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 21 
 on: Today at 02:39:05 am 
Started by Lemonspawn - Last post by ThomasK
Hi, I'd like to register as a new player:

Dominion: ThomasK
Discord: ThomasK #0809
Timezone: Europe/Berlin

 22 
 on: Today at 02:20:42 am 
Started by Doom_Shark - Last post by majiponi
Cockroach
cost $1 - Action
+1 Action
If the Cockroach pile is empty, each other player gains a Curse. Otherwise, gain a Cockroach.
---
Setup: Each player gains a Cockroach.

 23 
 on: Today at 01:26:26 am 
Started by Dsell - Last post by sitnaltax
Vampire: Eclipse, Tactick, Taproot, Psysmic

The vampire has effective 1600 HP with healing. Our base damage is 1050, and we have the following opportunities for more:
Eclipse is effective 100 HP/round thanks to the healing debuff
Tactick is 200 as long as it's the first or second round
Psysmic is 50/round.

This makes the ordering pretty clear:
Eclipse needs to go ASAP to maximize the DoT (Vampire: 850, Heroes: 300)
Tactick needs to go second (Vampire: 750, Heroes: 100)
Taproot can go any time but the last round, so, third (Vampire: 550, Heroes: 50)
Psysmic is last, applying the debuff just in time for Tactick's recursive strike to do an extra 50 damage and finish off the Vampire.

 24 
 on: Today at 01:15:11 am 
Started by Dsell - Last post by sitnaltax
Dragon: Chara, Shiva, Ilume, Tocks

Our "base" damage is 400 + 300 + 200 = 900. We need to deal 1600 damage. The only way to deal the missing 700 this is to use Ilume's double on the Tocks' 400 and let Chara's DoT tick twice for 300.
We need to survive 3 attacks. Shiva's freeze prevents one; one is healed by Ilume; the third will knock us down to 50 HP each. Tocks' damage reduction is a red herring; it can't possibly buy us another attack, because two 300-HP attacks will kill us as surely as two 400-HP attacks.

So: Chara goes first because her DoT has to tick after turns 2 and 3 (Dragon: 1300, Heroes: 150)
Shiva goes next to allow the DoT to tick (Dragon: 950, Heroes: 150)
Ilume heals the heroes and buffs Tocks (Dragon: 800, Heroes: 50)
Tocks swings for 800 and finishes off the dragon

 25 
 on: July 14, 2019, 11:41:43 pm 
Started by Doom_Shark - Last post by anordinaryman


It has to specify where the trashed card comes from. I assume from your hand?

Oh dang! Yes! I totally missed that! Thank you!


 26 
 on: July 14, 2019, 11:13:33 pm 
Started by Drab Emordnilap - Last post by scott_pilgrim
I just uploaded another level: WR0-L7J-P3G. Based on the night-time snow physics, designed so that you generally won't die.

I'm playing it right now, and got softlocked in the second room.  After hitting the POW I didn't hit the spring, and then I jumped and got stuck on the cloud.

Thank you for catching this! I tried to check for soft-locks, but missed that. I added a one-way over the pow-block so I think you can't get soft-locked there now. New level code is HP2-42H-Y1H.

 27 
 on: July 14, 2019, 10:09:38 pm 
Started by Drab Emordnilap - Last post by sudgy
I just uploaded another level: WR0-L7J-P3G. Based on the night-time snow physics, designed so that you generally won't die.

I'm playing it right now, and got softlocked in the second room.  After hitting the POW I didn't hit the spring, and then I jumped and got stuck on the cloud.

 28 
 on: July 14, 2019, 09:55:48 pm 
Started by Drab Emordnilap - Last post by scott_pilgrim

I uploaded a level a few days ago: KR6-474-PPF (ignore the silly name and description). It's a pretty short SMB1 platforming level (3 sections, each about ~10 seconds long), which I think looks pretty cool when done correctly, but I'm worried it's not clear what you're supposed to do in some places. I tried putting coins and arrows everywhere, but not sure how much they really help...

Sorry it took a while, but played and beat this last night. Over all, good! Mario 1 platforming kaizo is probably my favorite level style as a whole. Your level reminded me of a Flipface level, which is quite a compliment.

The only part I struggled with in terms of the flow of things was in the second section. A couple issues in a row... first off, it's possible to go either over or under the red on/off block that's right after you hit the switch. I wasn't sure which one was intended... going over felt easier, but also a bit more awkward because you don't just clear it completely; you drag your face along it before going over. Going under was a bit faster, but harder to pull off.

Then right after that, it was a bit awkward and jenky to get up to the wiggler. In terms of flow, I really felt like I just wanted to hold right after bouncing off the left springs; but if you do that, you face-plant directly into the wiggler. So instead, you have to go left/right to go around and get up on top. Then depending on the exact angle that you bounce off the wiggler; the part with the falling walls of springs either just works or not; for me most of the time not. It seemed like I may have been doing something slightly wrong to get up to the wiggler; that or it just has to be a precise angle (with no real way to know what the correct angle is).

But that aside, it was still great. A very good level of difficulty for me; basically at the high end of my current skill level. Also, great use of the on/off blocks.

Glad you liked it! I agree the second section is awkward in some places and I think I prioritized looking cool when done correctly too much over being fair to the player. I probably could have done some stuff better.


I just uploaded another level: WR0-L7J-P3G HP2-42H-Y1H. Based on the night-time snow physics, designed so that you generally won't die.

 29 
 on: July 14, 2019, 09:09:20 pm 
Started by Lemonspawn - Last post by MadDad
dominion: MadDad
Discord: @MadDad
America/New_York

New to Discord so hope this all works. Thanks for all you do in administering these things!

 30 
 on: July 14, 2019, 08:16:37 pm 
Started by Doom_Shark - Last post by Gubump


It has to specify where the trashed card comes from. I assume from your hand?

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