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Sakkra Swarmers - A MoO A...
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Mr. Cairo Thread (spoiler...
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Pinball videos
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BING thread.... [spoilers...
Forum: Erebus in the Balance PBEM LIX
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| Is Cracks Call too powerful? |
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Posted by: resnet34 - December 25th, 2021, 09:49 - Forum: Master of Magic
- Replies (38)
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If I understand correctly, Cracks Call destroy any walking unit with probability 25%, regardless of any parameters, once and for all, irreversibly. In my opinion, this spell is far too powerful, especially applied to Heroes and high-ranking units. It is a cheap uncommon spell, i.e. available to almost and Nature wizard, and has a very high probability of 25% of completely destroying almost any non-flying unit. For comparison, a unit with 30% chance and, e.g. 15 attack rolls, can deal at most 5 damage. I think it tips the balance a bit too much. In fact, with enough mana and channel, even if I have just one well-defended unit (e.g. invisible or invulnerable, etc), I can easily eliminate all enemy's units, including the flying ones (web+cracks call).
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| Magical Weapons Missile Immunity |
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Posted by: resnet34 - December 19th, 2021, 08:27 - Forum: Master of Magic
- Replies (3)
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Do magical weapons bypass Missile immunity? They do bypass weapon immunity, both by itself and when it overrides missile immunity. Logically, it means they should bypass Missile immunity too, but for some reason none of the entries I found anywhere specify that. From my experience (community patch 1.52.03) they do not. Is this a bug?
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| Codenames 41 |
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Posted by: Bobchillingworth - December 9th, 2021, 18:55 - Forum: Codenames Archives
- Replies (246)
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Join, darn you!
Signups (some ported from the Game 40 thread):
1. JR4
2. El Grillo
3. Amicalola
4. Bob
5. Charriu
6. Tarkeel
7. thrawn
8. DaveV
9. shallow_thought
10 Azoth
Teams, per Random.org:
3. Amicalola
5. Charriu
10 Azoth
4. Bob
6. Tarkeel
8. DaveV
7. thrawn
9. shallow_thought
2. El Grillo
1. JR4
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| Another greens game? |
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Posted by: Tarkeel - December 6th, 2021, 14:14 - Forum: Civilization General Discussion
- Replies (32)
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Is there any interest in getting another game going for the fresher faces, now that PB61 is done? I obviously won't be playing, but I can whip up another map if there's interest.
Signups:
1. JackRB
2. Bing
3. Joshy
4. Ginger
IslandShark: Superdeath
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| Diablo II: Resurrected | 12.2 - PC Patch Notes - 2.3 / Build 67314 |
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Posted by: KingOfPain - December 3rd, 2021, 12:20 - Forum: Diablo
- Replies (29)
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Diablo II: Resurrected | 12.2 - PC Patch Notes - 2.3 / Build 67314 is live!
For those of you who does not keep up with the latest patch and updates, there are a few note worthy improvements in this patch worth checking out. I have not done a deep dive into the entire update but here a couple of nice QoL improvement and possibly a Game Changer for some people and build
* Fixed an issue where if you attempted to deposit more gold into your stash than the stash could fit, no gold would be deposited at all
You don't need to be a math wizard anymore to figure out how much you can deposit into your stash. LoL
* Pets, Summons, and Mercenaries will now warp to a player’s location if they are far away from the player’s character
About time
* Players can now enable “Force Move,” an option available in the control settings which can allow the player to command their character to move to a specific location without targeting monsters
This might save a few accidental deaths
* Players can now enable the “Active Skill Bindings” bar. This additional bar shown above the standard HUD represents the skills (up to 16) players have mapped for their character.
Very convenient quick glance at what your current hokey setup.
Did I have LA mapped to F2, or Berserk on F3?
Is my bar set up for solo, or support?
* Players can now enable “Quick Cast,” an option available in game settings which can allow the player to use abilities with hotkeys without having to select the skill in the UI
This can a a game changer for some people (like myself with butter fingers) and some builds.
Example: I always have Teleport mapped to F8 and active on my glass canon sorceress build. Teleport is a very useful skill for positioning the merc and yourself to safety and targeting attacks. She very rarely use the left click to walk (see Force Move). So it was always a decision if it would be worth switch skills (say Hydra to deal with Fire Immunes) not not having teleport ready in case I needed to bail. Sometimes, I just get lazy. With Quick Cast, just press the key to instantly use other skills while Teleport will still be the active skill on the right click.
That goes the same for the left click. Now it makes more sense to throw in a Glacial Spike in between Frozen Orbs 
Being able to quickly cycle thru skills and still have your favourite skills on the ready is going to change some builds and play style. What's your take?
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