Dizzy is funny Momentum plus boost plus the ability to turn shield into evade or damage It's just like You're untouchable And your defense is now your offense Dizzy is just, if you survive the early stages of the fight, you out scale the the fight so aggressively hard Unfortunately I haven't had the chance to play everything in this game But Drake is a ton of fun Like Heat management isn't too bad, and the attacks you get are cracked
I am at 450 tries and i am yet to pass Ecruteak/rocket hideout Part, but i dont ever skip any trainer like i've seen some do, tho i will go to a pokecenter if there is one available, this on outside part ofc
26:12 If you play Save State, the Load State card will tell you how many spaces it will move you from where you presently are. Max seems fun in concept, just seems like it takes a lot of luck and setup to get going. Wish Issac's cards were more compelling, he's certainly entertaining to have on the team! I enjoyed using drones with him till I unlocked the Jupiter at which point I always want Riggs and some damage dealers because why would I want anything but Jupiter drones. I'm definitely not throwing rocks all over the mid-row!
Calling instant movement weak because it can't be built up like evade is completely backwards: evade is OP so judging by that standard makes no sense. Instant movement is just fine because cards shouldn't be great every single time you draw them.
Mitosis was a must have with this artifact I once got. Can't remember the name of it, but it provides an extra shield at the start of the turn, but does some really bad stuff to you when you gain more shields than your maximum can handle. It really came in clutch with that.
Prototype 22. Generates shield at the start of each turn but if your shield is full at the start of your turn you take 2 hull damage. Yeah Mitosis is amazing with that artifact.
Greath editing and advices bro. I'm making a romhack is pokemon gold and i don't know how to make the gym lider and E4 a challenge. That why im here. Thanks. ❤
A few things to say is Marvel scale does not work with confusion, drowzy, or infatuation. Just PSN/BRN/PLZ/FRZ/SLP. Sleep only being viable if it also had like Sleep talk as well so not really. Forecast only works on castform so it basically does not change the run at all. Unless you're lucky enough to get a castform with forecast. Which is still just underwhelming. Also I've just started doing Kaizo so I don't know if white/mental herb are usable since they are consumables. But mental herb gets rid of the infatuation.
I don't think I've ever seen your content before but it seems we have similar tastes! Check out Legend of Grimrock, probably the second one, it's easier to sink your teeth into!
It's an old-school Dungeon Crawler. Lots of exploring, puzzles and secrets. It's got great workshop content and it feels like an incredibly well-constructed and like the devs put everything in its respective spaces for a reason
Riggs herself can have absolute banger cards, between ace, and the cards that makes you shot at each movements it's already great, not to mention those cards that give draw on the next turn, or even some energy and the card that gets stronger each time you draw it (with the upgrade to be used freely without being exhausted) Riggs really does have a fitting name, she's rigged
Something to note here about Drake. Assuming you don't have your hull maxed out, Hot Compress is designed for you to have swing turns where you unload a lot of cards that generate heat in 1 turn, and Hot Compress keeps you hull neutral. Drake can do a lot in one turn if you're willing to just stack heat. It doesn't matter if you have 3 or 30 heat, it all purges at the end of the turn for 1 hull, which is a very strong way to build her out. I haven't done it much, but it's worth checking out. It doesn't make the card super insane or anything, but it's got a use case I think people overlook since it's kinda clunky. Also idk why you think adaptability is bad. I always take it when offered and making it 0 cost get an evasion or shield is totally nuts. You just get either for free if it shows up in your hand. It's infinitely better than having basic evade or block in your deck and Cat already plays a ton of cards in a single turn. I feel like adaptability is one of the best cards you can get from Cat, personally. Especially if your other crew members are something other than Riggs or Dizzy where those resources are far less plentiful. Just my take though! Play style is certainly a thing
Adaptability is bad because both cards individually are fairly bad and I find myself never wanting the flexibility: I just want a more powerful effect. Having a basic block/evade sucks too, but you're adding one of those to your deck. The reason why jack of all trades is so much better is because the effect is more powerful than individual parts: You get a damage, a block, and a move (and more when upgraded) in a single card, all of which are useful in combination and get you more than 2 mana worth of effects. The drake burn builds seem fun but I almost never build that way because the cards that generate so much heat are just not really worth it IMO. Cards that generate 2 or less heat and have a strong effect are nuts.
Health is a resource & you can a lot of times get sustainable heal or grow your health with each kill which if you get early is insane to build around & his cards are never dud cards so I really do think you where a bit harsh with your analysis of him
This is friendly discussion. You are (IMO) undervaluing Max a ton. I agree with almost everything else though. - His two starting core cards: Shuffle Shot and Security System are better than most starting attack/shield cards, and with both, you never need to pick up another one in a run if you don't want to (shuffle can mostly be ignored +3 for 1 cost?). - Retain is so strong! First, it means you can just choose when you want to play big cards (they stay in your hand) while also thinning your deck (you aren't drawing it anymore) but it also puts stuff to the left of your hand each turn when you discard your cards wihch breaks open these three cards: Backup Stick, Admin Deploy, Cloud Save. Retain alone makes you have basically unlimited of anything you want with any combination of these cards (and gives both A or B upgrades utility on these cards based on how you want to do it) and also leads to a lot of infinites to boot. Basically, you can literally give any OP card retain, then make a copy of it every turn with Backup Stick (it never leaves your hand because of retain), often play it for free with other cards (like Admin Deploy). It's basically the same thing as safety lock, but with a lot more flexibility if you want to work around more than one combo. It reenables Math.Max infinite loops (that got nerfed) since you just make +1 copy of the exhausted cards in that loop, or bring them back from the exhaust pile. Those one-time-only TRASH use cards (not exhaust) from the event that give +4 healing or +6 damage? Give it retain and make a copy of it every turn and never lose it. Want infinite overclock, overcharge, ace, etc? Max is your guy. If you find the artefacts you can even speed up the combo (boyancy and retain) and make any card infinite with 1 card and retain (or you can upgrade backup plan to chose any card to copy).
I hate temp shield. I think it's one of the worst things to have on a card, and I don't really find that shuffling hand is great. I do think that max has a lot of interesting combos, but they involve pretty specific cards. I think I sleep on retain since you tend to do a lot of damage in burst on a turn where there is an opening, and you can just have a deck with a couple of ways to do that. Admittedly, I have not messed around with math.max loops, but I also played a fair bit post the nerf to pot of greed, which I think also nerfed that, so that isn't really going into my ratings at all. Retain +6 damage is fine, but the problem is that the retain card and the copy card by themselves don't do anything, and taking them in hopes of spiking a combo feels like it throws too many runs. Max relic that removes removing a card from your deck from a card pops off though.
He's not undervaluing Max because he's the definition of low floor high ceiling. I need my cards to be reliable. I hate Max. He's like those magic the gathering cards that look super busted as hell but then I never get to play them in the actual game, or I do but it's too late...
Agree with a lot of what you said here-- gotta argue that math max is one of the best cards in the game since it just lets you go infinite for free in so many runs (when upgraded)
cant wait to get cat. fricken loving this game. interesting to see how u play. i always go all in on damage but i also havent tried anything harder than second difficulty
A lot of the ships have a ton of health so it's pretty difficult to burst them down. I tend to play fairly risk averse to try and not take damage on a bad turn since ships tend to alternate between different attack patterns.
you have to scout its stats (does it outspeed your mon? If so, probably a good poke or still worth catching to more safely scout the other routes) You obviously want to go for higher BST mons like Blissey, Snorlax (540BST), Arcanine (555BST) Umbreon (525BST) since these have a higher chance of a game-winning spread. And then scout its moves if possible, but it's dangerous if the mon is both faster and stronger than your scouting pokemon.