A list of puns related to "Battle of the Wilderness"
The wildernes is a pain in the ass because whenever they come out with new content, they have to spend dev time fixing bugs for content nobody willingly wants to do, but they have to because it's the only viable methods for that portion of the game.
Luring happens daily, with posts almost everyday on this reddit about people getting convinced to leave their abby creatures spot to go back to the monk of Zamorak and get pked for full Torva + scythe. Some guy gets 200mil and likely rwts it while a player who just wanted exp lost everything.
Is that really a good experience for this game? What is the wilderness really offering at this point besides malicious ways of obtaining gp and likely rwting it after?
There have been tons of ideas for the game with abilities and items and Jagex often just says "it would be too broken in PvP". What? For the 3 people that do it? Why is PvP being used as an excuse not to do certain balancing changes for the rest of the game?
The PvP community in rs3 is dead. It's pretty much nothing. All the clans that were left went to 07 because it offers them a bigger community and good PvP with actual balancing changes. If you want PvP in RS3, keep it to minigames, make minigames good by putting better rewards and making PvP a fun experience instead of an experience full of toxicity.
I remember when defenders were made they were like "yeah gotta make sure defenders aren't broken in PvP". What a shame if a few people used a defender in PvP, something that is non-existent. New emotes in the game? Gotta make sure it doesn't stall your character now. It's just a huge waste of time QA'ing all these new items in PvP when PvP is dead.
Let's say he lands five years before Minato is born. No need to worry about Kaguya or Madara's shenanigans yet.
They'll realize that he can't use chakra, but will happily look past that as he demonstrates extreme physical capabilities and senses.
Just thought I'd share this as I'm actually impressed and surprised that I get this feeling in this game. I'm sure any regulars know about the game, but I don't know that this aspect is obvious if you haven't played it and I know there's a lot of overlap between basebuilding and survival genre fans. I was rather frustrated at first when I was in min/max "hurry back to base" mode, but when I stopped to just enjoy it, it's really nice to have a game where I have to truly explore and get my bearings and seriously work hard at finding/making my way around and getting where I need to be or even just finding my way back to home base.
I bought Satisfactory about a week ago, have been playing it like crazy, and I'm at the point where I need to venture further out to find various things. This world is HUGE for one thing. And not just spread out, but vertically as well. There's also a ton of vegetation so you often can't see much, lots of dangerous creatures, etc. You can be quite close to your various markers/beacons and be so far above or below where you need to be that you can't even see the top/bottom and have no idea how to get there. You can of course build things, but some of these distances are huge and take lots of materials and prior planning. Even then and even with a vehicle, you can easily still run out of materials to build ladders/pathways/etc because you've already done it 12 times on your trip, and there's often no nodes near you to get what you need or build a crafting station, etc etc.
There's no terraforming so even if you're extremely patient, you can't just dig your way back. There's no teleporting, so that's out. It's been interesting and refreshing.
I am planning a weekend getaway and I would also love to read fiction books as well filled with adventures in the wilderness. Thank you all!
Weβve had about 2 days chock full of RNA Standard and I want to talk about some trends and lessons learned with specific cards and decks.
Letβs start with my deck that has really taken off in this nascent format: Mardu Humans
This deck is blindingly fast, resilient to most answers and sweepers, and has a high level of redundancy. Hero of Precinct One goes wide, fast, and is a mondo combo with Heroic Reinforcements. Judith, the Scourge Diva and Benalish Marshal are a redundant pair of anthems and can make the tokens from Hero incredibly strong. Fireblade Artist, Judith, and Footlight Fiend constitute a surprising amount of reach, along with a high haste count from Tajic, Legions Edge, Fireblade Artist, and Heroic Reinforcements. If you stumble at all this deck will kill you, and it can actually handle sweepers very well besides Settle the Wreckage. This is a synergy deck with a lot of redundancy, and the pieces are all very strong individually. This makes it very hard to pick apart compared to other tribal decks, and the speed and resiliency make it a very good early format candidate. Even in bo3 where opponents can prepare better in postboard games, this color combination and manabase actually get access to cards like Experimental Frenzy, Theater of Horrors, Duress, Unbreakable Formation, Conclave Tribunal, Lava Coil, and a lot of other very solid answers for potential issues. This deck has been performing incredibly well across a variety of players with its largest weakness being a slightly stressed manabase, and I think will remain a force in the metagame as other decks get refined.
The next two things I want to talk about are the macro archetypes of Rhythm of the Wild decks, and Wilderness Reclamation decks.
Rhythm of the Wild is a very potent and powerful card, with a fairly hidden drawback. The card wants to come down before your other threats and power them up with riot, which is a massive upgrade to basically any green or red creature. The problem that these decks tend to run into is that because you need to play Rhythm first, and the best way to do that is with some form of mana ramp (usually Llanowar Elves) you can actually run out of real threats to cast, especially in the face of sweepers or efficient removal spells. Growth-Chamber Guardian is one of the better solutions to this problem as it combos with riot to be 2 mana 3/3 draw another one. However this alone is not a good enoug
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