quite possibly the most hyped-up game of the decade. It promised to be the ultimate (heh) dream match, with every single fighter from past games returning. It also introduced several highly requested newcomers, including Ridley (complete with a shoutout to his supporters), Daisy (I cried tears of joy at her reveal), the Inklings, Simon Belmont (and his descendant Richter) from Castlevania, Isabelle from Animal Crossing, and of course, King K. Rool, all of whom generated a lot of hype. This only expanded when the DLC was revealed, with several unexpected characters from a variety of different companies. However, one character was notably missing: Waluigi.
The Purple-Clad Plumber
For anyone who doesn't know, Waluigi is a character who originates in the game Mario Tennis. He was originally created solely so Wario could have a doubles partner, and quickly became a mainstay of the spin-offs. At first, he was seen as an unnecessary character who only existed as filler, but his role in Matthew Taranto's webcomic Brawl in the Family saw him gain popularity. The comic mostly focused on video game-based gags while occasionally having longer story arcs. Waluigi would show up to take over the comic every once in a while, with his catchphrase "TOO BAD. WALUIGI TIME." often appearing. People loved the comic's take on Waluigi as a zany, over-the-top, and somewhat tragic character. It wasn't long before this version of Waluigi became a meme, with the regular version following.
It’s a Cold and It’s a Broken Waluigi
Generally, Assist Trophies are considered to be a “deconfirmation” for a character. While nothing in the game outright states that a character can’t be playable if they also appear as an Assist Trophy, nothing denies it either. There is technically a chance, as the game does have certain conditions that disable assist trophies on certain stages (for example, the Moon from Majora’s Mask can’t appear on the stage Great Bay, as it appears as a background element). Stage elements can also be affected by which characters are playing in a match. For example, King Dedede won’t appear in the background of Dream Land if he’s also in the match, Toon Link will be replaced by Alfonzo (“Leave it to me!”) on the Spirit Train if another Link is playing, and Fox, Falco, and Wolf have specific dialogue changes referring to one another. However, this has never been confirmed, and Assist Trophies have always been unplayable. Which brings us to Waluigi.
In early June, Waluigi was confirmed to be an Assist Trophy, and therefore unplayable, for the third game in a row. As if to add insult to injury, the video also revealed that Assist Trophies can now be knocked out, and used Waluigi to demonstrate this. People were, to put it lightly, fucking pissed. Memes were made about the situation, songs were written, petitions were signed to get Waluigi included, Matthew Taranto of Brawl in the Family got in on it, years after the comic had ended, and a few (emphasis on a FEW) fans even started harassing Sakurai in an attempt to get the purple plumber in the roster. A small group of Waluigi cosplayers staged a protest at a Smash event, and while they had good intentions, they did make some staff and guests uneasy. Some theorized that the Assist Trophy thing was a red herring, and that Waluigi would be revealed as playable after all. People were literally analyzing the colors of some chairs in the background of a video. It was crazy. Things only got worse for poor Waluigi when the first DLC character was revealed…
…a Piranha Plant. Just a single Piranha plant.
Generic, nameless Piranha Plants have never been playable in any official Nintendo game before this, so its inclusion was a surprise. A few people thought it was a jab at Waluigi supporters (which, let’s be real, it obviously wasn’t). Once the shock wore off, however, the Plant was welcomed into the Smash family with open arms. The fact that it was free for a limited amount of time certainly helped. The next DLC character (and the first in the “Fighters Pass”, a series of five DLC challengers), Joker from Persona 5, was also beloved by the fanbase, with his trailer showing him literally hijacking the 2018 Game Awards. Then E3 2019 came, and fans were speculating on who the next fighter would be, with Erdrick from Dragon Quest, Banjo and Kazooie, and Steve from Minecraft being popular guesses. The latter two, in particular, sparked quite the rivalry.
Bears, Birds, and Blocks
While Banjo-Kazooie was originally considered a Nintendo property (it even had its own commercial from the same people who made the “Happy Together” Smash commercial), with Banjo’s debut (sans Kazooie) being in Diddy Kong Racing, they were developed by the company Rare, which was later bought out by Microsoft. Microsoft and Nintendo are historically rivals, so the bear and bird joining Smash was seen as an impossibility for many years. However, many had hope, given that Microsoft and Nintendo had been on much friendlier terms in recent years. But there were some strikes against them. For one thing, Banjo and Kazooie weren’t exactly…relevant. Their last game, Nuts and Bolts, was in 2008, and was seen by most fans as a disgrace to the franchise due to its change in gameplay and aesthetic. JonTron’s memetic version of “I Will Always Love You” comes as a reaction to this game, in fact. If a Microsoft character WAS added, it would likely be someone more popular. Say…a character from one of the highest-selling games of all time? That’s right, Minecraft.
For weeks, a rivalry brewed between Banjo-Kazooie fans and Steve fans, and a trend called “Steveposting” began to spread. Starting on 4chan, people would post pictures of a grotesque 3D model of Steve harassing other characters, often accompanied by a copypasta starting with “GOOD MOOOOOOOORNING /v/! Just wanted to remind you that we’re another day closer to Steve (yes, THE Steve from Minecraft) getting confirmed in Smash Ultimate! Make sure to save your tears for the upcoming Fighter Pass when Steve walks into the spotlight!” The most popular character for Steve to harass was Banjo. People would often argue that Steve had more relevance, and post images of Steve harassing, harming, or killing Banjo and Kazooie. One infamous video featured Banjo walking through a blocky landscape, remarking to Kazooie that they must have ended up in Minecraft instead of Super Smash Bros. Ultimate. “Grotesque Steve” reveals himself, shows off Kazooie’s mangled corpse, and approaches Banjo with a sinister look on his face…the rest of the video is disgustingly NSFW, hence why I won’t be linking it or even describing it. If you know, you know. Overall, the rivalry was pretty bitter, and even genuine supporters for Steve grew tired of the “Steveposting”.
Finally, E3 2019 rolled around, and fans were excited for new content from Nintendo. One of the first reveals of the day was the second new DLC character for Smash…that being the heroes from Dragon Quest. Most people thought that Erdrick from Dragon Quest III would be the representative, and while he does appear, he’s not the only one (the heroes from XI, IV, and VIII also show up as alt costumes). Japanese fans were thrilled, American fans weren’t as enthusiastic, and it looked like there would be no more Smash news for the day. That is, until the just before the very end of the presentation. A trailer began, similarly to King K. Rool’s, only to then cut to the King hanging out with Donkey Kong and Diddy Kong. Suddenly, a golden piece bounces across the screen. Wait, is that…a Jiggy? No, it couldn’t be… DK and friends look out the window, to see a familiar silhouette, only for it to be revealed to be the Duck Hunt Dog in disguise. But then everything changes when the new character descends from above and knocks the Dog out of the way. That’s right folks, against all odds, Banjo and Kazooie are in Super Smash Bros. Ultimate!
As for Steve, he and his fellow Minecraft friends were eventually added in October 2020 (in his familiar blocky form, thankfully), which put the rivalry to rest for good. Finally, the Steveposting days were over. These new fighters were well-received, but the same can’t be said for the fifth DLC character.
Too Many Swordsmen, Are There?
Generally, if a new game is released after Super Smash Bros. Ultimate, a free update will add content from said game, usually in the form of “spirits”, power-ups you can equip to your fighter of choice to give them a stat boost of some sort. In-universe, they’re explained as characters who have lost their physical form due to events in the game’s story mode. For example, equipping the Hammer Bro spirit will enhance your jumps. One game did not receive free update spirits, however.
Fire Emblem: Three Houses is definitely one of the best games of 2019, in my opinion. With four distinct routes, a ton of morally grey characters, and an absolutely bitchin’ theme song, it’s definitely worth a try. While it’s not without its problems, the game is still pretty solid. The reason I bring this up is because Fire Emblem: Three Houses got nary a mention in Smash, despite being a new installment of one of Nintendo’s most heavily-advertised franchises. This led people to speculate that they were saving a Three Houses reveal for later. And as it turns out, they were!
Now, the fourth DLC character, Terry Bogard from Fatal Fury, was not met with the brightest reception from fans. At the very least, he came with a lot of amazing music (a whopping fifty songs from various SNK games). My personal favorite out of these is the theme song from Psycho Soldier. That sax solo though! While some people were obviously mad (or should I say…fatally furious?) about Terry’s inclusion in the game, most of the memes came from fellow SNK character Mai Shiranui’s exclusion from any form of cameo (to preserve the game’s ESRB rating). Anyway, people were really expecting something big for DLC fighter #5.
The fifth DLC character was revealed in January of 2020. Many predictions included Sora from Kingdom Hearts and Dante from Devil May Cry. The trailer dropped, only to reveal that the final character for the Fighters Pass was Byleth, the player character in Three Houses. The trailer had a jab at the common complaint that the roster has too many swordsmen…to which Byleth responds by becoming a swordswoman, as well as using other weapons from their home game. And yet still, people were once again, to put it lightly, fucking pissed. Read the comments on this to get an idea of it. After all, this now marked the eighth Fire Emblem character in the game.
Naturally, some people made memes about the situation. Others jokingly pointed out that one of Byleth’s alternate costumes gave them a red outfit and white hair, just like Dante (though the costume was meant to resemble Three Houses character Edelgard). Voice actress Allegra Clark, who voices a few characters in Three Houses, had this to say about the news. Even to this day, some people are still upset over Byleth’s inclusion.
The Heart of a Marionette
Geno is a character from the cult classic Super Mario RPG: Legend of the Seven Stars. The game is certainly an oddball in the Mario franchise, but it’s beloved to this day by many. Geno appears as a living marionette with a gun arm, and he’s been a popular request for Smash Bros for a while now. He appeared in the famous (and very fake) “Grinch leak”, which incidentally also featured Banjo and Kazooie. YouTube animator TerminalMontage is one of Geno’s most vocal supporters, and even Sakurai has stated that he’s a fan of the character. So, what’s stopping the little puppet from getting in? Licensing. Geno is technically partially owned by Square Enix, so getting him in the game has always been tricky. He appeared as a Mii Fighter costume in Smash 4, but fans had hope that he would appear for real in Ultimate.
Now, Super Smash Bros. Ultimate introduced some very interesting Mii Fighter costumes. Costumes usually come in two parts: headwear and outfits. Headwear can include hats, wigs, helmets, and even masks. That last one is the important one here. Certain Mii Fighter costumes came with a full-head mask of a character rather than just a hat. These costumes, which some fans refer to as “deluxe” costumes, also came with a song, making them feel like a sort of bonus DLC character. The most popular of these is Sans from Undertale, though Cuphead also has one, as do Vault Boy from Fallout and Bomberman (though the latter two don’t come with music tracks).
So, December 2020 rolls around, and with it come the Game Awards. The new Smash trailer shows several of our heroes facing off against the game’s main villain, Galeem…only for it to be sliced in half and killed. Suddenly, “One-Winged Angel” starts to play, and hoooooOOOOOLY SHIT SEPHIROTH FROM FINAL FANTASY VII IS IN. People were, to put it lightly, fucking STOKED!!!!!! There were a few whiny “too many swordsmen” people, but they were drowned out for the most part…
...then came the costume reveals.
Each new fighter generally comes with five new Mii Fighter costumes, whether they be outfits, headwear, or a set of both. Sometimes they’re related to the character, sometimes they aren’t. The first four were pretty basic, with outfits based on Aerith, Barrett, and Tifa, Cloud’s companions from Final Fantasy VII, as well as a hat themed after a Chocobo. The fifth costume, on the other hand, led to a lot of disappointment.
I think we can all guess who it was. Geno fans were upset, and definitely made themselves heard. To make matters worse, Geno’s headwear was just a hat, when a mask would have worked well. Him being a “deluxe” Mii costume could have been a nice compromise to get him in. The aforementioned TerminalMontage made a short video on the topic, showing his disappointment with the results. Quite a few people made fun of Geno’s supporters for ever thinking he’d be playable, while others celebrated the fact that Sora or Lloyd could still have a chance. And all of this came mere months after the revelation that the widely-rumored Geno plush was in fact a myth.
In Conclusion
Super Smash Bros. Ultimate still has three DLC slots left, and everyone is wondering just who the final three will be. Personally, while I’m sure I’ll be content with whoever we get, there’s sure to be some fighting no matter what, and the only way to settle it…is in Smash.
submitted by puellamaggie to HobbyDrama [link] [comments]

I heard you guys like reading patch notes... So how about a fake one?

General / QoL

Gameplay

Gacha / Shop

In Consideration

Items

Coop

Battlepass / 12 Episode Anime

Quests

Elemental Reactions

  • Vaporize's Steam deals aoe damage
  • Overloads damage (electro->pyro) now deals x1.5 (pyro) damage
  • Overloads damage (pyro->electro) now deals x2 (pyro) damage.
  • Overload's knockback decreased significantly
  • Superconduct's damage (electro->cryo) now deals 2x (cryo) damage
  • Superconduct's damage (cryo->electro) now deals 1.5x (cryo) damage
  • Superconduct's negative armor debuff is moved to Melt
  • Melt gains the negative armor debuff due to the sudden temperature change, making surfaces brittle.
  • Melt damage consequently reduced. (pyro->hydro) at x1.4% , (hydro->pyro) at x1.8%
  • Geo New Reaction : Smoldering Rock or something (pyro->geo)(reverse not applicable) deals x0.3 (pyro damage) on top of crystallize
  • Geo New Reaction : Mud or something (hydro->geo)(geo->hydro) deals x0.1 (geo damage) on top of crystallize, slows enemy movement
  • Geo New Reaction : Snow or something (hydro->geo)(reverse not applicable) deals x0.2 (cryo damage) on top of crystallize, slows enemy attack speed
  • Geo New Reaction : Seeds or something (dendro->geo) deals x0.1 (dendro damage) on top of crystallize, restores 3% of your hp. Or entangle. Prevents enemy movement (can still attacc and cast spells)

Enemies

  • Enemies inside domains and abyss have their return-to-spawn-point-then-regenerate-to-full-health disabled.
  • Enemy AI a bit smarter. Those with mobility skills (whopper, smol geovishap, cycin mages) won't follow you to drown in the water. The game will not check if you are wet , but if you are in a swimming state.
  • Enemies attack cycle improve. Fixed bug when enemies stop attacking. Baedou Problems.
  • Hydro Abyss Mage's and Hydro Fatui Gunner's Hydro Barrier now takes the same damage rate/ratio from opposing elements (cryo,electro) for consistency.
  • Hydro barrier new opposing element : Geo. It makes it harder to maintain the water shield due to the mud soaking up the water and adding weight.
  • Boss Childe's Spirit Whale Attack generates water in the sides of the arena, pushing you towards the center. You must have enough stamina to keep dashing to the sides before he does this, or you will have to perfectly dodge the spirit whale attack.
  • Hydro SamaChurl now heals at a rate of +300/HoT per AR Milestone instead of percentage. This is for when you are hunting a LawaChurl Bounty that is near dead and healed to full health in 3 seconds. Having a fixed amount of healing ensures that it is big enough for the intended smaller enemies and portionally good enough for large enemies. The other option is to use different healing ratios for small and large enemies.
  • Queen of Pain , I mean Cycin Mages have a stagger window when they are about to cast their almost-undispellable shield
  • Zed , I mean Shadow Fatui Agent makes use of his shadows to dodge your attack sometimes.
  • Smol Geo Vishap now drops less geo shields
  • Smol Geo Vishap now uses his rolling attack near you, not 150m away from you.
  • Smol Geo Vishap now burrows a bit less frequently
  • Ruin Hunter doesn't stay in the air up and raining artillery forever , in consideration of bowless comps
  • Fatui Cryo and Hydro Gunner Turn Rate Reduced by 10% when on Spray Mode.
  • Primo GeoVishap now has a tired/exhausted animation, instead of standing still and looking at you and what life could have been for 10 seconds.
  • Primo GeoVishap spin attack now has a 0.2 dodge window (previously none) and Spin Radius Decreased by 100m.

Characters

  • Dvalin's Cutscene when you dispel his barrier is removed and much smoother. He just falls in place and no clipping.
  • Character's "Main Stat" is now visible in attributes. Previously you can only know it when ascending or when using google, or if you really have a big brain.
  • All characters passive talents are now combat related.
  • All characters now have their own cooking/exploration/crafting/smithing talents. It is possible not to have OR have multiple talents in each category. We get it , everyone can taste what a good gravy is, but not everyone can make a good gravy.

Ayaka

  • Alternate sprint binded to a different hotkey.
  • Yes I came from the future.

Albedo

  • Elevator can be activated to go up and down by using the F key.
  • C2 stack counter / indicator via particles (think of razor geo sigils)
  • C4 plunged attack covers albedo's sword in geo energy (like noelle, but smol)
  • C6 crystallize shield has a different shape (leaf)

Amber

  • Increased ultimate radius by a tiny bit.
  • Allow targeting of ulimate by holding the ultimate button.
  • If baron bunny is present in the ultimate radius, it will absorb all pyro damage and deal it as bonus damage when it blows up.
  • If baron bunny was "charged" with pyro rain and hit with a C2 charged shot, it will trigger a micheal bay explosion animation.

Barbara

  • Restored Barbara's Energetic Voice Lines
  • New Lines sold seperately as Dark Barbara™ , comes with a Dark Dress
  • C6 Revive indicator is now visible as a buff.
  • C4 now generates flying energy particles instead of instantly regaining energy. Mind you that this is a fucking nerf to this piece of shit healer that freezes you. It's just that there's no flying particles when you use this hero.

Beidou

  • Casting the elemental skill applies a strong taunt and re-initializes enemies attack loop.
  • Bullet Time effect added when triggering a perfect counter, when playing in single player mode.
  • The ultimate's chain lightning deals tiny spark damage if it didn't jump.
  • C2 chain lightning has a different color.
  • C4 buff is triggered when you do a perfect counter (Taking damage to activate a skill promotes bad gameplay)
  • C4 perfect counter grants the maximum damage bonus
  • C4 shield has a different color.
  • C6 has aura on the ground (inspired by Dota 2's Necrophos , but purple)

Bennet

  • C6 Ultimate pyro infusion just adds pyro damage to your attacks, and won't convert them fully into pyro.
  • C6 Ultimate restores up to 100% hp.

Childe

  • Improved manly posture when in aiming mode
  • C4 Riptide slash and flash uses different coloparticles/animation
  • C6 has an indicator when it works and when it is available

Chongyun

  • Cryo Field's Cryo infusion just adds cryo damage to your attacks, and won't convert them fully into cryo.

Diluc

  • What seriously? You really want more?
  • Fuck this guy in particular
  • Elemental Sword Duration Indicator added
  • C6 his flames has some bluish tint

Diona

  • Fixed shield duration bug and increased by additional 1.1 seconds per claw.
  • Shield ratio based off max hp increased by 10%
  • C2 reduces skill cooldown by -2 seonds (press) and -4 (hold). The coop shield is added by default out of the box. Anything coop should not be locked behind a paywall because it will hurt the game and fanbase.
  • C4 has been reworked to grant normal and aimed uncharged shots 25% chance to deal charged attack shots.
  • C6 radius is increased and uses a different color.

Fischl

  • Ultimate now deals tiny bit of damage per 0.2 seconds tick when making contact with enemies (aside from getting hit by lightning once)
  • Ultimate can fly/pass through thorn walls. I'm looking at you Dendro Samachurl.
  • Shadow Raven Let Night F---!!!
  • C4 Ultimate hp restored now scales off damage dealt by the ult.

Ganyu

  • holding the elemental skill allows you to aim and won't make you backdash
  • C4 Freezing Field changes color intensity per damage increase
  • C6 free frost charged arrow now works with normal unaimed attacks.
  • C6 uses a different particle color. Sometime it turns into a bazooka.

Jean

  • Reduced Increased swaying of boobs by a tiny amount while holding the skill. You can kinda feel them slapping against your face. You can almost describe their softness and warmth in a minimum of 10 pages apart from you going sommelier describing how deep her sweat tastes like.
  • Jean's Charged Attack Launch Height is too damn high that you cant even hit the enemy, so - Reworked Jean's Charged Attack : Holding the attack button launches the enemy in the air. If you keep holding it down you will perform 3 slashes in the air. If you let go early you will stay on the ground.
  • Base Attack Increased by +5
  • Jean can now pick up the slimes dropped by enemies and use it against them for a bighead move
  • Ultimate radius is increased
  • Ultimate Wall Mechanic Reversed. Enemies are now trapped inside. When you use your skill (usually to regain energy) you can air-wall slam them. Block Projectiles from outside.
  • If any of you actually played jean support, a normal person would use ult to heal, cast skill to regain energy, then switch back to other characters. It doesn't make fucking sense to push them outside your wind arena because you want to fight inside the swirl/healing zone.
  • Ultimate swirls every 0.2 seconds , depending on what elements are inside. Field Changes Color Each Time Like a Disco Ball
  • Ultimate now slowly succs enemies to the center(without lifting them up)
  • Ultimate Damage is consequently reduced.
  • C1 Uses a different colored windblast
  • C2 Buff Indicator
  • C4 uses a different color wind field
  • C6 Ultimate is now an aura and moves with you. To break away from "buffed area" convention.
  • C6 Ultimate will get you to keep the windsaber for the ult's duration
  • C6 Shield Buff Indicator via Particle and Status Icon

Kaeya

  • Base attack incresed by 5
  • Elemental Skill (Hold) Sprays Ice , think of Igni but Ice in Witcher 3 or DND's Burning Hands
  • C2 Icicles light up when you defeat an enemy indicating that it really works
  • C4 Barrier is of different shape
  • C6 uses a different icicle particle for bling purposes

Keqing

  • Aiming mode feels a lot smoother. You can aim while moving and cursor immediately shows and the kungfu pose is only done when throwing the stilleto.
  • When in single player mode, casting your ultimate produces a bullet time effect.
  • C4 Buff Indicator
  • C6 Description is confusing as fuck.
  • C6 Buff indicator
  • C6 Makes your sword light up like a lightsaber.

Klee

  • Imroved Torch/Bonfire/Campfire and the likes Lockon (if there's any to begin with)
  • Throwing Jumpty Dumpty provides 0.1s iframe during her spin
  • Ult is now no longer greedy. Pyro satellites remain when you switch characters, making our lovable klee open up for support options. Child support.
  • C4 is now manually triggered, Pressing q again will make her explode, bigger damage based off remaining duration. less duration left, less damage.
  • C6 klee uses different bombs

Lisa

  • A lingerie shop is opened in Mondstadt to change her pantsu, socks and garter belt style and colors. Black Leather Tight Suit™ Sold Seperately.
  • Option to wear glasses as a Librarian added.
  • Climbing voice volume is re-mastered in asmr microphone, in all languages.
  • Requires "i am of legal age" consent in the user center
  • Elemental skill (press) aoe slightly increased.
  • Base attack increased by 15.

Mona

  • Alternate dash is now binded to alt key.
  • Hydro Puppet now deals half damage upon cast and half damage upon explosion.
  • C6 normal attacks use a different attack animation.

MC (Anemo)

  • Palm vortex can be casted in midair to break your fall (but not propel you up)

MC (Geo)

  • When you overlap geo boulders (aimed mode) it will trigger the geo explosion of the older rock, then replace it with a new one

Ningguang

  • Holding the skill button surrounds her in mini jade screens , unable to perform any action until it is released or ends. Useful for cinematic stuff. Imagine tanking childe's whale attack. Or someone wants to recreate triple rashomon scene.
  • C6 has a chance to use different attack animation.
  • C6 star jade now resembles a primo gem.

Noelle

  • Elemental Sword Duration Indicator added
  • C1 heals have a special effect and voice line when conditions are met.
  • C2 upgrade uses a different charged attack animation.
  • C4 uses a different barrier color
  • C6 upgrade uses different ult (possibly red with the same hue as her skirt) color.

Qiqi

  • C2 reworked as -15% attack debuff
  • C4 reworked as -20% elemental resistance debuff
  • C6 cooldown/availability indicator.
  • C6 has a different bling/color

Razor

  • Transformation Duration Indicator added
  • C1 increased damage now really works
  • C1 now has a buff indicator that it really works
  • C2 now has a special crit indicator
  • C4 armor shred now has a (claw mark) armor shred indicator that it really works
  • C4 (hold) has increased damage so it doesn't feel left out. It also has electro explosions similar to when you mine an electric ore as a special effect to indicate that you are C4 and have a big PP.
  • C6 covers your sword with electricity (like diluc) when it is charged and ready
  • Yes I play razor a lot.

Sucrose

  • Fixed crafting bug not producing any bonus when using large quantities (say 100+)
  • Improved lock on when blowing off dandelion flowers. Idk how she keeps missing them even at point blank range, Hell , at any given range.
  • C1 if you overlap the wind nukes the second one will be a 0.1s delay then it will go off with a slightly bigger radius
  • C2 ult has a different color
  • C4 has an indicator that it works
  • C6 buff indicator

Venti

  • Wind current generated by skill (hold) allows him to fall slower without gliding, and allows him to shoot wind lasers. Ehe
  • C2 Charged Shot produces a bullet time effect when shot at point blank or if all 3 arrows hit a single enemy. Sometimes he draws the holy lyre and it transforms into a primitive shotgun.
  • C4 buff indicator.
  • C6 uses different vacuum color

Xiangling

  • Ultimate deals additional damage when cast at point blank because you get stab and bonk while she is twirling her spear.
  • C2 last attack leaves a flaming trail special effect (inspired by kyo or iori from king of fighters)
  • C6 upon cast, Xianling automatically does a speed-up full normal attack combo and then releases the pyronado normally (while covered in flames or some shit). If you are in single player mode and there are no other enemies within 150 radius the ult will cause the screen to black out, like in legend of legaia.
  • C6 during the ultimate if it contacts with gouba's flames it produces micheal bay effects while raining carpet bombs and shit.
  • Yes flat is justice.

Xingqiu

  • Floating Swords Duration added
  • Fixed crafting bug not producing any bonus when using large quantities (say 100+)
  • C4 Allows you to hold the elemental skill for double backflips (inspired by law from tekken) cooldown is 1 month.
  • C4 Elem Skill leaves a faint rainbow (when ulted)
  • C6 Swords emit faint rainbow color. Rainbow power motherf-

Xinyan

  • Hitting large enemies counts as 2 enemies.
  • C1 buff indicator
  • C2's level 3 shield has some bluish flames
  • C6 charged attack uses a diffent attack animation or has an indicator that it works

Xiao

  • Transformation Duration Indicator added
  • C2 now leaves a trail of anemo energy that deals tiny bit of damage , trail lasts for 1 second and deals at 0.2s intervals.
  • C6 plunge attack counts large enemies as 2.
  • C6 plunge-attack-no-cooldown-empowered-dashes uses a different particle color and produces a bullet time effect when used for the 3rd time onwards. useful for cinematic purposes
  • C6 during the bullet time you can sneak in a normal attack once per dash
  • Bullet time is always disabled in multiplayer

Zhongli

  • Increased pillar aoe by a tiny bit
  • Generates energy particles per pulse, maximum of 1 enemy per pillar
  • Base attack increased by 5
  • Travelers can redeem promo code "WHOSYOURDADDY" for additional +5 damage, regardless if they have the hero or not.
  • Attack ratios increased by 3% per attack category.
  • C1 has a slightly bigger dong eherm statue
  • C4 Chaos Meteor errrr I mean Order Meteor has a different rock color
  • C6 shield uses a different color , come on you get the drift already.
  • C6 Meteor is affected by the element of the barrier you are wearing. The element is dealt as secondary damage, primary damage is still geo. (flaming space rock?)

Why different coloparticles/animation when you have C1-C6 upgrade?

It makes whales feels special, and it gives F2P players something to aspire for. It makes you want to spend with all the bling. Particle recolor is easy peasy and can be deployed within minutes. Attack animations on the other hand are time consuming. It almost always put smile in people's faces when a whale shows up in a ferrari. "Dude check this out a C6 GeoDaddy joined my domain run. Look at the size of his statue. Oh my what a BIG meteor."

Why are you doing this?

It's just for my amusement. I'm still adding random thoughts now that 1.3 has launched. I don't care if nothing gets implemented. I would nut hard in my shorts with QoL and alleged bug/bugfixes mentioned in this post more than anything.

Afterword

Leave your thoughts below. Sorry and not sorry for the broken engrish , feel free to copy and paste whatever, use it wherever idc as long as it doesn't annoy or harm someone. Translate it in your language etc. No credits needed etc. Let your mind flow

After-Afterword

  • Thanks for the awards and all kinds of reception
  • You guys are awesome and insane that's a shit load of awards thank you.
submitted by lordpuza to Genshin_Impact [link] [comments]

****The Real Laws of DEB****

Edit: These are great! Thanks to all contributors,past and future.
From a couple posts in today “Free talk Friday” post, I had an idea. It may be fun...
Following the format from this comment from u/elliewinks30, what are your thoughts?
*Law of Rare Items* - rare items will inevitably appear on the board with 2 seconds left and no hope of collecting before the round ends *Corollary* - itemt drops fine, but then stops on the second to the bottom row and then there are no more matches right there for the rest of the game and so it remains uncollectable. *Law of Rare items addendum* - should also include 2x items in events. Seems like I can play the last 25 seconds of a game with nary an item in sight, then boom, a 2x item with 2 seconds to go. *Another corollary to the law of rare items* - After a long and arduous effort to get the last of a rare item, within seconds of collecting it one or two more will pop up on the screen. Doubly so if you're not using a lucky emoji.
*Law of common items* - when you only need one more common item you will receive 50 of the ones you have completed first
*Law of Bonus time* - when finishing up bonus time after the round ends, the power ups remaining on the board will automatically swipe in the opposite direction of where you need them to.
*Law of Creating Stars* - Just as you trigger an emoji's power that removes emojis from the board, you notice where you could have made a star. You get to watch as the emoji's power blasts off the emojis, thus removing the possibility of a star.
*Law of Rainbow Falls* - Getting a Level 5 score at Level 1 and a Level 1 score at Level 5.
*Law of ‘Just one more game’* - When you can barely keep your eyes open any more, and suddenly win a 5 lives prize.
*Law of Missions* - Only after clearly the Daily Challenges or spinning the Prize Wheel will missions appear requiring these
*Law of “that one character”* - regardless of the type of mission, rest assured when the rng comes up it will be your worse emoji for that type of thing and all in one game to boot exaggerated example “score 70 million in one game with level one Jack Sparrow” or “use 9 stars+suns in one game with Mickey Mouse”
*Law of the Prize Wheel* - You will spin the wheel four times. Of those four times, you will land on 300 coins three.
*Law of star combinations* - When you need to make a staother, you will get 4 stars on the board, and you will not be able to get an item or other power-up next to said star, without destroying said star from maneuvering the board to get them next to each other in the first place.
*Law of unforeseeable cascades* - if you need an item/star, you will get 4 stars on the board. You will carefully make swaps so that if an item falls, it will be in the same column as one of your star. You will make a swap which sets off a cascade from new emoji drops, and an item will fall at least a column away from all four stars.
*Law of Item Sandwiches* - When you need a stastar combo, an item will inevitable sandwich itself between them.
*Law of Balloons* - you will never, ever remember to pop balloons on the screen the first time that mission comes up. You're lucky if you remember the 10th.
*Law of “House always wins”* - Las Vegas style slot machine. Where the odds are so greatly locked against you.
*Law of Spectacular Repeat* - every time you do something spectacular out of pure luck that you have no chance of repeating in this lifetime, the same feat will spawn as a mission immediately after.
*Law of multi-map events* - you struggle to get items or clears all the way up to the last box when you finally need only 2 to end the map. And you get 17.
*Laws of arbitrary color emoji* - Example: Score 10000000 with a yellow emoji. Okay, I just happened to use Gonzo for another mission and he counted, but I use King Candy, who has significantly MORE yellow and he doesn't count?
*Law of Missions* - You will instantly forget which mission you are trying to clear as soon as you hit play. Was it horizontal or vertical swaps? What were the combo items? Was it blitz mode or regular? Who knows??
*Second Law of Missions, corollary to law of balloons* - Despite specifically checking what the missions are before starting, you will often forget the details during the game. Was is just matching suns or only during blitz, horizontal or vertical, etc.? Every time this happens, you wish you could see the mission details if you pause and get annoyed that you can't.
*Law of the 3 Live Spin* - you will rack up 6-9 more lives when you don’t have time to keep playing but when you have zero lives and nothing to do you you’ll spin no lives
*Law of Lowering Proficiency* - on your 25th game a continuous cascade resulting in 3 rainbow stars, a sun and a score of 300,000 happens
*Law of frozen screen or glitch* - this only happens when you are having the game of your life. You’ll finish the combo mission, get the 3 items you’ve been needing and the game will freeze or never end, forcing you to quit, lose a life and have to start over.
*Law of being one short* - most commonly happens on a daily challenge. You’ll have under 5 to go, usually only 1 in order to complete a mission
*Law of conflicting emojis* - 1 to 3 of your missions will require different emojis, not allowing any multitasking. Most commonly happens during an event adding another element of conflict
*Law of spending diamonds* - You spend diamonds on a box hoping for a specific character and fail. Then you get the character you wanted for free when you complete an event map.
*Law of Villain Events* - You will collect an item before the Villain’s power triggers, but it won’t be credited in time and the villain will attack anyways.
*Law of Event Switching* - when you switch to a non-event emoji to complete a mission, when you switch back to an event emoji you will forget to turn the event back on and you will waste a life.
submitted by silvia333 to disneyemojiblitz [link] [comments]

This game has a lot of problems.... Lets Discuss them!

This game has a lot of problems.... Lets Discuss them!
Introduction
I have a lot of problems with this game. Here's a list of them and how i'd fix them. Let's a go.
Locations & level design
One of the biggest problems this game has with it's locations, is that they treat their regions as tile sets rather than actual cohesive areas. Let me show you what I mean.
Destiny 2's Earth map
This is an image from Destiny 2 that shows the layout of it's earth map. Notice how the map has named locations and a clear layout of where exactly every area is. Now, Any mission that takes place on Earth in Destiny 2 takes place somewhere on this map. This gives the player a sense of direction and allows them to use their own knowledge of the map to get around quickly. Because everything on earth takes place on this one map, It allows the developers to hand craft it to a beautiful degree and fill it with easter eggs and secrets that players can find.
Now, Let's compare this to Avengers.
Utah Badlands
Every mission in a region takes place in it's own map seperate from every other mission in that region. This means that nearly every mission has its own unique map and layout (some use the same). Now you may be saying to yourself "Isn't that a good thing? nearly every mission has its own unique map!?". Except it's not a good thing, it's not a good thing at all.
Instead of Taking Destiny 2's approach and creating one well crafted region with recognizable landmarks, they instead made individual small maps by hand that all look the same and have no unique identity. This ends up making the locations feel like they were created by procedural generation. They didn't make Utah Badlands a unique region by giving it deep caverns, high rising cliff sides and unique areas with secrets. No, they made it a "unique" region by putting rocks everywhere and making it brown. Pacific northwest is "unique" because it has trees and everything is green. Eastern seaboard is a just a generic city that only feels "unique" because of how it takes place in a populated area.
The thing that irks me the most is that they're well able to craft unique and cool looking locations in this game.
Golden Acres in the Utah Badlands
The decomissoned helicarrier also in Utah Badlands
They create these cool landmarks and locations that are only ever used once in story mode. Instead of booting up missions with friends and going, "Oh cool, we have to go to golden acres for this mission!", instead we're going "Oh cool, this mission takes us to an aim lab! Just like that last mission...at least we get to look at rocks on the way there?".
Super duper amazing photoshop edits all done by me
This is a shitty mockup done by me to show just a rough example of what I would want from a region in Marvel's Avengers. The cool thing about having an all connected map means they could allow players to do something similar to Destiny called "Patrols". I'll get to this point in a different section.
Another quick obvious flaw with the locations is that they are not exactly "Marvel locations". Here's a quick list of locations that could be cool to visit.
  • Wakanda
  • Tokyo (if a ronin storyline ever happens)
  • Asgard
  • Sokovia
  • Sanctum Sanctorum (that leads into nightmarish / dreamlike areas)
  • A Kree Ship
  • Avengers tower (more so as a hub, but a mission where you take it back or get attacked like in "Age of Ultron" could be fun)
Loot & Gear
So gear kinda sucks in this game. It's a png with stats (that are usually bad) and they usually have uninspiring perks. It is not appealing to grind for loot in this game. However, there is a fundamental flaw with gear and stats in this game that I think in the long run make the combat even more repetitive than it already is.
List of Stats:
  • Might - Melee damage
  • Precision - Ranged damage
  • Proficiency- Crit chance / Perk chance
  • Valor - Heroic effectiveness / crit damage
  • Resolve - Max health / health recovery
  • Resilience - Armor
  • Intensity - stun + status meter damage/ Status resistance.
Now, I don't mind the game having in depth stats and breaking them up into small groups. However, the two main ones I have a problem with are "Might'' & "Precision".
Now, it makes sense why these two are both separate stats. It makes the ideas of builds sound more viable and entices the players to play the characters however they want. The problem with this is the fact that in most viable builds, players can really only choose one of the damage stats, which leads to the other being useless. This ends up limiting the usefulness of a character's combat kit.
https://preview.redd.it/vfq8qzsbhxg61.jpg?width=1920&format=pjpg&auto=webp&s=6dacb510c767e8b6b5a78448d1622b955e5876fc
Let's take Iron man for example. I have invested a lot into precision, leaving might left behind in it's dust. This means I can only really use iron man's ranged weapons if I actually want to do damage, which isn't terrible as I wanted to make Iron man a ranged character anyway. However, I'm better off never using his melee combat, which means I can say goodbye to some of my skills.
bye bye to those melee skills!
At Least I still have my repulsors, Lasers and Rockets. Awesome!....But this is not entirely the case. If I really want to make a good character build, I'm gonna have to mess with my gear perks and the battery effect.
What is the battery effect? It's pretty much the idea of applying one status effect to any enemy (Cosmic, particle, Plasma) then attacking with the opposite (Gamma, shock, cryo). These status effects are found on gear in the ranged slot and melee slot.
example of status effect on gear for Captain America
Now unlike a game like Destiny 2, which also has different status types on its gear, The perks that give you status type damage only apply to certain combat moves, not all of them. In the picture above, it shows how my light combo finisher AND heavy power attacks deal cryo damage. This forces me as a player to spam these specific moves out over and over again to get my characters full damage potential. The funny thing about the gear I chose to show off as an example is that it's an "Exotic" piece of gear, the highest rarity of gear in the game. What's unique about some of the exoitc gear pieces is how some give you status type damage on two of your moves. Exotic gear is incredibly hard to find, nevermind a piece that has good stats and two status type damages as a perk. This means more often than not, your gear will only provide you with 1 way to provide status type damage, meaning players will often be spamming only 1 type of melee move and only 1 type of ranged move.
Let's bring this all back to my Iron man build. Let's say I get particle status type damage on my rockets. This means my rockets are the only really viable ranged move I have. Uh oh. This will force me into a repetitive combat loop where I will pretty much ignore all my moves except rockets.
Bye bye to pretty much everything
This will end up making arguably the best thing about Marvel's Avengers, it's combat, into a repetitive slog in the endgame. In some ways, the combat is actually more fun before you reach base power cap of 130 because you can use anything you want without worrying. So much love went into these characters skill sets yet all these restrictions put on them with gear just ruins it all.
I don't have thousands of hours invested into looter shooters like other people have, but I think I have some ideas to make it all more appealing.
  • First of all, turn might and precision stats into gear slot specific stats. What I mean by this, is that my melee and ranged gear slots should act more like weapons from Destiny or Borderlands. My melee attacks shouldn't rely on stats accumulated from all my gear pieces like Chest, utility, ranged or my artifacts. They should instead just rely on the gear piece in my melee slot. Same with ranged gear pieces.
  • Secondly, if a ranged or melee gear piece does status type damage, it should be applied to all my attacks and not specific ones. For example, If I'm iron man and I get a ranged gear piece that does Cryo status type damage, I should be able to do cryo damage with my Rockets, Repulsors and Lasers.
Ok, I want to quickly cover gear and their perks and why they suck. I feel as though the most exciting part of looter shooters is seeing what their new loot pick up does. Of course they're excited to see what kind of stats it has, but more often than not, they're excited to see what differentiates it from everything else. This usually occurs in the perks of gear. However, this is not the case for gear in Avengers.
Perks only start to get sort of interesting once you reach Exotic rarity gear. However, I say only "sort" of interesting, because the perks on the exotic gear are usually on the same level of perks you'd find on lower level gear in other looter games, such as Destiny 2. Making exciting gear in this game is probably harder than most looter games, due to it being a 3rd person action game rather than a shooter and it also has to deal with a lot of different characters. Personally, If I was Crystal dynamics, I would take the perks exclusive to exotic gear, and put it on legendary and epic gear. They should then re-work all exotic gear to be muuuuuch more exicitng. Here's a few dumb examples of perks
  • When Iron Man gets in Hulkbuster, his normal suit of armour is taken off of him and acts as an helpful ai for the team
  • Thor's ranged attack no longer throws mjolnir, but instead shoots lightning, causing bonus shock damage.
  • Everytime Kate teleports, she leaves behind a decoy that acts like her support skill decoy but is 50% weaker. Can only have 5 max decoys at one time.
etc. etc. You guys get my point. Before I move on from loot and gear, I'd like to make a short list of fixes for battling the rng of loot
  1. Re-rolls on gear
  2. certain Exotic's have a chance of dropping anywhere, specific exotics and higher chances of getting them exclusive to certain missions.
  3. I'm not a big fan of artifacts and exotic artifacts, but if they have to stay, at least make them usable by all characters
Traversal
Ok, I'mma make this one quick. Traversal is not great. I appreciate how they tried to give all the characters different ways of movement, but none of them feel exactly good. I feel as though if we ever get large connected maps and "patrol" mission types, movement being improved is a necessity. I don't know how to fix traversal, but I'll just give some examples
  • Certain ground characters like Cap, Black Panther and Bucky gotta run at this speed. They have to.
Dat boi fast
  • Hulk absolutely needs a charge jump like hulk Ultimate destruction
  • Flying characters need their speed increased
  • If we do get more open maps, Characters like black widow could possibly get vehicles?
  • When Spider-Man is introduced, the more open maps means he has a higher possibility of having a pretty good web slinging system. With the maps we have now though, and the way black widow swings off of poles with no momentum, it might not look too good.
  • Unrelated, but when/if falcon is released, we better be able to recreate that flying sequence through the canyon from "The Falcon and The Winter Soldier" trailer.
I feel as though having fast paced, good traversal is needed for the power fantasy of being a superhero. Let's hope they can come up with something good.
Mission types / variety
I feel as though the biggest complaint about Marvel's Avengers right now is lack of content. going through floors and floors of Aim labs and fighting 4 villains (If you include aim Mech's as villians) is very repetitive. I can only hope Crystal Dynamics know what they're doing to combat the repetitiveness. Here's a few fun notes I had.
  • Raid like content is needed. Increase the max player count and give players mechanics unique to that mission
  • Patrols from Destiny. I've mentioned these already, but it's pretty much free roam around a region with no specific mission. Allows you to explore, find secrets, take on bounties and just mess around. I feel as though if we get Bigger maps and an overhauled traversal system, this mode would be a fan favourite.
  • Horde - survival mode
  • Payload push mode
  • Seasonal events with unique spins on existing content with unique rewards, for example at halloween, horde mode could be based on marvel zombies, with a zombie cosmetic as a reward.
One thing I wanted to mention is solo player content. At the moment, it makes sense Crystal dynamics should focus on multiplayer content as that is lacking badly. However, I would like to see a return of single player only story missions.
When new characters like Dr. Strange is introduced, I'd love to see a single player only story mode where you play as Dr. Strange on your own trying to go up against a threat before you meet the avengers. If Crystal dynamics ever do focus on single player, story missions, here a few examples I think would be fun
  • Cap and Falcon infiltrating a hydra base
  • Thor returns to asgard alone where he faces Loki
  • Hawkeye / Ronin goes to tokyo to take on the yakuza
Monetization
This is a point that is moot to argue about, but I'll do it anyway.
I hate Microtransactions. I hate how there is a cosmetic store where outfits are being sold at $14 a piece. I feel as though in a game with superheroes as iconic as these, and with such iconic outfits, it feels terrible to have to pay for the outfits instead of earning them. If I was able to change this, I would do this:
Get rid of premium currency. Every 3 months, a battle pass is released for $20 with 150 tiers. All the rest of the new cosmetics are distributed through the cosmetic vendor, Patterns, seasonal events and certain mission rewards. Giving us a large battle pass is also another incentive to log on daily and gives the player a sense of progression.
Hell, If Crystal Dynamics gave us 2 years of good support, I wouldn't mind paying for big expansions from year 3 onwards.
Conclusion:
ok...this was a pretty long post. Now, throughout this whole post, all I did was complain. Complaining, complaining & more complaining, But I only wrote out this whole post because of how much I love this ip and how much faith I have in this game and Crystal Dynamics. I don't expect them to make all these changes, or even any of them, but I expect them to do better. Which I think they will.
I've been around this game since early 2017 when they showed the teaser trailer. I snooped around the orignal Reddit for this game when it was still known as the "Avengers project". I was here for every rumour, prediction, wishlist and "leak". I remeber when this one guy called "scirius" leaked how this game would be an ultimate alliance reboot and had something dumb like 70 playable characters and a hells kitchen expanison. ahhhh good times. I was here for the e3 2019 reveal backlash. I was here for the lack of information for months (good to see that never changed lol) and I was here for the launch. What i'm trying to say is, I'll be here till the end. Whether that end is a year from now or 10 years from now, I'll be here. Cause I can do this all day.
tl;dr: Fix Hulk’s hair pls
submitted by Kids_Eat_Toast to PlayAvengers [link] [comments]

How to Create Pay-Per-View Worthy Adventures or "How to Stop Worrying and Start DMing Like Vince McMahon"

Before I became a DM I spent a fair amount of time working for a professional wrestling company.
I won't say which one, but let's just say it once got sued by a federation of animal lovers and to this day features worldly wrestlers everywhere.
When I was first starting out as a DM, I read as much as I could (including tons of posts on this very subreddit). I built complex encounters and antagonists I thought were compelling, but when it came to running my sessions with them they often felt a little anticlimactic. That's because I was investing all my time in the payoff, and none in the build. And that's when I remembered everything I learned while I was working with in-ring talent on their characters their definitely real life selves: The build is everything. Now that I use pro-wrestling secrets* to develop my NPCs and encounters, I'm the best DM there is (ever was, or ever will be). At least to my party.
Below are a few lessons I learned from my time just outside gorilla, as well as a few examples of how they translate to your work as a DM.
For clarity these terms will come up alot, so here are simple definitions:
"heels" = "bad guys"
"babyfaces/faces" = "good guys" aka "your party/their allies."
"Heat" = "an emotional reaction." In general, you want the audience to be emotionally invested. Heat is the name for that investment, whether they love or hate someone.

*these aren't really secrets—they are the basic building blocks of compelling storytelling, and oftentimes can be boiled down to a single maxim: give the people what they want...just make them pay (and/or wait) for it.

Everyone Who's Anyone Has At Least One Nickname
The Undertaker is also: The Phenom, The Deadman, Big Evil, The Lord of Darkness, The Demon of Death Valley and 'Taker if you're nasty. And that's just one guy (and like, only half his nicknames...). Any of your NPCs that you're planning to throw at your party as possible heels should have a cool moniker or two to help establish their renown within the world you're creating.
Perhaps more importantly, each member of your party should be given the chance to earn one. You will be surprised how awesome your rogue feels when one of their NPC allies starts referring to them as "The Graveyard Whistler" following their steely performance during a crypt-based encounter.
As your players conquer various encounters, nicknames are a cool way to weave their exploits into the narrative on a regular basis. In my experience, you'll find players actually start incorporating their given monikers into the way they play their characters. A nickname is the first step toward turning your heroes into superheroes—don't miss out on the opportunity.
Everyone Sells for Your Superheroes (So When They Don't, It Means Something)
I put this close to the top because I think it informs everything about the way most pro-wrestling is booked. There are a few guys/gals on the roster that are unbeatable. Let's call them Superheroes (when they're a physically intimidating heel, they are usually referred to as "monsters"). Andre the Giant. Hulk Hogan. The Rock. Undertaker. Goldberg. John Cena. These wrestlers rarely, if ever, lose. If they do lose, it's typically under special circumstances (their opponent cheated, they were injured, they were supremely outnumbered, their opponent covered them in cement, or someone poked them with a very powerful finger). If a Superhero loses "clean," meaning none of that previously mentioned interference, it is often part of the coronation of a new Superhero.
Everyone on the roster sells for a Superhero. A Superhero's punches hit harder. Their bodyslams bounce you off the mat. Their penetrating stare sends you scrambling back up the ramp and into the locker room. Superheroes beat local competitors in 10 seconds, or destroy previously celebrated opponents in what are called "squash" matches—a total annihilation meant to reinforce that the Superhero is unbeatable.
Your party are fledgling Superheroes, and will reach proper Superhero status as they progress in level. So when they use a weapon or cast a spell or talk their way out of trouble, have your lower level NPCs sell for them. Basic bandits should flee in fear when your paladin drops that first smite. Skeletons shudder and rattle the moment a cleric shows their holy symbol—they know all it'll take to render them to dust is the whispered name of the cleric's god. A rogue's knife doesn't miss...the opponent got lucky dodging to the left at the precise moment...a twist of fate the target knows they're unlikely to repeat.
When Andre the Giant was bodyslammed and pinned by Hulk Hogan at WrestleMania III , it was the culmination of one of the longest, most successful builds in pro-wrestling history. And it cemented Hogan as an unbeatable force, because he had dethroned the boss. The monster. The 8th wonder of the world. Andre sold for Hogan, and elevated him as the heir apparent.
By having your lower level NPCs (and even some in the mid-tier) oversell for your party, it'll mean more to your party when they come across a monster or miscreant that takes the full weight of a great weapon master's heavy swing, shrugs it off and hands them a receipt: a full bore punch to the throat.
Now your party is facing a formidable foe—they've never been in this situation before. And when they finally succeed in defeating this new opponent, they'll feel that much more unstoppable (which is, of course, when you throw an even bigger monster at them).
When in Doubt, Give 'em a Gimmick
Some cynics might view this as lazy storytelling (and they might be right!) but even some of the best written characters in history have a "gimmick"—i.e.: a shtick...a clearly articulated angle...that thing that sets them apart from other, similar characters. Walter White wasn't just a drug kingpin—he was a brilliant chemistry teacher who used his brain to rise through the criminal underworld. Tony Soprano wasn't just a mob boss—he was a mob boss dealing with panic attacks/depression, whose family issues were as complicated/stressful as his "family" issues. Dr. Gregory House is just Sherlock Holmes in a hospital. Gimmicks are pretty much character premises, but in pro-wrestling, they have a way of informing entire identities.
Sure, Jake "the Snake" Roberts is a mentally intimidating dude—but that notion gets cranked to 11 when he shows up in the ring with a cobra in a sack. The Undertaker, a walking avatar of death itself, who buries his opponents (including his brother!) alive, evokes far more dread and intrigue than "Mark Calaway" ever could. Some gimmicks are simple ("He's a warrior, but he's like...the Ultimate Warrior.") and others are complex (Randy Orton, the Apex Predator, is also known as the Viper because his most devastating strike can come out of nowhere). But all WWE gimmicks have one thing in common: They exist. Pretty much every Superstar has one.
If you're building an NPC you want your party to love (or hate), make sure they have a thing that sets them apart from the rest of the crowd. Give them a nickname only those who speak Thieves' Cant understand means they are "Untouchable." Give them a blade that can end a life with a thought which they constantly brag about never having to use. Give them a profession that also doubles as a menacing, occasionally ridiculous hint at their underlying savagery (see: Mark Henry, aka The World's Strongest Man," or Brutus "The Barber" Beefcake, or Irvin R. Shyster, aka "IRS.").
A gimmick is a way to crank an otherwise unmemorable NPC to 11 (everything in pro-wrestling is cranked to 11. Like, 11 is the baseline), and helps your party know who they are up against—and in many cases, how they can shut them down [see Good Gimmicks = Great Weaknesses].
"Parts Unknown" = Instant Backstory
Don't have a good idea for a gimmick for an NPC or magic item? Take another cue from Vince McMahon's playbook and simply describe them as being from "Parts Unknown." Demolition, Papa Shango, Ultimate Warrior and a dozen other WWE Superstars were billed as hailing not from Omaha or Albuquerque or Cleveland, but from "Parts Unknown." Where is that? NO ONE KNOWS. That's what makes it scary/cool/intriguing. It's instant mystique.
Now, this might read as lazy to you cynics out there, but high level works of fantasy use the same trick: see: 2001's monolith. The Next Generation's Borg. Even the Joker, one of the most considered villains of the modern era was, until pretty recently, backstoryless.
Sometimes a mystery is more terrifying than anything you could come up with on your own. If the most powerful NPCs in your world can't explain the origin of a recently summoned entity or artifact, well, that sounds like something your heroes should approach with caution (or reckless abandon...their choice).
Every Good Villain Deserves a Valet
If you've got a heel you know your party is going to love/hate, double down and give them a valet. A valet can take many forms. Sometimes they act as a hype man/woman, other times they serve as arm candy, a prop to showcase just how much better the heel's life is than your own or sometimes they are a heavy...a wall of meat to keep the heel from taking any sort of beating (there is no faster way to build heat than for a heel who deserves to be punched in the face than to have them step behind a wall of harder-to-punch flesh).
Valets often serve to offset the strengths/weaknesses of the character to whom they are assigned. Again, this is classic storytelling. Falstaff and Hal. Laurel and Hardy. Pinky and the Brain. Pro-wrestling just does it overtly and often (usually to protect a storyline or, in some cases, hide the wrestler's weaknesses). Monsters like Brock Lesnar aren't much on the mic? No problem: enter Paul Heyman.
Give your charming rogue a droll sorceress who can snap her fingers and summon a demon. Give your posh prince access to the hired goon who single-handedly dominated your party in the area's underground fight club. Give your dragon-lich an incredibly weak but utterly hilarious underling who can add some levity to otherwise intense "my evil plan is falling into place" monologues.
When your heel has a great valet, your party gets the bonus of kicking the ass of two characters they hate. Alternatively, they have a character they can use as leverage against the heel (perhaps, like Heyman, they work for the highest bidder, and would be willing to turn on their client for a better offer).
Repackage Your Failures into Successes
Look: You're going to screw up. You're going to create a character you think is an easy sell: let's call him Rocky Maivia. Rocky Maivia is the future! He's gonna be amazing! He will create heat simply by showing up. And then, when the pyro goes off...well, it's a dud. Well guess what! You're Vince F'ing McMahon! You create and destroy characters with a thought! You don't have to stick with Rocky Maivia! You are not a failure! You are simply biding your time, letting the crowd think you've made a mistake. But as anyone who has met him will tell you he's told them, Vince McMahon doesn't make mistakes. Rocky Maivia? No. That's the Rock. He's always been the Rock. And now, he always will be.
Demented Dentist Isaac Yankem? No...that's KANE, the Big Red Monster.
Hunter Hearst Helmsly, the Connecticut Blueblood? Uhmm...no. That's Triple H. The Game. The Cerebral Assassin. The World's Most Hydrated Man.
"Stunning" Steve Austin? No, make that Stone Cold Steve Austin, the Rattlesnake, he of the Gimme a Hell Yeah.
The "Bottom Line" as the artist formerly known as Stunning Steve might say, is this: you're going to invest a lot of time in a character and your party is going to wipe them out. You're going to create a fully developed backstory for a villain you think is dark and compelling only to watch your players laugh in your face and make a joke about the accent you gave them. You will toil over your notes for a delicious monologue and then watch your players choose to violently attack rather than listen to what your villain has to say. So many times. And you might think you have failed...but you are not a failure. You're Vince McMahon. You walk like this. You are a god.
If an NPC you thought had potential as a foil gets annihilated due to your party being OP, great. Did your party know he also made a deal with several different infernal authorities and is now a revenant that sleeplessly seeks their utter demise? Did your party know that nefarious noble with the funny accent was actually a weakened rakshasa who underestimated them but won't make the same mistake twice? That NPC your party chose to sneak by rather than encounter face to face? Oh shit, did you know that NPC has access to a helm of scrying and plans to see them later in more ways than one?
When something isn't working for you or your campaign, feel free to trash it. Keep the parts you like, or find creative ways to bring your personal favorites back in a fresh way. If your party can't remember the name of an NPC you care about...guess what (what!): to quote the Rock...it doesn't matter what their name is. You can rebuild them. You can rebrand them. You can return to glory.
Mediocre Heel + Good Heel + Random Heel = Great Stable
Similar to repackaging, and often a part of one, building a stable is a great way to take B-level talent and turn them into an A-list draw (see: The Shield. The New Day. The Nexus...sidenote: Stables often start with a definite article).
The truth is, your party is a stable—a group of individuals united out of convenience and (typically) a singular purpose (they might even have a name. It might even start with 'the'). But they all have individual goals. If your party can form a stable, why can't your NPCs?
Perhaps all the NPCs your players have dispatched over the past few months have decided they don't like the new heroes in town kicking them around, and they've formed a Justice League of their own. Or perhaps the seemingly disconnected events of the past year (and the NPCs associated with them) have all been part of a larger plan that's only just now coming into view.
You can get more mileage out of your lesser heels as well as more satisfaction out of encounters by having your party face off against familiar enemies who are now more powerful because they've allied with other known entities. "You mean the cult from three sessions ago that we barely defeated has somehow allied themselves with the New Kobold Order, from our very first session, to bring more gold to the dragon we nearly killed last month? Well...that sounds...bad." No. It sounds great.
Kick Them While They're Down (So You Can Lift Them Up)
You'll see this a lot when a babyface is angling for a title. It's not enough for a guy like John Cena to beat his opponent. After all, John Cena is a Superhero who could beat anyone. That's why you have John Cena get injured during a meaningless tag team match the week before the championship fight. Now he has a bad shoulder. Oh no! And the heel doesn't care that Cena has a bad shoulder. In fact, the heel just keeps working that shoulder over and over and over until Cena may as well be fighting the guy one handed.
But that's just it. When someone says "I could beat you with one arm tied behind my back," well, that's a claim that means more when you back it up. The crowd will root for Cena to defeat his foe in a weakened state (at least, the 10 and unders will).
Find a way to weaken your party so that the obstacle they're facing isn't just an enemy.
Curses. Exhaustion. Difficult Terrain. Anti-magic fields. Make them run a gauntlet (in WWE a gauntlet match is basically one guy vs. a series of tough opponents as part of one fight) by forcing them to experience more encounters in a day than Kobold Fight Club might deem reasonable or fair. You think Vince McMahon cares about what's fair? (spoiler: he does not). He cares about what sells. And desperation sells.
If your party feels overmatched, outgunned, outnumbered, and out of spell slots, it'll be all the more impressive when they come out on top. And if they don't...you do not have to kill them to "maintain realism." There are fates worth than death. You can just have one of your heels take everything they care about. Kick them while they are down. Rob them of their pride, their freedom, their dignity...their precious gold and preciouser magical items.
The struggle to get it all back will mean that much more.
Good Gimmicks = Great Weaknesses
The best gimmicks often come with something another wrestler could theoretically exploit for leverage. Macho Man Randy Savage didn't just love Slim Jims. He had a valet named Miss Elizabeth. They got married! It was amazing! While the Macho Man's gimmick wasn't necessarily "guy in love," (his gimmick was "guy on cocaine") but his devotion to Miss Elizabeth was definitely a big part of his character. That's a gimmick. And therefore a weakness. So what did Jake "the Snake" Roberts give the happy couple as a wedding gift? That's right: a cobra. (Note: It was not on their registry.)
Speaking of Jake "the Snake"—he had a number of snakes over the course of his tenure as a pro wrestler. The snake that was first introduced as part of this gimmick was named Damien. A guy who carries a snake in a bag into the ring with him is a great gimmick. But again, creates a great weakness. That's why Earthquake (a guy whose gimmick was that he was so obese he could shake the very earth just by sitting down) squashed Damien by sitting on him in the middle of a match. Twice! Earthquake later fed the remains of Damien to Vince McMahon and Lord Alfred Hayes. THIS IS THE ESSENCE OF PRO WRESTLING.
If your party is facing a great heel with a great gimmick, that character's weaknesses may be self evident. In Undertaker's case, for a while there his power allegedly came from something called "the Urn." Whomever controlled the Urn controlled the Deadman. The parallels to D&D tropes should be pretty clear there. "Monster X is unstoppable...but it's possible if we get our hands on Artifact 3, we can bring the monster under our control."
Giving your NPCs a weakness or two for your party to exploit is not taking it easy on them. In fact, it allows you to refocus your encounters on problem solving rather than just on combat. This is a great fix for DMs in the mid-to-late tier of the game when your party is effectively impervious to any threats. They aren't just fighting a villain—they are fighting a villain by solving a puzzle.
Stick it to the Smarts
In pro-wrestling parlance, there are "Marks" and there are "Smarts" (there are also "Smart Marks" or "Smarks"). Marks are people who believe everything they see related to pro wrestling is real/unscripted. Smarts are the opposite, and understand that pro wrestling is a business/form of entertainment with a specific audience (Smarks are Marks who believe wrestling is fake but love it in spite of (and sometimes because of) this fact).
Vince McMahon is not in the business of giving a shit what the Smarts think or think they know about what's happening backstage. The only time he cares is when so many Smarts think something is true that he can use their belief to his advantage (see: the evolution of Vince McMahon, friendly ring announcer to Mr. McMahon, arguably the greatest heel in pro wrestling history).
In D&D, metagamers are Smarts. The players who have read the Monster Manual (and the various supplementary titles) cover to cover and know every detail about every creature you could possibly throw their way, who are the first to say "they can't do that" when your NPC uses Dimension Door to move 500 feet instead of the published 400, who say things like "How can that creature deal 48 damage if we are Level 4? That's beyond our challenge rating!"—those are Smarts.
Smarts think D&D has rules—rules they can memorize and use against you at the table. You are absolutely welcome to agree with them, but that's not DMing like Vince McMahon.
If you want to DM like Vince, the only rule of D&D is you're the DM and whatever you say happened is what happened. Period. If you say it exists, it exists. Your players might ask "Why? How? Who?"—and you can flash the grin that accompanies ultimate power and say "Because I said so."
That's admittedly extreme, but so is the Smart's position ("This book I read before the session said X, Y or Z...so you're wrong" or worse "That's not how I do it in my game"). If you're feeling equitable, and want to split the difference (something Vince would never do, except for when he agreed to the Daniel Bryan push, but, I digress) meet in the middle and use what a Smart thinks they know against them.
As an example: Smarts know a creature only has 3 Legendary Resistances, and will strategize around this fact, holding onto a killer 7th-level spell for after that moment when the dragon uses its LR a third time. Well guess what, sucker—this ancient being has EIGHT Legendary Resistances, one for each of the centuries its been alive. Reveal this intel and watch them get sick to their stomachs.
This isn't being petty (though it certainly can be)—it's good storytelling. You have to keep people guessing. And if your players think they know everything about how your world works because they read an outside source, and you know this, you can flip their expectations back on them. Example:
Expectation: The Monster Manual says hags only hang out in covens of three. Reality: This coven formed a stable (see above) with two other hag covens, they call themselves The Triumvirate, and you just killed 3 of their sisters. The other six are on their way back to the nest. Whoopsie! Who's smart now?
The Art of the Swerve
Similar to using what your players know against them as a way of subverting/exceeding expectations, a swerve is a pro-wrestling term that basically means "doing something other than what the audience is planning to see," and typically involves storyline.
As the Monday Night Wars drew to a close, Vince McMahon sent his son Shane to sign the paperwork and purchase WCW as part of a cross brand takeover. Shane signs the paperwork (expected) but uses his OWN NAME (swerve!), effectively becoming the owner of a rival company overnight, and kicking off the "INVASION" storyline and like, 2 years of WWE content.
When CM Punk was dealing with contract negotiations, it was a forgone conclusion he would lose his championship bout with John Cena, as there was simply no way Vince would let someone like Punk win a championship, let alone against John Cena, to say nothing of the fact that Punk had cut a promo in the weeks prior that dunked on the entire concept of being a company guy. And yet—swerve—he walked out of Chicago and (at least in storyline) the company as WWE Champion.
Swerves happen in fantasy/sci-fi as well. Two notable examples both feature in spoiler-filled Game of Thrones recaps, and involve things that can/can't happen to supposed main characters' heads and what should/should not take place at colorful weddings. Those moments took the characters by surprise because they subverted the rules of the world (in so much as they proved rules only apply to those who believe in them) and they took the audience by surprise because they used our expectations against us. ("Sean Bean can't die! He never dies in anything!")
You can swerve your players by thinking through what their expectations for an encounter will be, then do the opposite. Or something to the left or right of what might have been promised. Or do something that isn't even in the same universe of what you'd originally presented.
Example: "Let's go visit the king and convince him to help the people of this fair city, who have been ignored by their leader for too long!"Expectation: There will be an encounter in the castle overlooking the citySwerve: There is no castle—it's a major illusion.
You can start with the swerve, then come up with the reasoning for it. You don't need to swerve just for the sake of shaking things up (although that's exactly what Vince would do), but you should recognize the swerve as a tool in your arsenal, and one that will help take your stories to another level simply by forcing you to think of the unexpected thing.
Always Build to the (Next) Pay Per View
This rule is more complicated now that WWE Network has sort of killed the idea of the PPV, but here's the gist: Each month there's a major event. That's where you want numerous storylines to coalesce— for the babyfaces to triumph and the heels to get their comeuppance.
This is a hard and fast rule: If the world wants nothing more than to see somebody punch Ric Flair in the mouth, do not—under any circumstances—let someone punch Ric Flair in the mouth unless they've paid for it. This is why championships rarely change hands on episodes of Raw or SmackDown—you want to build anticipation for a title change, rather than just allow it to happen without any buildup. That's how you make money off a PPV.
The more the heel needs to get punched, the more the heel should find ways to weasel out of it. For a defending champion, examples include:
-faking an injury to delay a match-no showing-refusing to fight unless ridiculous conditions are agreed to-getting themselves intentionally disqualified so the title won't change hands-getting themselves intentionally disqualified a different way so the title won't change hands-no showing again-faking another injury
This can take many forms in D&D. If the party wants to kill the evil princess, have them fight their way through a cavalcade of creatures and sneak through the sewers only to discover that (gasp!) the princess is in another castle. That castle is guarded by an anti-magic field and a bunch of buff tortles. So the party waits to try and catch the princess when she's at the Summer Tournament. But then the princess's courier shows up and explains the Summer Tournament has been cancelled. So the party convinces the realm's council to host a Fall Tournament. The party is pleased...they lie in wait. But the courier arrives at the Tournament in her place, with a note that says "ha, ha, ha. My castle is live-scrying the Tournament so I don't need to be there in person. Toodles." This will frustrate your party. The courier says "Milady has invited you to dinner at her castle." The party is skeptical, but they attend. The princess poisons their food...but the party was expecting poison so they're fine...but they don't know the princess is a simulacrum of the real deal, and when they slay her she turns to melted snow, and her dying words are "I'm sorry, but the princess is...in...another......castle-arrrrrggh."
By keeping your party's favorite foe just out of reach for a few sessions/encounters, you delay the gratification and help ensure that when they actually do get to land that killing blow, they've fought/sweat/died to earn it.
Blow Off to Something Bigger
When your party thinks they are at the end of their face off with a foe, don't be afraid to turn a Survivor Series showdown into a Wrestlemania-worthy main event. This is what I mean by "Build to the (Next) Pay Per View." You don't just want to delay the payoff/gratification as part of your build—you want to spin a partial pay off into something biggebettemore exciting.
In pro wrestling, this can take several forms, but the most common is "If you beat me at event X, you'll win a title shot at event Y," or the heel is forced into a contract signing to defend the title and it's a no DQ match so they can't weasel out of the defense this time, or the babyface finally (finally!) wins the title...but the moment the belt is in their hands after an utterly exhausting match, a new contender comes out of nowhere and challenges them to a title match, and the new champ loses before they can get to their feet. This starts a new program between your hero and a new challenger.
Generally, the last match in a program between two wrestlers is called a "blow off"—it's the match that ends one story for a wrestler so they can start a program with another one. Due to D&D's de facto episodic structure, you can create a blowoff in your campaign simply by introducing a new shiny object for your party to chase once they've finally accomplished a longterm goal.
The best blow-offs don't bookend a story—they start a new chapter, utilizing elements/moments/sleights/intel from the previous pages.
Once your party conquers the princess, they find out her courier is the one who's been pulling the strings all along, and he's kept the party busy long enough for his plans to finally come to fruition.
Or the dragon hoard features evidence of a conspiracy involving the disappearance of your party's favorite NPC...and it points directly at your party's paladin's dad!
Or the kindly treasure hunter who fearlessly led the party to the heart of the dungeon makes off with the loot while they're battling the creatures that guard it.
Finding ways to blow off into something bigger for your party will drive your narrative forward while keeping it rooted in the present moment. Your party's passions will be influenced as much by what you're telling them as what you're keeping from them. They'll be so motivated to chase the things that are important to them that they won't even notice how neatly it all connects behind the screen.
Know When to Humble Yourself
Yes, you're Vince McMahon—the walking, talking, mugging millionaire megalomaniac who runs D&D sessions with the confidence of a guy who has all the power. But even Vince knows when it's time to be sprayed with beer, or smacked in the face with a bedpan, or even have his head shaved by a future president.
If you rule your table like Vince would, you're going to frustrate your players. This is totally fine, provided you know when to allow them to release that tension on your creation. You aren't trying to beat them—you're trying to entertain them. Sometimes that means letting them have the W, especially when they've earned it.

There are dozens more examples but I feel I've gone on longer than Shawn Michaels v. Bret Hart at WrestleMania XII. So instead, I'll leave it here and leave the floor open for those of you who know more about DMing and D&D than I do pro wrestling to add your thoughts on the above.
And if you end up using any of the strategies above in your future sessions, give me a hell yeah.
submitted by jeffjeffries77 to DMAcademy [link] [comments]

Fallout 76: Steel Dawn Update Notes – November 24, 2020

Edit (10:40 p.m. ET, Nov 24): Maintenance is complete and the Steel Dawn Update is now live. Thanks for your patience during downtime today, everyone. We hope you enjoy the new quests!
Hi, everyone! We've decided to release the Steel Dawn Update a week early on all platforms, and we expect Fallout 76 will be back online between 9:00 p.m. and 10:00 p.m. ET. You can head here on Fallout.com to catch more details. While we're offline for maintenance, please feel free to check out the patch notes below:
Today marks the release of our Steel Dawn Update, and with it, the return of the Brotherhood of Steel to Appalachia. Take on the Steel Dawn questline, meet new characters, explore new locations, and lay claim to some new rewards. This update also introduces the C.A.M.P. Shelters feature, hunger and thirst improvements, and much more. Read on to catch the patch notes.

Update Highlights

  • Ad Victoriam!: The Brotherhood of Steel is back! Explore the first chapter of their story, meet new characters, visit new and updated locations, and unlock rewards as you experience the all-new Steel Dawn questline.
  • Head Underground: Flex those creative muscles by building out your very own instanced interiors with our first three C.A.M.P. Shelters.
  • Gear Up: Complete Steel Dawn quests and take on Daily Ops to earn new weapons and armor that are straight from the Brotherhood arsenal.
  • Don’t Just Survive, Thrive!: We’ve removed all negative effects from Hunger and Thirst. Instead, you’ll receive buffs that increase based on how well fed and hydrated you are.
  • Save Those Atoms: (Coming December 1) Already have some of the items in an Atomic Shop bundle? No problem! Bundle prices now lower automatically if you already own any items they contain.

Update Version 1.5.0.19

Check the download sizes below for today’s patch on your platform of choice:
  • PC (Bethesda.net): 8.3 GB
  • PC (Microsoft Store): 16.4 GB
  • PC (Steam): 8.8 GB
  • PlayStation 4: 15.2 GB
  • Xbox One: 16.0 GB

New Steel Dawn Questline

The Brotherhood of Steel has returned to Appalachia on a mission to reclaim the region for humanity, to preserve any tech they can find, and to find out what befell Paladin Taggerdy and her crew. Starting today, you can begin your journey with the Brotherhood of Steel and work toward a brighter future for Appalachia in the all-new Steel Dawn questline.
  • Complete New Quests: Meet the new Brotherhood arrivals and begin your journey through the Steel Dawn questline by heading to Fort Atlas (formerly ATLAS Observatory) in the Savage Divide region of Appalachia.
    • Your level 20+ characters can begin the Steel Dawn quests immediately, even if you haven’t completed any prior Fallout 76 quest content.
    • When you log in with an eligible character, a quest called “Welcome to the Neighborhood” will prompt you to visit Fort Atlas.
    • Please note: You can now Fast Travel to Fort Atlas for free. However, if you had already discovered ATLAS Observatory before to today’s update, its icon will no longer be visible on your Map. You will need to revisit the area to discover Fort Atlas, which will cause its Map marker to appear.
  • Meet New Faces: Get acquainted with new characters, like Paladin Rahmani, Knight Shin, Scribe Valdez, and many others who have arrived in Appalachia with the Steel Dawn Update.
  • Explore New locations: We’ve added several new locations and updated a number of existing ones that you’ll delve into during your journey with the Brotherhood.
  • Gear Up with New Rewards: Progress through the Steel Dawn questline and complete Daily Ops to earn a host of cosmetic, C.A.M.P., and item rewards, including the following new weapons and armor straight from the Brotherhood arsenal:
    • Crusader Pistol
    • Plasma Cutter
    • Hellstorm Missile Launcher
    • Brotherhood Recon Armor
    • You can purchase a variety of mods for these new items from Regs in Vault 79 using Gold Bullion, including mods that can alter each weapon to deal various types of elemental damage.
  • Main Menu Updates: The Brotherhood has taken over the game’s Main Menu with an all-new background video and music.

C.A.M.P. Shelters

Head underground with C.A.M.P. Shelters, which are instanced interiors that you can add to your C.A.M.P. and customize to flex your creativity as a builder.
  • We’ve added a brief new quest, called “Home Expansion,” to the game that all players must complete in order to gain access to the C.A.M.P. Shelters feature.
    • Begin the “Home Expansion” quest by reading a Shelters Claim Center poster in Train Stations throughout Appalachia. Or, find your way inside the Claim Center by locating a key in the northern Forest region.
  • With today’s update, we’re introducing our first three C.A.M.P. Shelters, which each offer a different sized space to build in, and feature their own layouts and styles.
    • Vault Utility Room: After completing the “Home Expansion” quest, all players can claim the Vault Utility Room for free in the Atomic Shop.
  • Please Note: Since we decided to release Steel Dawn early, only the Vault Utility Room will be available on November 24. The Vault Lobby and Atrium described below will arrive at a later date.
    • Vault Lobby: Fallout 1st Members can claim this medium-sized Shelter this month in the Fallout 1st section of the Atomic Shop. In the future, it will be available to all players for Atoms.
    • Vault Atrium: The largest of our first three Shelters, the Vault Atrium can be purchased using Atoms.
  • Once you’ve claimed a C.A.M.P. Shelter, you can access its interior by building the associated Shelter Entrance in your C.A.M.P.
    • Your C.A.M.P. can contain one of each type of Shelter that you own, and you can build multiple Entrances to the same Shelter.
    • Find your available Shelter Entrances by scrolling to the new “Shelters” category in the C.A.M.P. Build Menu. Select the Entrance you’d like to build, and then head inside.
  • Every Shelter has its own build budget that is separate from your main C.A.M.P., as well as any other Shelters you’ve built.
    • Your Shelter interiors will be saved as you build, so you won’t lose anything if you relocate your C.A.M.P., move your Shelter Entrances, or if your Entrances get destroyed.
    • Since they are instanced, Shelters are able to offer sizable build budgets. Currently, each of our first three Shelters have larger budgets than your main C.A.M.P.
  • We’ve relaxed certain build restrictions inside Shelters by introducing a “Toggle Snapping” option that you can turn off to place objects anywhere you’d like, or turn on to snap objects to each other or the build grid.
    • Additionally, use the Shelter Control Panel inside of each C.A.M.P. Shelter to quickly scrap or repair everything you’ve built so far.

Design Updates

Dynamic Bundle Pricing
  • Please Note: Since we decided to release Steel Dawn early, Dynamic Bundles will not be available until our original patch date of December 1.
  • A common suggestion we’ve received from Atomic Shop aficionados has been to reduce bundle prices for players who already own some of the items they contain. With today’s update, we’ve added pricing tech that will do just that.
    • Going forward, if you own one or more items in a bundle, its Atom price will automatically reduce accordingly. The more items you already have, the lower your adjusted price.
    • Bundles that have been adjusted this way will now display your price vs. the original price.
    • Items you already own will be marked in each Bundle’s description.
  • We’ve also added a new “Bundles” category to the left-hand side of the Atomic Shop menu so that you can more easily find all of the bundles that are currently available without having to hunt for them on multiple pages.
Additional Atomic Shop Updates
  • Backpack Flair: Add even more personality to your characters with Backpack Flair! We’ve added two Backpack Flair slots to the modify menu for Backpacks that you can use to add cosmetic Flair.
    • Going forward, keep an eye out for different Backpack Flairs that you can unlock in the Atomic Shop, claim from Season Scoreboards, or earn as rewards in-game.
    • Backpacks you crafted prior to the Steel Dawn Update will not have Backpack Flair mod slots. Craft new versions of your Backpacks to cause the Backpack Flair slots to appear.
    • Please Note: While the Backpack Flair system is live as of November 24, Flairs themselves are not yet available. We will let you know as soon as we add them on a later date.
  • Fallout 1st: Items that have special discounts for Fallout 1st Members will now appear in the Fallout 1st section of the Atomic Shop while they are on sale.
    • These items will now also display a Fallout 1st icon, both in the Fallout 1st category and in their appropriate sub categories in the Atomic Shop.
  • Lunchboxes: In addition to earning Lunchbox rewards from a Season Scoreboard, or buying them with Gold Bullion in-game, you can now purchase them for Atoms in the Atomic Shop.
    • Please Note: Since we decided to release Steel Dawn early, Lunchboxes will not be available in the Shop until our original patch date of December 1.
    • Lunchbox buff descriptions and the chances to receive each buff have been added to the “Lunchboxes” section of the Help Menu.
Daily Ops
  • New Items: We’ve added a number of new rare rewards that you can earn by completing Daily Ops. They include Plans to craft Brotherhood Recon Armor, the Crusader Pistol, Plasma Cutter, and Hellstorm Missile Launcher.
  • Plan Rewards: Say goodbye to duplicate Plans! Non-tradeable item Plans that can be awarded by Daily Ops, like the War Glaive Plan, will no longer continue to drop as rewards after you’ve learned them.
  • Mutations and Enemies: To help keep Daily Ops feeling fresh each day, we’ve made an adjustment to prevent the same enemy mutation and faction from appearing two days in a row.
Hunger and Thirst Updates
  • We agree with feedback from the community that our hunger and thirst mechanics could feel a little too punishing. We’ve decided to remove the negative effects when you’re hungry or thirsty, and buff up the bonuses you receive when you’re fed and hydrated.
  • Going forward, your Action Points, Health, and Disease Resists will no longer be negatively affected when you haven’t had anything to eat or drink recently.
  • Instead, you will receive buffs that increase depending on how full your hunger and thirst meters are:
    • Hunger: Gain +15 Max HP when partially fed, up to +35 Max HP, +35% Disease Resist, and +1 Strength when fully fed.
    • Thirst: Gain +15% AP Regeneration when partially hydrated, up to +35% AP Regeneration, +35% Disease Resist, and +1 Endurance when fully hydrated.
Items
  • Holiday Gifts: Increased the weight of Holiday Gifts to 1 pound each, and made them untradeable.
PVP
  • Pacifist Mode: When Pacifist Mode becomes available to new characters at level 5, it will now be toggled on by default.
User Interface
  • Map: Added a Fast Travel point and Map marker for Vault 51.

Bug Fixes

Allies
  • Settler Forager: Players can once again receive Daily Quests from the Settler Forager Ally.
Art & Graphics
  • Animations: Human NPCs that have both legs crippled no longer appear to fall down and then immediately stand back up. Instead, they will remain standing, but they will remain immobile until one leg is healed.
  • Power Armor:** Players’ posteriors are now properly protected while wearing Enclave Power Armor.
  • Weapons: Turbo-Fert Fertilizer Grenades no longer appear to explode twice on detonation.
  • Weapons: Charging up the Gauss Pistol and then holstering it no longer causes a small portion of the weapon model to disappear.
C.A.M.P. and Workshops
  • General: Grass and small plants are once again visually removed when placing Foundations and other large C.A.M.P. objects on top of them.
  • Brotherhood Field Station: Closed up a hole in the Field Station’s ceiling.
  • Décor: Players can now build Powered Lawn Flamingos without having learned the base Lawn Flamingo Plan.
  • Encampment Bridge: Fixed an issue that could allow Encampment Bridge pieces to remain floating in mid-air after removing connecting pieces.
  • Encampment Fence: The Encampment Fence now spins at its center point when rotating the object in build mode, and its explosion visual effects also appear at its center point when the Fence is destroyed.
  • Exploit: Traps now have a minimum distance that they can be placed from other Traps. C.A.M.P.s and Blueprints containing Traps that are stacked on top of each other can no longer be placed.
  • Exploit: Addressed a C.A.M.P. budget exploit related to Wires.
  • Exploit: Addressed an item exploit related to Collectron Stations.
  • Rocket Rides: Can no longer be placed clipping into other objects.
  • Super Reactor: Now scraps into Aluminum, Copper, and Rubber, instead of just Rubber.
Combat
  • Explosion Damage: Fixed an issue that caused non-physical explosions from weapons, like Floater Grenades, to deal less damage than intended.
  • VATS: Greatly improved the accuracy of chance to hit percentages when using VATS.
  • VATS: Hits that successfully strike the target now deal damage correctly.
  • VATS: Fixed an issue that could cause VATS to close when line of sight to the targeted enemy became partially obstructed.
  • VATS: Continuing to fire a Flamer or Cryolator after closing VATS no longer stops those weapons from damaging enemies.
  • VATS: Corrected the damage dealt when firing the Tesla Rifle and uncharged Gauss Weapons in VATS.
Daily Ops
  • Contextual Ammo: Enemies in Daily Ops now correctly drop Shotgun Shells when using the Fancy Shotgun.
  • Bosses: Daily Ops Bosses no longer sometimes swap their unique weapons for weapons from nearby creature corpses.
  • Bosses: The Super Mutant Daily Ops Boss is no longer disarmed after being staggered.
  • Operation Report: After achieving Paladin Tier or higher, the rewards list in the Operation Report now correctly includes both of the player’s legendary item rewards.
  • Vault 94: Fixed an issue causing certain doors inside Vault 94 to display a button prompt without any text.
Enemies
  • Blood Eagles: Can no longer be turned into Scorched Blood Eagles by Scorchbeasts.
  • Earle Williams: Can no longer turn into an Ash Pile or a Goo Pile on death, nor dismembered by the Bloody Mess Perk.
  • Scorchbeast Queen: No longer clips into the terrain during her strafe attack.
Items
  • Apparel: Fixed several instances where Enclave Underarmor could clip through different apparel, like the Bomber Jacket and the Pint-Sized Slasher Outift.
  • Armor: Sturdy and Heavy Metal Left Leg Armor can now drop as legendary items.
  • Armor: Players can now correctly remove Misc. Mods from Armor pieces.
  • Armor: Secret Service Armor with the Weightless legendary attribute no longer counteracts cloaking granted by the Chameleon Mutation.
  • Gamma Gun: Firing rapidly no longer sometimes causes the Gamma Gun to fire more rounds than the magazine contains.
  • Gauss Minigun: The crosshair no longer persists on top of the Gauss Minigun’s sights while aiming after applying the Gunner Sights mod.
  • Gauss Shotgun: Can no longer spawn with the Explosive legendary effect.
  • Heavy Weapons: The Cryolator now correctly deals cryo damage, and the Flamer deals fire damage.
  • Mods: Weapons that have Heated Mods applied now correctly deal Fire damage.
  • Mods: The Refrigerated Backpack Mod now consistently reduces the food spoilage rate by 50%.
  • Mods: Weighted Armor Mods now ignore 5 points of enemy Damage Resist in addition to the 10% they ignored previously. This will improve situations where Weighted mods had very little effect on enemies who already had low Damage Resists.
  • Pump-Action Shotgun: Increased Pump-Action Shotgun Bash damage so that it is in line with Rifles and other Shotguns.
  • Recipes: The Radstag Redemption, Mirelurk Boil, and Headhunters Headcheese Recipe Notes now correctly unlock the ability to craft those items.
  • Thrown Weapons: The following weapons now deal the correct damage types, and they are properly enhanced by the Demolition Expert Perk Card.:
    • Cryogenic Grenade
    • Cryo Mine
    • Floater Grenades
    • Plasma Grenade
    • Molotov Cocktail
  • War Glaive: Added Copper to the War Glaive’s crafting requirements and removed the Plasma Core requirement.
Mutations
  • Carnivore: The following items now count as meat when affected by the Carnivore Mutation:
    • Canned Dog Food
    • Deathclaw Eggs and Omelettes
    • Frog Eggs
    • Imitation Seafood
    • Mirelurk Eggs and Omelettes
    • Mothman Eggs
    • Pork n’ Beans
    • Radscorpion Eggs and Omelettes
    • Radtoad Eggs and Omelettes
    • Radtoad Omelettes
    • Salisbury Steak (Preserved)
    • Yum Yum Deviled Eggs
  • Herbivore: The following items now count as plant-based food when affected by the Herbivore Mutation:
    • Cajun Rice & Beans
    • Firecap Tasty Souffle
    • InstaMash
    • Preserved InstaMash
    • Vegetarian Ham
NPCs
  • Animations: Corrected a number of issues that could cause various world NPCs to play incorrect animations or temporarily stop animating.
  • Fisher: No longer plays an animation as though he is using a terminal when he is not near one.
  • The Overseer: No longer sometimes becomes stuck when heading to the presentation room during “Overseer, Overseen.”
  • Whitespring Bots: Sentry Bots and Doorman Protectrons now respond properly when players interact with them.
Performance and Stability
  • Client Stability: Fixed an issue that could cause a client crash when loading into a world.
  • Server Performance: Players will no longer receive an error when joining a Daily Op while using furniture.
  • Server Stability: Addressed a server crash that could occur when loading into a world.
  • Performance: Addressed an issue that could result in a performance drop when viewing the Season Scoreboard.
Perks
  • Animal Friend: Removed outdated level requirement wording from the Perk Card description.
  • Chem Fiend: Now correctly increases the duration of all effects granted by Berry Mentats.
  • Nerd Rage: Fixed an issue causing Nerd Rage to grant its damage bonus while above 20% health.
  • Wasteland Whisperer: Removed outdated level requirement wording from the Perk Card description.
Quests and Events
  • Ally: Thicker than Water: Watoga Underground is now properly instanced.
  • Defend: Billings Homestead: Enemies no longer get stuck or spawn in nearby water during Workshop events at Billings Homestead.
  • Free Range: Beefed up Brahmin health and resistances during the Free Range event.
  • Project Paradise: Friendly creatures that appear after completely filling the habitat troughs now have a consistent max level of 100.
  • Scorched Earth: Now correctly grants a 3-star legendary item reward on completion.
Sound
  • Armor Ace Shooting Gallery: Joining a Daily Op while using the Armor Ace Shooting Gallery no longer causes its sound effects to play continuously.
  • Boney Death Tambo: Added unique sound effects to the Boney Death Tambo Skin.
  • Communist Bunker: Sound effects no longer continue to play after the door has finished opening or closing.
  • Encampment Fence: Corrected the sound effects that play when opening the Encampment Fence Gate.
  • Hounds Reclining Sofa Chairs: Now play sound effects when players sit in them.
  • Theremin: Now plays one of two different songs, depending on the in-game time of day.
User Interface
  • Map: Bloody Frank’s is now labeled correctly on the Map.
  • Scoreboard: On PC, pressing the Spacebar while viewing the Scoreboard in-game no longer incorrectly opens the Challenge Menu.
World
  • Pathing: Fixed a number of objects in the world that players could path through or clip into.
  • Pathing: Fixed several locations throughout the world where players could become stuck.
submitted by BethesdaGameStudios_ to fo76 [link] [comments]

Not Good, Still Awesome: Geralt of Rivia

The depth of Pathfinder Second Edition's core character creation goes above and beyond in terms of offering potential for players to explore cool ideas and try interesting combos. This great depth is worked into a mathematical system which does its utmost to ensure that basic competency is maintained despite players making unique and 'suboptimal' choices.
What I'm trying to say is, I wanna play as everyone's favourite hypercompetent badass lonely grumpy inordinately attractive lump of prime beef Geralt of Rivia. We want to live the fantasy of playing a Witcher, with their combination of inhuman brawn and finely honed brains.
Where this gets difficult is that we have three subtly different sources to draw upon (the novels, the games, and now the Netflix series), each of which portrays Geralt in different situations and with differing amounts of emphasis on each of his not-insignificant abilities. There's also the difficulty that Geralt has a very diverse skill set, and while I wouldn't go so far as to call him a Gary Stu (he gets his ass handed to him surprisingly frequently), he is still an inhumanly capable warrior in a lot of different ways.
We want a flexible monster hunter who engages in close combat with a sword, augments themselves with alchemy, has an in-depth understanding of what they fight, and access to a little magic.
Getting Geralt's entire skillset into one character is going to be very difficult, but at the very least we can narrow down the key elements we should have:
We can manage the key ideas with a Ranger base and the Alchemist Archetype, but we're still going to be pushed to squeeze in everything we could want with our feat slots. To play up Geralt's martial nature, this build also uses Fighter Dedication to access quality reactions, instead using his ancestry feats for cantrips to represent the signs he knows.
Toss a coin to your Witcher, oh Valley of Plenty...
Ancestry: Human. We get boosts to STR and INT.
Heritage: Half-Elf. Not technically accurate, but Geralt isn't considered fully human anymore, and none of the versatile heritages quite fit. This gets us low light vision and a whole bunch of useful feats.
Ancestry Feat: Forlorn. Witchers in general have muted emotions and long lifespans (at least, when they don't die violently), and this fits wonderfully.
Background: Bounty Hunter. We get boosts to STR and WIS, Survival training, Legal Lore, and Experienced Tracker. All useful for someone who kills monsters for coin.
(As much as Amnesiac would thematically work well here, and help with how severely ability-hungry this build will be, it is a rare background, and not all GMs are liable to permit it.)
Class: Ranger. We get a boost to STR, and choose our Hunter's Edge. Geralt's fighting style is described as using a lot of pirouettes and spins, which would suggest the Flurry Edge. It's also described as being powerful enough to cleave through armour and instantly kill most human foes, which suggests the Precision Edge. However, the primary aim of the Witcher augmentations and their unique fighting styles is to enhance defense. When fighting threats much larger and stronger than oneself, a Witcher's immediate priority is not getting hit, and thus the Outwit Edge suits Geralt (and most witchers) best. It also gives his Intimidation and knowledge checks a significant boost. That said, we're not ignoring his power outright...
We take the Gravity Weapon feat to boost our power in combat (it also sort of represents the Aard sign). Coupled with a two-handed Bastard Sword, Geralt will be hitting respectably hard while still maintaining a defense from his Outwit Edge.
As well as Survival, we become trained in Nature, Arcana, Athletics, Intimidation, Medicine, Occultism, Religion, and Stealth.
Determine Array: Boosts to STR, DEX, CON, and INT.
STR 18, DEX 12, CON 12, INT 14, WIS 12, CHA 10.
It's not quite as much as we'd like (Amnesiac giving an extra something anywhere makes this way better), but it works. Low Charisma is on theme, because despite his general reputation as a ladies' man, Geralt spends much of his early canon existence getting shunned, booed out of towns, and generally out-talked by anyone. His later reputation at least partly derives from having a famous Bard and hyper-competent Sorcerer (both of whom have Charisma for days) doing the talking for him.
Build Path:
Level 2: Alchemist Archetype Dedication. We become trained in Crafting and can start preparing elixirs and mutagens each day for use.
Level 3: Ancestral Paragon general feat grants the Otherworldly Magic ancestral feat, which gets us the Shield cantrip (representing the Quen sign). While the circumstance bonus to AC doesn't stack with our Hunter's Edge, it does give extra defenses when dealing with multiple foes (our Hunter's Edge only applies against one), and enables us to Shield Block in a pinch.
We raise Crafting to Expert.
Level 4: Snare Specialist. As well as elixirs, mutagens, and signs, Witchers will occasionally make use of rigged traps. When you're fighting alone against monsters, any advantage you can get matters.
Level 5: STR 19, DEX 12, CON 14, INT 14, WIS 14, CHA 12.
Natural Ambition ancestry feat grants the Monster Hunter ranger feat. Being able to recall knowledge when using Hunt Prey is a useful economy enhancement. The occasional +1 to hit is just gravy.
We raise Nature to Expert.
Level 6: Expert Alchemy (Alchemist Archetype). Our Advanced Alchemy improves, enabling us to prepare more powerful elixirs and mutagens.
Level 7: Incredible Initiative general feat gets us into the fight faster.
We raise Nature to Master.
Level 8: Blind Fight. Geralt often has to hunt prey in dark caves, and frequently deals with prey trying to ambush him. Blind Fight means that he's always able to land hits, even in environments where his vision is compromised, and he's always aware of threats.
Level 9: Multitalented gets us the Fighter Archetype Dedication. Being a half-elf means we can bypass needing 14 Dexterity.
We raise Crafting to Master.
Level 10: STR 20, DEX 12, CON 16, INT 14, WIS 16, CHA 14.
Opportunist (Fighter Archetype) grants us Attack of Opportunity. For as much as they emphasize defense, Witchers still need to take any opening they can get to finish fights quickly and limit what their foes can do.
Level 11: Fleet general feat brings our movement speed up to 30.
We raise Intimidation to Expert.
Level 12: Master Monster Hunter. We're now reliably getting the bonus from Monster Hunter, and can use Nature for all of our knowledge checks, representing the Witcher's encyclopedic knowledge of Monster Lore.
Level 13: Otherworldly Acumen gets us Charm (as a 2nd level spell), representing the Axii sign. While useless in combat, it should be more than effective against commoners and weak foes.
We raise Survival to Expert.
Level 14: Master Alchemy (Alchemist Archetype). Our Advanced Alchemy improves further.
Level 15: STR 21, DEX 14, CON 16, INT 14, WIS 18, CHA 16.
Toughness general feat gives us a little more durability.
We raise Nature to Legendary.
Level 16: Basic Maneuver (Fighter Archetype) for Power Attack. Sometime you just need to cleave some poor bastard asunder.
Level 17: Nimble Elf gets us to base 35 speed. Witchers are quick.
We raise Intimidation to Master.
Level 18: Manifold Edge. Sometimes defense isn't the answer; being able to access the basic form of Precision Edge (which plays very nicely with Power Attack) or Flurry Edge (for dealing with mobs of mooks) helps Geralt stay flexible in a fight.
Level 19: Canny Acumen general feat brings our Will save up to Master.
We raise Survival to Master.
Level 20: STR 24 (Apex), DEX 16, CON 18, INT 16, WIS 18, CHA 16.
Advanced Maneuver (Fighter Archetype) for Combat Reflexes. Multiple attacks of opportunity absolutely suits the Witcher's fighting style.
And with the increase from our Intelligence, we choose Diplomacy as our trained skill. We're 20th level; we're allowed to be popular now.
Also, by popular request...
FREE ARCHETYPE VARIANT GERALT
Level Class Feat Slot Archetype Feat Slot
1st Gravity Weapon (also Monster Hunter via Natural Ambition)
2nd Quick Draw Alchemist Dedication
4th Snare Specialist Basic Concoction: Poison Resistance
6th Skirmish Strike Expert Alchemy
8th Blind Fight Fighter Dedication (needs 14 DEX at 5th level)
10th Master Monster Hunter Opportunist
12th Double Prey Master Alchemy
14th Sense the Unseen Basic Maneuver: Power Attack
16th Legendary Monster Hunter Advanced Maneuver: Furious Focus
18th Manifold Edge Advanced Maneuver: Disorienting Opening
20th Advanced Maneuver: Disruptive Stance Advanced Maneuver: Combat Reflexes
For other Not Good, Still Awesome builds, click here.
submitted by TheGentlemanDM to Pathfinder2e [link] [comments]

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