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Slay the Spire and its "family"
https://steam.cryotank.net/wp-content/gallery/slaythespire/Slay-the-Spire-01-HD.png Slay the Spire (StS) has finally arrived to Android! For two years many of us dreamed for this legendary game to be accessible on their mobile devices, and finally the day has come. No need to talk about how awesome this game is, how it basically started a new genre of card-based dungeon crawlers (UPD: or roguelike deck-builders, if you prefer the term), and even about how well or poor it works on Android hardware in its current state (there will be lots of these posts during the days to come). What I wanted to talk about is the impact this game had on (specifically) mobile industry and how other developers were able to utilize this innovative formula in their own products. Personally, I am somewhat glad that StS release was delayed that much. This allowed a lot of "clones" to be spawned, many of which I enjoyed playing. Some of them appear to be straight rip-offs, but others introduced many fresh ideas of their own, some even surpassing the predecessor's greatness. What the heck am I talking about and how is this even possible will be revealed to you, should you decide to stay on a bit and read through the article below.
General info
First and foremost, let's clarify the important thing: card based dungeon crawlers are not Collectible Card Games (CCGs). Even though they share the same ideas, and some of them (StS included) even have a feature to permanently improve starting cards, or a mode to play with pre-constructed decks, this is not the case for the genre in general. There is no place for multiplayer and PvP battles here: a turn-down for the most, but an undeniable advantage for the rest - only though-out puzzle-like single-player experience which we can pause at any moment and continue when the time is appropriate. Thus, there will never be troubles with downtime, matchmaking, ratings, overpowered builds and other PvP stuff, as there will never be a satisfaction of crushing your opponents with the power of your mighty intellect... The fun of discovering interesting synergies between various card combinations is still present, though. With this being said, let's quickly look through the core features of the genre, which will be relevant for almost every game we review below: - we must explore a dungeon, which (usually, but not necessarily) consists of three floors with increasing difficulty; - we have limited control over the order in which to face the challenges; - there is a powerful boss in the end of each floor; - we battle using deck of cards, usually drawing new cards from deck to hand each turn; - there is a limitation on how many cards we can play during our turn; - we start with a weak basic deck, but get new cards as rewards for fighting enemies; - there is a possibility to permanently remove (weak) cards from the deck; - successful gameplay strategies revolve around utilizing the synergies between different cards; - there are several character classes, each with their own cards and tactics; - there are often additional items to acquire in the dungeon, providing bonuses and emphasizing specific types of play; Before Slay the Spire (StS) came out, there was another card-based dungeon crawler called Dream Quest (DQ), which considered by many to be the first game of the genre (at least the first one to make a significant impact). Not sure if the former drew inspiration from the latter, but certain parallels can easily be drawn: in fact, all of the features mentioned in the list above are valid for DQ the same way as it is for StS. The rich plethora of card based dungeon crawlers (both PC/Console and mobile) originated from some combination of the two. StS, however, can not be considered a clone of DQ, as it introduced a lot of original ideas and spawned its own line of descendants. It is always interesting to analyze each new title to see which of two games was the biggest inspiration, and to group them accordingly. For me the main criteria lies in the core difference in battle system: - in StS, enemies (usually multiple) show their intentions at the beginning of each turn, so we know what to expect and what to play against; - in DQ, the enemy (usually single) draws and plays cards the same way as we do, often using the same abilities and synergies we ourselves can use. Introductions aside, let's finally get to the interesting part - the games! (Note: Games are listed in alphabetical order to not give any privileges to one over another. For my personal preferences see the comment section).
Dream Quest clones
Call of Lophis takes us on a grim journey through infested lands full of deadly monsters, dangerous traps, and one of the most ridiculous card art I have ever seen. It's surprising to see how dark fantasy elements combine with the humor and gags this game presents. From the gameplay point of view, there is enough card variety and interesting synergies, but it will take a long time to reach the interesting parts. Really: this game just does not know when to end, forcing new and new dungeon locations onto us with basically the same monsters and same approaches to dealing with them over and over. Its the boss battles which crank the difficulty up to over 9000, and if we don't have the right deck by the time we reach them, there is nothing we can do to pull it off. Plus there is some shady business going on with monetization schemes, where even paid version of the game makes us spend money to unlock additional classes and grind a lot to buy permanent improvements. Only truly dedicated players will be interested in dealing with all this nonsense. [...] UPD: Haven't checked on it for a long time - maybe the situation improved somehow. Crimson Deep is still in early alpha and was not updated for a long time. But the development hasn't stopped, and there is a new major release approaching in the nearest future. It makes no sense to talk about the game till then: the version in the store is too raw to provide any significant gameplay experience, but it would be interesting to see where it goes in the end. Dimension of Dream is probably the only game that has the same grid-based dungeon layout as DQ itself. This time with full 3D and a possibility to fight only limited set of enemies before facing the final boss (which allows to moderate difficulty as we go, either defeating tougher enemies with better rewards, or to save HP and fight only the easy ones). This game has one of the most interesting battle systems and 6 truly unique classes with deep complex strategies unlike anything we have ever seen (not only the cards themselves, but the order in which we play them greatly affects the outcome). Unfortunately, the English version was pulled from Google Play, leaving only Chinese version for Asian people to enjoy. UPD: Apparently, the game was re-released under different publisher with the title Dreaming Dimension, so there you have it. [...] Meteorfall: Journeys offers the streamlined approach to dungeon crawling, where all our decisions boil down to Reigns-like "swipe left / swipe right" operation: picking the path, encounter resolutions, and even battles are simplified to utilize this binary choice mechanic. But don't worry: these specifics do not affect the gameplay, still providing enough strategic depth to appeal even to hardcore players. Add here a neat visual style, lots of character classes and their variations, cool card combos, and you get a true masterpiece, which is Meteorfall. [...] Night of the Full Moon offers a fresh take on a fairy tale of Red Riding Hood, but adding darker elements to it (including werewolves, zombies, mad scientists and cursed cultists). It demonstrates an amazing production quality with top-tier art, beautiful audio support, and intriguing storytelling. Gameplay wise, we have the closest thing to DQ, safe for the grid-based dungeon maps, which were changed to just picking the encounter out of available three. Some people may argue that the game does not offer enough strategic variety, only suggesting a single best build for each class, but you will still get different runs due to the randomness of card and power-up drops. Another argument of it being too easy is completely nullified on higher difficulty levels. Wish the story would develop in a different direction, though. [...] Spellsword Cards: Origins provides the gameplay similar to the Night of the Full moon, but focuses more on role-playing character development part. Aside from choosing a class, we also get to pick race with unique traits, and a school of magic, greatly affecting which cards will be available to us during the run. The problem here, though, is that monster encounters do not demonstrate a lot of variety, forcing us to fight the same enemies over and over, and the difficulty is rather high, with starting cards doing almost nothing and enemies quickly run out of hand with their devastating attacks, whereas good cards are hard to come by, and even then you will still be devastated on later stages. [...] UPD: Or maybe I am just bad at this game (welcome to comment section for valid strategy suggestions).
Slay the Spire clones
Blood Card offers a unique possibility to construct the dungeon ourselves, providing a pool of encounters of different types: regular monsters, elite monsters, events and shops. We pick a desired encounter from the pool, deal with it and then move on to the next one. Another interesting feature is that our health is defined by the number of cards in draw pile, which limits our tactical possibilities, but is compensated by the fact that we get multiple copies of cards as rewards for fighting enemies. There are a lot of interesting mechanics related to moving cards between various piles, as well as other neat features (like: the Death inevitably arrives in three turns and starts whacking everyone on the field with increasing persistence), but I'll leave them for you to discover on your own. Card Crusade seemed like a cool idea of mixing classic "roguelike" dungeon crawling with its "deck-based" counterpart, where we explore the dungeon the same way as we do it in Hack, Angband, Pixel Dungeon and other similar games, but use cards to fight actual enemies. In reality though, this implementation just adds a useless abstraction, as the adventuring does not provide any tactical benefits and is only there to inter-connect battle sequences (heck, even breaking pots and chests does not give us any coin, of which developers themselves warn us at the very beginning!). The cards are not very interesting, with next to none cool synergies, and new classes (which should be unlocked by performing specific actions on previous runs) do not provide any major difference. [...] Card Quest takes us on an epic journey through fantasy lands, where we will perform great deeds as one of the classic RPG hero classes (fighter, wizard, rogue, ranger), each with their own equipment and fighting disciplines. The interesting part is that the cards we use during runs are defined by said equipment, and if we find some new pieces during our adventure, we get to keep them for further runs. Also worth noting that defense cards are played not during our turn, but during enemy turn, which requires us to plan ahead a bit. This being said, the game is extremely hard - it will take a lot of unsuccessful tries to finally reach the end. But the variety of dungeons and possible builds will keep us occupied for long. Dungeon Tales for a long time was the closest, yet simplified copy of StS mechanics (up to similar cards and gaming strategies), but without certain elaborate features, like upgrading cards or using potions. The basics are left intact though: we still build our deck along the way and face the powerful boss in the end. There are only two characters available yet, but each has a couple of viable builds, so it can keep us invested for quite some time. [...] Endless Abyss is a close StS clone with very similar character classes (only two so far) and a lot of cards with exactly the same effects. Graphically the game looks very good, but angry monetization, lots of grinding, and forced ads make it almost impossible to fully enjoy. [...] Heroes of Abyss is a predecessor to Endless Abyss with basically the same core gameplay, but very simplified dungeon crawling part. There is no floor map with choosing our path, nor there are elaborate adventure events: just a series of battles with the boss in the end. The spoils we get after each battle go into improving our starting deck and unlocking new difficulty modes with higher rewards. What makes the game unusual, is that we chose the preferred build right from the beginning with appropriate set of starting cards, without the need to rely on the randomness of card drops. It may be interesting to unlock and compare all the 6 available builds, but once the task is done, there is almost no reason to play the game further. Heroes Journey provides a different setting for a change: this time we will play as space explorers, who crash landed on an alien planet. Thus, instead of familiar swords and bows, we will be wielding blasters and energy shields: the rest remains the same, up to the majority of cards straight up copied from StS. Unfortunately, this innovative idea was completely ruined by repetitive grinding and angry monetization, forcing player to make dozens of identical runs with the same small card pool, until something adequate is unlocked. Oh, and the game is long abandoned by the developers. Pirates Outlaws is an amazing rework of original StS ideas in a pirate setting with some changes to gameplay mechanics, such as introducing persistent charges needed to play certain cards, and different buff/debuff statuses that replace each other. There are also some questionable features, such as ship stamina that deteriorates over the course of the journey and leads to game over if not repaired in time, or a quest system, where quests can not be completed in parallel, but instead picking the new quest resets your progress in the current one. Some may also argue that new classes take long to grind for, or expensive to pay for, but with permanent booster pack this should not be a problem. Anyway, the game is highly recommended for any StS fan. [...] Rogue Adventure offers a twist to usual mechanic: our hand is limited by 4 cards, but each time we use one of them, a new card is immediately drawn to its place, thus we never run out of cards to play. Non-starting cards are common for all classes, but are grouped by type (or race), giving huge synergies depending on how many similar cards we have. Aside from this, the game offers diverse gameplay by providing a lot of different classes, each with its own unique strategies and dynamics, and some interesting items to work around. The developers constantly provide updates with bug fixes and new content, but be warned that new mechanics may break what you are already accustomed for. Royal Booty Quest started as a straight rip-off from StS with the same classes and abilities, and even cards having the same names. And absolutely atrocious pixelated visuals, which were not possible to look at without eyes bleeding out. Over time, though, it developed its own unique mechanics and interesting card combinations, but the art style did not get any better. However, if this is not a problem, the game is enjoyable to an extent, but since it was not updated for a long time, I doubt it will keeps anyone's interest for long. [...] Tavern Rumble adds an unusual strategic element - a 3x3 grid, on each units and enemies are placed. The core gameplay remains the same (we still see what opponents are planning to do each turn and adjust our own strategy accordingly), but the addition of the grid introduces another tactical layer: not only we should maximize the damage output, but also plan the layout for our troops to provide the effective delivery of said output, while at the same time establish enough defense to minimize the damage to ourselves. There are a lot of cards and classes to play around, different play modes and a lot of features that are still being constantly added to the game. Some may argue about simplistic pixel graphics or long repetitive grinding, but it is easy to unlock everything within reasonable amount of time, even without paying. [...]
Other Games
Of course, my criteria does not work 100% of the time, as some games are way too different from anything else to confidently enroll them into one of the categories. They either demonstrate traits of both, or implement entirely unique mechanics of their own (which I like the most), while still maintaining the basic dungeon crawling ideas (so a lot of the games you might think of will not end up in the list). What I have in mind is the following: Dungeon Reels removes the cards from card-based dungeon crawler - why bother, right? Instead, it provides some kind of a slot machine, where each turn three rows spin independently to pick available actions based on what slots we have in our reel. Winning battles awards us with new, better slots to add, each with their own specifics and synergies. Enemies also randomize their moves with slots of their own, but the most satisfying mechanic is the possibility to spin a jackpot with three identical slots for some powerful effect. It is interesting to see this concept developed further, but the game has not been updated for a long time. Iris and the Giant takes us on journey through imaginary world, inspired by Ancient Greek mythology. Each battle takes place on a grid, where various enemies advance in huge numbers. We play a card from our hand, usually dealing damage to nearest enemy, and then everyone who is still standing and can reach us deals damage in return. There are cards that target multiple enemies at once, as well as ways to play more than one card during our turn, so most of the time we will be deciding which card to play at which moment. The deck has limited size, and if it becomes empty we lose, so new cards should be constantly acquired. There are a lot of interesting mechanics to discover, but the game is very hard and luck based, requiring a lot of trial-and-error to finally reach the end. [...] Phantom Rose Scarlet has the same basic core, but with completely innovative battle system, not seen in any other game. On each turn there are four positions for cards to be played in strict order, where two of them are randomly filled with opponent's cards, and the remaining two are left for us to fill. Instead of drawing the hand, we have our entire deck available right away, but playing cards puts them on a cooldown, which does not reset between battles, so we constantly face the strategic choice of playing our best cards right away or keep them for later. The game is in active development, providing new mechanics and further developing the story, which is quite captivating here. [...] Void Tyrant is a bit of a stretch, but still a "card based dungeon crawler", in which we basically play BlackJack against our enemies by dealing card with numbers from 1 to 6 one-by-one from our deck until we stand or bust. Whoever has the highest value wins and deals damage to the loser. There are various supporting cards on top of this mechanic, allowing us to either jinx the outcome in our favor, or to perform various other metagame manipulations. The only downside of the game is the lack of content, as it quickly runs out of interesting things, and since it was not updated for a long time, it is unlikely that anything new will be added in the future. [...]
Conclusion
As you see, there is a lot to play besides StS, so even if you are not hyped by its long-awaited Android release, but appreciate a good intellectual dungeon crawler, you will find something to suit your needs. I hope, even with StS release, new games of the genre will continue appearing on mobile phones, and I will gladly review them and add to the list. If you know any hidden gems (or even trash) that was not highlighted in this article, please share the names and/or links in the comments. I am also open to any discussions on the topic, as I am obviously able to talk a lot about my favorite genre. Good luck to everyone in all your endeavors. P.S. I am well aware of games like Dungeon Cards, Card Adventure, Dungeon Faster, Meteorfall: Krumitz Tale, Card Thief, Maze Machina, Cube Card, Card Hog, Fisherman, Relics of the Fallen and other "grid-based puzzles", but do not consider them to be a part of the "family".
[1.1 Update] Complete List of Verified Perks (Working / Not Working / Partially Working) [WIP]
Update: All items and perks testing completed. Still updating based on feedback as it comes in. I'll update the text below soon. Update: Added a tab for bonuses per skill level and attribute level Update: Tested the non functioning (Partially or Not Working) perks/items for the 1.11 hotfix. Several changes noted in the change log. I think I'll reserve testing the whole list for more significant updates, but definitely looking out for people posting/messaging about things they found that are not working/working. Already got 1 perk not working that was before.
Up to date Perks and Items and Skill Levels Testing can be found here: Link to Spreadsheet
Hope you guys find this helpful! Reddit list last updated: 1/26/2021
Body - Athletics
Regeneration: "Health slowly regenerates during combat."
Working
With this perk alone, regen starts only below 60% and heals up to 60%.
Invincible: "Increases max health by 10%."
Working
Only applies to base HP. 10% of base HP at lvl 50 = 43 HP.
Pack Mule: "Increases carrying capacity by 60."
Working
Divided Attention: "Allows you to reload weapons while sprinting, sliding, and vaulting."
Working
Epimorphosis: "Health regenerates up to 70% of max Health outside of combat."
Working
True Grit: "Increases max stamina by 10%."
Working
Only applies to base stamina. 10% of base stamina at lvl 50 = 15 stamina.
Soft on your feet: "Reduces fall damage by 5%."
Working
Gladiator: "Reduces the amount of Stamina consumed when blocking melee attacks by 20%."
Not Working
Steel and Chrome: "Increases melee damage by 10%."
Working
Multitasker: "Allows you to shoot while sprinting, sliding, and vaulting."
Working
Aiming while vaulting doesn't use any sights, but works for firing.
Like a Butterfly: "Dodging does not drain Stamina."
Working
Stronger Together: "Increases damage you deal while carrying a body."
Working
Still requires Trasporter perk to fire shots, and the increase is about 2x
Cardio Cure: "Health regenerates 25% faster as you move."
Overworking
Regeneration bonus active at all times. Also confirmed moving/still is the same
Transporter: "Allows you to shoot with Pistols and Revolvers or sprint while carrying a body."
Working
Human Shield: "Increases armor by 20% when grappling an enemy."
Working
Marathoner: "Sprinting does not drain Stamina."
Working
Dog of War: "Increases Health regen in combat by 15%"
Working
Note: Saving all health regen tests for last. They're the most annoying
Wolverine: "Health regen activates 50% faster during combat."
Working
90% faster activation might not be right, but it's definitely faster. Hard to tell when this counter officially starts when in combat.
Steel Shell: "Increases armor by 10%."
Working
The Rock: "Enemies cannot knock you down."
Working
Tested using cars again. You really have to be just on the edge to avoid death.
Indestructible: "Reduces all damage by 10%."
Working
Hard Motherfucker: "When entering combat, Armor and Resistances increase by 10% for 10 sec. +1% per level."
Not Working
This perk only works the first save instance where you learn it. Reloading the save will disable the perk no matter how many points you put into it.
Body - Annihilation
Speed Demon: "You deal more damage the faster you're moving."
Working
Only applies to Shotguns and LMGs. Walking was around 1.5x, Running 2x, Speed glitches 4x+
Manic: "When entering combat, your movement speed increases by 20% for 10 sec."
Working
Only applies to Shotguns and LMGs.
Burn Baby Burn: "Doubles the duration of Burn"
Working
Works for Quickhacks (Overheat) and burn applied with other weapons than SG/LMG
Mongoose: "Increases Evasion by 25% while reloading."
Not Working
All evasion related stats not working.
Momentum Shift: "Defeating an enemy increases movement speed by 10% for 10 sec."
Working
Can only see difference on SG/LMG kills.
Massacre: "Increases Crit Damage with Shotguns and Light Machine Guns by 15%"
Working
Pump it, Louder!: "Reduces recoil of Shotguns and Light Machine Guns by 10%."
Not Working
Tested only using LMGs and the recoil pattern on fully automatic firing.
Hail of Bullets: "Shotguns and Light Machine Guns deal 3% more damage."
Working
Damage increase doesn't show on weapon, but shows in final damage numbers on enemies
In Your Face: "Reduces reload time of Shotguns and Light Machine Guns by 20%."
Working
Bloodbath: "Dismembering enemies reduces weapon recoil by 50% for 6 sec."
Not Working
May not be tested properly. I can only dismember consistently with a SG, and switched to LMG to see recoil. That could mess with the buff, not sure.
Bulldozer: "Increases Crit Chance with Shotguns and Light Machine Guns by 10%."
Working
Bloodrush: "Increases movement speed in combat by 5% while carrying a Shotgun or Light Machine Gun."
Working
Dead Center: "Increases damage to torsos by 10%."
Working
Only applies to Shotguns and LMGs
Heavy Lead: "Shotguns and Light Machine Guns knock back enemies with more force."
Partially Working
Retested in 1.1.. I'm actually not sure anymore. Hard to eyeball distance so marking as partially
Skeet Shooter: "Deal 15% more damage to moving targets."
Working
Only applies to Shotguns and LMGs
Unstoppable: "Dismembering an enemy increases fire rate by 10% for 8 sec. Stacks up to 3 times."
Working
Only applies to Shotguns and LMGs
Biathlete: "Weapon spread does not increase while moving."
Not Working
Several opinions saying spread does not change, with or without the perk.
Poppin' Off: "Shotguns have 25% higher chance of dismembering enemies."
Not Working
Used a carnage again, but I do have trouble dismembering consistently. The smart shotgun shreds too much to use for comparison, so if anyone has any ideas please message me on reddit with them.
Hit The Deck: "Increases damage to staggered and knocked-down enemies by 10%."
Not Working
Only tested on Knocked Down enemies. Staggering with Carnage barely leaves any time to fire again
Body - Street Brawler
Thrash: "Strong Attacks with Blunt Weapons reduce the target's Armor by 30% for 10 sec."
Working
Enemies don't have armor. What this does very accurately though is increase damage against these enmies by 30%
Frenzy: "Defeating an enemy increases damage with Blunt Weapons by 100% for 10 sec."
Working
Biding Time: "Blocking attacks with a Blunt Weapon restores 5% Health."
Working
Countering does not count as a block in this case.
Human Fortress: "Reduces the Stamina cost of blocking attacks by 50% while using a Blunt Weapon."
Working
Stun duration is short and can be seen with a teal icon above their head and a timer ticking down.
Opportune Strike: "Increases damage with Blunt Weapons against enemies affected by Stun by 50%."
Working
Payback: "Increases damage with Blunt Weapons by 1% for every 1% of missing Health"
Working
Working, but I don't know how low you can take this. It worked while I was around 40-50% HP
Juggernaut: "Increases Armor by 15% while blocking with a Blunt Weapon."
Not Working
Flurry: "Increases damage from combo attacks with Blunt Weapons by 30%."
Working
Crushing Blows: "Increases damage from Strong Attacks with Blunt Weapons by 30%."
Working
Rush: "Successful attacks with Blunt Weapons regenerate 3% Health over 2 Sec."
Working
Dazed: "All attacks with Blunt Weapons have a 15% chance to Stun."
Working
Efficient Blows: "Reduces the Stamina cost of all attacks with Blunt Weapons by 25%."
Working
Guerrilla: "Increases Crit Damage for 10 sec. after entering combat. +2% per level."
Not Working
This perk only works the first save instance where you learn it. Reloading the save will disable the perk no matter how many points you put into it.
Relentless: "Successful attacks with Blunt Weapons against enemies affected by Stun restore 20% Stamina."
Working
Reinvigorate: "Defeating an enemy by performing a Strong Attack with a Blunt Weapon restores 10% Stamina."
Not Working
Breathing Space: "Increases Stamina regen while blocking with Blunt Weapons by 50%"
Working
Unshakeable: "Successful attacks with Blunt Weapons against enemies affected by Stun restore 5% Health and 5% Stamina."
Working
Reflexes - Assault
Bulletjock: "Increases damage with rifles by 3%."
Working
Eagle Eye: "Reduces time to aim down sight with Rifles and Submachine Guns by 10%."
Working
Covering Killshot: "Increases Crit Chance with Rifles by 10% when firing from behind cover."
Working
Note: Behind cover without aiming down sights does not count. I had to aim for the crit chance to work.
Too Close For Comfort: "Quick melee attacks with Rifles deal 50% more damage."
Working
Bullseye: "Increases Rifle and Sumachine Gun damage while aiming by 10%"
Working
Executioner: "Deal 25% more damage with Rifles and Submachine Guns to enemies whose Health is above 50%."
Working
Duck Hunter: "Increases Rifle and Submachine Gun damage to moving enemies by 10%"
Working
Shoot, Reload, Repeat: "Defeating an enemy with a Rifle or Submachine Gun reduces reload time by 20% for 5 seconds."
Working
Nerves of Steel: "Increases headshot damage with Sniper Rifles and Rrecision Rifles by 20%."
Working
Tested again as working. Sniper rifles have high multipliers by default so it's hard to tell. Used the precision rifle and it was more noticeable
Feel the Flow: "Reduces reload time for Assault Rifles and Submachine Guns by 10%."
Working
Trench Warfare: "Increases Rifle and Submachine Gun damage by 5% when firing from behind cover."
Working
Hunter's Hands: "Reduces recoil with Rifles and Submachine Guns by 20% when firing from behind cover."
Partially Working
Tested with Copperhead. Vertical recoil is lower, but not by much... definitely not 40% at level 2
Named Bullets: "Increases Crit Damage with Rifles and Submachine Guns by 35%."
Working
Skull Skipper: "Each headshot reduces recoil with Rifles and Submachine Guns by 5% for 10 sec. Stacks up to 5 times."
Working
Retested and it seems to work.
Bunker: "Increases Armor and Resistances by 15% when shooting with Rifles and Submachine Guns from behind cover."
Not Working
Recoil Wrangler: "Reduces recoil with Rifles and Submachine Guns by 10%."
Not Working
In Perspective: "Bullets fired from Rifles and Submachine Guns ricochet an additional 2 time(s)."
Working
Long Shot: "Rifle and Submachine Gun damage increases the farther you are located from enemies."
Working
23.6 distance for 100% additional weapon damage. Distance can be measured with the Grandstead scope. It's shown on the top right corner of the rectangle in the sight
Savage Stoic: "Increases damage with Rifles and Submachine Guns by 35% when standing still."
Working
Punisher: "After defeating an enemy with a Rifle or Submachine Gun, weapon sway is nullified and weapon spread does not increase for 10 sec. +0.2 sec. per Perk level."
Not Working
Reflexes - Handguns
Gunslinger: "Reduces reload time for Pistols and Revolvers by 10%."
Working
High Noon: "Increases Crit Chance with Pistols and Revolvers by 4%."
Working
Rio Bravo: "Increases headshot damage multiplier with Pistols and Revolvers by 10%."
Working
Desperado: "Increases damage with Pistols and Revolvers by 3%."
Working
On the Fly: "Reduces draw/holster time for Pistols and Revolvers by 25%."
Working
Long Shot Drop Pop: "Increases damage with Pistols and Revolvers to enemies 5+ meters away by 15%."
Working
O.K. Corral: "Deal 50% more damage with Pistols and Revolvers to enemies whose Health is below 25%."
Working
Steady Hand: "Reduces Pistol and Revolver recoil by 30%."
Working
Previously not working. Used a Lexington and the recoil firing the whole clip did look lower.
Vanishing Point: "Evasion increases by 25% for 6 sec. after performing a dodge with a Pistol or Revolver equipped."
Not Working
From Head to Toe: "Increases damage to limbs with Pistols and Revolvers by 7%."
Working
A Fistful of Eurodollars: "Increases Crit Damage with Pistols and Revolvers by 10%."
Working
Acrobat: "You can now perform dodges while aiming a Pistol or Revolver."
Working
Fixed. Note that most people are probably wearing Kerenzikov, which actually enables this anyways
Grand Finale: "The last round in a Pistol or Revolver clip deals double damage."
Working
Attritional Fire: "Firing consecutive shots with a Pistol or Revolver at the same target increases damage by 10%."
Not Working
Previously working, but I can't remember how solid the test in the past was on this one.
Wild West: "Removes the damage penalty from Pistols and Revolvers when shooting from a distance."
Working
Westworld: "Increases Crit Chance for Pistols and Revolvers by 10% if fully modded."
Working
Fully modded means every slot is filled, regardless of rarity or number of slots
Snowball Effect: "After defeating an enemy, fire rate for Pistols and Revolvers increases by 5% for 6 sec. Stacks up to 5 times."
Not Working
Tested again with Lexington, can't see any difference at max stacks
Lead Sponge: "Enables you to shoot with Pistols and Revolvers while dodging."
Working
You can already do this with Kerenzikov
Brainpower: "After a successful headshot with a Pistol or Revolver, Crit Chance increases by 25% for 5 sec."
Working
The Good, The Bad, and The Ugly: "After a successful Crit Hit with a Pistol or Revolver, damage and Armor increase by 30% for 5 seconds. +1% per Perk level."
Not Working
This perk only works the first save instance where you learn it. Reloading the save will disable the perk no matter how many points you put into it.
Reflexes - Blades
Sting Like a Bee: "Increases attack speed with Blades by 10%."
Working
Only works if weapon is not at attack speed cap. See appendix for more info.
Roaring Waters: "Strong Attacks with Blades deal 30% more damage."
Working
Crimson Dance: "Combos with Blades have a 15% chance to apply Bleeding."
Working
Slow and Steady: "Armor is increased by 15% while moving."
Working
Only applies when holding a blade. Also do not have to be moving.
Flight of the Sparrow: "Reduces the Stamina cost of all attack with Blades by 30%"
Working
Offensive Defense: "Defensive Attacks with Blades deal 200% more damage."
Working
Shifting Sands: "Dodging recovers 15% Stamina."
Partially Working
Hidden cooldown applied for stamina recovery. Dodging continuously, 1 in 3 recovered stamina.
Stuck Pig: "Increases Bleeding duration by 3 sec."
Working
Only extends Bleeds applied by Blades
Blessed Blade: "Increases Crit Chance with Blades by 20%."
Working
Unbroken Spirit: "Successful Counterattacks with Blades restore 25% Health and Stamina."
Working
Previously didn't work for me. Retested, working now
Bloodlust: "While wielding a Blade, recovers 7% Health when applying Bleeding to an enemy or hitting an enemy affected by Bleeding."
Partially Working
Only healed on first hit on a bleeding enemy. All other cases did not heal.
Float Like a Butterfly: "Dodging increases damage with Blades by 35% for 5 sec."
Working
Judge, Jury, and Executioner: "Increases damage with Blades by 50% against enemies with max Health."
Working
Fiery Blast: "Increases damage with Blades by 1% for every 1% of Health the enemy is missing."
Working
Not 100% sure, but it felt like there was a cap in bonus damage. My damage went up to double.
Crimson Tide: "Bleeding applied with Blades can stack 3 times."
Working
Stacking = applied at the same time, not extending the time.
Deathbolt: "While wielding a Blade, defeating an enemy restores 20% Health and increases movement speed by 30% for 5 sec."
Working
Dragon Strike: "Increases Crit Damage with Blades by 25%. +1% per Perk level."
Not Working
This perk only works the first save instance where you learn it. Reloading the save will disable the perk no matter how many points you put into it.
Intelligence - Breach Protocol
Big Sleep: "Unlocks the Big Sleep daemon, which disables all cameras in the network for 3 min."
Working
Mass Vulnerability: "Unlocks the Mass Vulnerability daemon, which reduces the Physical Resistance for all enemies in the network by 30% for 3 min."
Working
Retested for 1.1 and it is 100% working. Physical resistance doens't appear to show in the "Weaknesses" section when you scan enemies
Almost In!: "Increases the breach time for Breach Protocol by 20%."
Working
Advanced Datamine: "Upgrades the Datamine daemon, increasing the amount of eurodollars acquired from Access Points by 50%."
Working
Mass Vulnerability: Resistances: "Upgrades the Mass Vulnerability daemon, reducing all Resistances for enemies in the network by 30%."
Working
Note that this Daemon isn't an option without Mass Vulnerability.
Datamine Mastermind: "Upgrades the Datamine daemon, increasing the amount of components acquired from Access Points by 50%."
Working
The amount gained is different. Some more than 100%, and no extra legendary components
Turret Shutdown: "Unlocks the Turret Shutdown daemon, which disables security turrets in the network for 3 min."
Working
Total Recall: "The ICEpick daemon reduces all quickhack costs by an additional 1 RAM unit(s)."
Working
Turret Tamer: "Unlocks the Turret Tamer daemon, which sets the status of every turret in the network to friendly for 3 min."
Working
Datamine Virtuoso: "Upgrades the Datamine daemon, increasing the chance to acquire a quickhack from Access Points by 50%."
Working
Not really easy to test, but over time with this maxed I was almost always getting an upgraded quickhack from access points
Cloud Cache: "Completing a Breach Protocol reduces the RAM cost of your next quickhack by 1 time(s) the number of daemons uploaded."
Working
Efficiency: "Uploading 3 or more daemons in the same Breach Protocol increases cyberdeck RAM recovery rate by 3 unit(s) per 60 sec. Lasts 5 min."
Working
Mass Vulnerability: Quickhacks: "Upgrades the Mass Vulnerability daemon, causing enemies in the network to also take 30% more damage from quickhacks."
Working
Totaler Recall: "The ICEpick daemon reduces all quickhack costs by an additional 1 RAM unit(s)."
Working
Head Start: "Automatically uploads the first daemon in the list at the start of Breach Protocol."
Working
Hackathon: "Uploading 3 or more daemons in the same Breach Protocol shortens quickhack cooldowns by 33% for 5 min."
Working
Buffer Optimization: "Increases the duration of daemon effects by 100%."
Working
Compression: "Reduces the lengths of the sequences required to upload daemons by 1. Cannot be reduced below 2."
Working
Transmigration: "Increases the breach time of Breach Protocol by 50%. +5% per Perk level."
Not working
Intelligence - Quickhacking
Bloodware: "Quickhacks deal 10% more damage."
Working
Damage increase seems lower than described. Suspected lower base damage not visible to players for Quickhacks
Biosynergy: "Allows RAM to recover during combat. Recover 4 RAM unit(s) every 60 sec."
Working
Forget-me-not: "Eliminating a target affected by a quickhack instantly recovers 1 RAM unit(s)."
Working
Hacker's Manual: "Unlocks Crafting Specs for Uncommon quickhacks."
Working
I Spy: "Reveals an enemy netrunner when they're attempting to hack you."
Working
Weak Link: "Reduces the required cyberdeck RAM for quickhacks used on devices by 1 unit(s)."
Working
Can't go below 1 RAM Cost
Daisy Chain: "Eliminating a target affected by a quickhack reduces the existing cooldowns for all other active quickhacks by 10%."
Overworking
Still reduces CD to and not by the described percent
Signal Support: "Increases quickhack duration by 25%."
Working
Don't see a description change of duration on Ultimate quickhacks
Subliminal Message: "Quickhacks deal 50% more damage to unaware targets."
Working
50% and 100% at level 2 are not applied on the final damage number, it's applied on a smaller base damage.
Diffusion: "Quickhack spread distance is increased by 2 times."
Working
Can only confirm the distance is increased, but not that it's actually 2x
Mnemonic: "Reduces the cost of quickhacks used against an enemy already affected by a quickhack by 2 RAM units."
Working
School of Hard Hacks: "Unlocks Crafting Specs for Rare quickhacks."
Working
Plague: "Quickhacks that spread can jump to 1 additional targets."
Working
Hacker Overlord: "Unlocks Crafting Specs for Epic quickhacks."
Working
Critical Error: "Quickhacks can now deal Crit Hits based on your Crit Chance and Crit Damage stats."
Working
Anamnesis: "Available cyberdeck RAM cannot drop below 2 unit(s)."
Partially Working
This works in a very different way than described. The description should read "Resets your RAM to 2/3/4 when you reach 0 RAM and have not initiated ANY recovery of RAM at all." The last part meaning you have to actually 0 out and if any recovery happens along the way, it does not work. Recovery can be stalled with opening your menu or spamming lower level quickhacks with low cost, or doing what I did: Found a perfect combination of quickhack costs to execute on a group of enemies to 0 out immediately.
Bartmoss' Legacy: "Unlocks Crafting Specs for Legendary quickhacks."
Working
Optimization: "Reduces the cost of quickhacks by 1 RAM unit(s)."
Working
Master RAM Liberator: "Increase RAM recovery rate by 50%."
Partially Working
The 50% bonus is actually not working, but the 1% per level is working (I tested with 50 points into the perk which is what made it look like it was working)
Technical Abilities - Crafting
Mechanic: "Gain more components when disassembling."
Working
Scrapper: "Junk items are automatically disassembled."
Working
True Craftsman: "Allows you to craft Rare items."
Working
Workshop: "Disassembling items grants a 5% chance to gain a free component of the same quality as the disassembled item."
Working
Innovation: "Consumables are 25% more effective."
Working
Accurate translation: Consumables that provide timed buffs last 25% longer.
Sapper: "Grenades deal 10% more damage."
Not Working
Not retesting this. I've done this so many times and even if it does work the damage range on grenades is too wide to tell
200% Efficiency: "Crafted clothes gain 2.5% more armor."
Not Working
Still not working. Tested on hats that have consistent armor
Field Technician: "Crafted weapons deals 2.5% more damage."
Partially Working
Still not working on Melee wapons. The increase in damage I saw on Katana was more like 1% at max perk leve
Grease Monkey: "Allows you to craft Epic items."
Working
Efficient Upgrades: "Grants a 10% chance to upgrade an item for free."
Working
Ex Nihilo: "Grants a 20% chance to craft an item for free."
Working
Let there be light!: "Reduces the component cost of upgrading items by 10%"
Working
Cost Optimization: "Reduces the component cost of crafting items by 15%"
Working
Tune-up: "Allows you to upgrade lower quality components into higher quality ones."
Working
Waste not want not: "When disassembling an item, you get attached mods back."
Working
Edgerunner Artisan: "Allows you to craft Legendary items."
Working
Crazy Science: "Increases the sale price of crafted items by 10%. +1% per Perk level."
Partially Working
Only works until you reload your save, in which case it stops working.
Cutting Edge: "Improves damages and all damage-related stats of crafted weapons by 5%."
Partially Working
Still not working on Melee. Keep in mind for Ranged, a 5% increase in all the stats is actually a lot more than 5% increase in overall DPS in the end
Technical Abilities - Engineering
Blast Shielding: "Reduces damage taken from explosions by 10%."
Working
But even with the highest HP value possible, it is still impossible to survive an explosion. Tested with mods.
Mech Looter: "When looting drones, mechs and robots, there is a 25% chance of looting a weapon mod or attachment."
Not Working
Can't touch this: "Grants immunity to all effects from your own grenades."
Partially Working
NOTE: This works for every grenade type EXCEPT Flashbangs. So it's mostly working.
Grenadier: "The explosion radius of grenades is visible."
Working
Shrapnel: "All grenade types deal 20 damage in addition to their normal types."
Not Working
Tested and don't see any difference
Up to 11: "Allows you to charge Tech weapons up to 75% capacity."
Working
Note that Tech weapons do NOT charge to 100% by default. They charge up to 50%, which is relevant to other perks in the tree that mention full charge.
Lock and load: "Increases Smart weapons reload speed by 5%."
Working
Bladerunner: "Increase damage to drones, mech and robots by 20%."
Working
Bigger Booms: "Grenades deal 5% more damage."
Not Working
Can't see a difference. Like I noted above, the damage range is too wide to tell any difference
Lighting Bolt: "Increases Crit Chance with Tech weapons by 3%."
Working
Tesla: "Increase the charge multiplier for Tech weapons by 15%."
Working
Gun Whisperer: "Fully charged Tech weapons do not shoot automatically."
Working
Does not work for the DR12 Quasar and Kenshin Pistols
Ubercharge: "Fully charged Tech weapons deal 50% more damage."
Working
Needs "Up To 11" Perk to work. Tested originally with the Kenshin pistol and it did not work. Quasar worked, so please message me if you see that it doesn't work for certain tech guns.
Insulation: "Grants immunity to shock."
Working
Shock = electric damage. Electricity on ground = electric. Enemy attacks applying shock = electric. Enemy grenades = EMP (so not electric damage), meaning this will not prevent damage from grenades. I don't know what other sources of EMP there are, but this is consistent with the clothing mod as well.
Fuck all walls: "Reduces the charge amount needed for Tech weapons to penetrate walls by 30%."
Working
This is really hard to tell. Never had much issue having tech guns pierce walls, and the charge is pretty fast so I could be wrong.
Play the angles: "Ricochets deal an additional 50% damage."
Not Working
Lickety Split: "Tech weapons charge time is reduced by 10%."
Working
Superconductor: "Tech weapons ignore Armor."
Not Working
Revamp: "Increases damage Tech weapons by 25%, increases charges damage from all chargeable weapons and cyberware by 10%. +1% charge damage per Perk level."
Not Working
Only works after the first time learning the perk. Reloading save disables the perk.
Jackpot: "Enables grenades to deal Crit Hits."
Working
Cool - Stealth
Silent And Deadly: "Increases damage dealt by silenced weapons by 25% while sneaking."
Working
Crouching Tiger: "Increases movement speed while sneaking by 20%."
Working
Hidden Dragon: "Allows you to perform lethal or non-lethal aerial takedowns on unaware targets."
Working
Dagger Dealer: "Allows you to throw knives. Hold L2 to aim and press R2 to throw."
Working
Still doesn't return the knife, but you can definitely throw them lol
Leg Up: "Movement speed after a successful takedown is increased by 30% for 10 sec."
Working
Strike From The Shadows: "Increases your Crit Chance by 15% while sneaking."
Working
Assassin: "Deal 15% more damage to human enemies."
Working
Sniper: "Increases damage from headshots fired from outside combat by 30%."
Working
Cutthroat: "Thrown knives deal 30% more damage."
Working
Aggressive Antitoxins: "Grants immunity to Poison."
Working
Clean Work: "You can pick up an enemy's body immediately after performing a takedown by holding R3."
Working
Stunning Blows: "Quick Melee Attacks with ranged weapons stagger enemies, giving you an opportunity to grapple them."
Working
From The Shadows: "Upon entering combat, Crit Chance increases by 25% for 7 sec."
Working
Ghost: "Detection time is increased by 20%."
Working
Commando: "You cannot be detected under water."
No One Cares
Pretty sure in 1.1 this still holds true
Venomous Fangs: "All knives apply Poison."
Working
Rattlesnake: "Enemies affected by Poison are slowed."
Not Working
In combat they still move the same.
Silent Finisher: "Enemies with less than 15% Health are defeated instantly when attacked with a Knife. Does not work on enemies with a Very High threat level."
Working
Hasty Retreat: "Temporarily boosts movement speed by 50% for 5 sec. when detected by an enemy."
Working
Restorative Shadows: "While in stealth, increases Health regen by 25%."
Working
Neurotoxin: "Damage from Poison is doubled."
Working
Does not work with Contagion, but worked with all other sources of poison
Hasten The Inevitable: "Deal 20% more damage to enemies affected by Poison."
Overworking
Still works on every weapon with or without poison.
Cheat Death: "When your Health drops below 50%, reduce all incoming damage by 50% for 10 sec. Cannot occur more than once per minute."
Working
Ninjutsu: "Crouch Attacks from stealth with melee weapons deal 100% more damage."
Not Working
Only worked specifically with Baseball bats. Nothing else.
Toxicology: "Increases the duration of Poison applied to enemies by 5 seconds. +0.2 sec. per Perk level."
Not Working
This perk doesn't work even before reloading the save.
Cool - Cold Blood
Cold Blood: "After defeating an enemy, gain Cold Blood for 10 sec. and increase movement speed by 2%. Stacks up to 1 time."
Working
Will to Survive: "Increases all Resistances by 2.5% per stack of Cold Blood."
Working
Icy Veins: "Reduces weapon recoil by 2.5% per stack of Cold Blood."
Not Working
Retested using a Copperhead assault rifle. 5 stacks recoil pattern looked the same as no stacks
Frosty Synapses: "Reduces quickhack cooldowns by 3% per stack of Cold Blood."
Working
Previously not working, working now. Tested with Suicide
Critical Condition: "Increases duration of Cold Blood by 5 sec."
Working
Rapid Bloodflow: "Increase Health regen inside and outside combat by 50% per stack of Cold Blood."
Working
Defensive Clotting: "Increases Armor by 10% per stack of Cold Blood."
Working
Coldest Blood: "Increases max stack amount for Cold Blood by 1."
Working
Frozen Precision: "Increases headshot damage by 50%."
Working
Hard to tell even with a low headshot multiplier weapon. Shows on the weapon, with or without cold blood stacks.
Blood Brawl: "While Cold Blood is active, increases damage with melee weapons by 5%."
Working
Easy to mistake as this being a stacking perk. It's only a flat 10% increase with Cold Blood active, regardless of stacks
Predator: "Increases attack speed by 10% per stack of Cold Blood."
Working
Works up to your melee weapon's attack speed cap. See Appendix for details.
Quick Transfer: "Reduces quickhack upload time by 1% per stack of Cold Blood."
Working
Cold and Calculating: "Landing a Crit Hit has 25% chance of applying a stack of Cold Blood."
Working
Bloodswell: "When your Health reaches 45%, a max stack of Cold Blood is automatically activated."
Working
Does apply max stacks, but reminder that without Coolagulant all stacks will remove at once.
Coolagulant: "Stacks of Cold Blood are removed one by one, not all at once."
Working
Unbreakable: "Increases max stack amount for Cold Blood by 1."
Working
Pain Is An Illusion: "While Cold Blood is active, reduces damage taken by 5%."
Working
Immunity: "While Cold Blood is active, you are immune to Bleeding, Poison, Burn and Shock."
Working
NOTE: I don't see this working with Shock. If anyone can confirm please let me know
Merciless: "While Cold Blood is active, increases Crit Chance by 10% and Crit Damage by 25%. +1% Crit Chance and +3% Crit Damage per Perk level."
Not Working
This perk only works the first save instance where you learn it. Reloading the save will disable the perk no matter how many points you put into it.
Here are the alien related reports I've found in the new files.
I understand why nobody wants to really dig though these files. Some of them are reports of things like lunches with political people discussing utterly mundane politics, Russian TV listings, or other random stuff. Every 1 out of 5 has some interesting things in it however, I've found a couple very interesting things so far. Some so incredible that it casts doubt on any of it, but here it is. I've not gone though them all, but I did spend about 3 hours just clicking on random files. Obviously, some of this is bullshit. The lockness monster is not a dinosaur's ghost... I'm just sorting through all the "we got your letter" replies and reports of, whatever and linking UFO related stuff. You should check em out for yourself. It's like a slot machine. You might get a report of what two people had for lunch, or you might find how Atlantis fell and remains at the bottom of Lake Titicaca via remote viewing... https://documents2.theblackvault.com/documents/cia/ufos/C05517569.pdf
"Still, they have managed to collect materials confirming such visits. Additionally, COL.Liyov said that according to an expert in unidentified flying objects, Russian antiaircraft forces downed a UFO in the north Caucasus last year and even took an alien "captive".
"Still, they have managed to collect materials confirming such visits. Additionally, COL.Liyov said that according to an expert in unidentified flying objects, Russian antiaircraft forces downed a UFO in the north Caucasus last year and even took an alien "captive".
The photography for this project was subblied by the Aerial Phenomena Office of the FTF (TDET/UFO), located at Wright-Patterson AFB... The photographic package included the photo enlargements of the UFO...
Their movement was slow but otherwise initially was not entirely unlike that of satellites he had seen before. Suddenly, however, the direction of movement changed... https://documents2.theblackvault.com/documents/cia/ufos/C05516160.pdf "Flying saucers" reported seen over Spain...
Initial sighting 2 objects 10 miles apart 2nd sighting picked up on screens... travelling towards ? at estimated speed of 6 thousand miles per hour. 3rd sighting...which made 160 degree turn and dropped off screen...
The chief piolet for Transair Airlines, Flight Captian... And his flight mechanic.... Reported that while flying over Skaane, they sighted a mysterious circular metal object flying in the opposite direction estimated at the speed of sound...
Visual observations of UFO sightings... Two photographs... The paper was able to publish excerpts from only a few of the "more than 100 visual observations" compiled by teh commanders... "The target did not respond to the "identify--friend or for" request...
There is no need to establish contact with unearthly civilizations or to take precautions against unexpected contact with aliens. Unexpected things await us on Earth..... [Video shows Shommer sitting on what appears to be the hatch of a large saucer-like structure]....
An experimental space vehicle weighing 400kg was found on 25 September... It is strongly believed this rocket belongs to the Air Force... Will be collected by specialized personnel and taken to the Cordoba Air Force garrison...
The concept of creating an aircraft whose principal of operation is based on lift from an inert gas (hydrogen, helium)... Project being carried out by associates of the "Thermoplan" design Bureau... Develop an aircraft with a lifting capacity of 800 metric tons... From above, it looks like a disk about 20 meters in diameter. From the side it looks like a lens...
Bert gave remote-viewing a bad name, because of all of the other stuff he was involved in, says a former senior Pentagon official who knew him... Dellafiora eschewed remote viewing and instead "channeled" her psycic data through a group of entities....
We turned off the light as quickly as possible. At this time, I saw shadowy form above the horizon to the south... There were two sources of light connected to the object...
This file contains not only many documentary photographs and drawings, but also testimonies by actual participants in the events... Referred to this case as "a horrific picture of revenge on the part of extraterrestrial creatures.... Launched a surface to air missle and hit the UFO.. Five short hominoids with large heads and large black eyes emerged from it... The creatures moved together and merged into a single object that acquired a spherical shape... It exploded into a brilliant light and "instantly turned 23 solders into... Stone poles"...
Edit - There are so many "mundane" ufo reports in here, at this point I'm only gonna update if I find something absolutely insane, like that last one where the aliens merged into a light which turned 23 people into stone... Edit - Just a few more involving UFO's in general, or coverups, or things that just seem interesting. Some are have few details, but I just included because of the names or places, or idea's which were being acknowledged. A few are pretty detailed accountings... https://documents2.theblackvault.com/documents/cia/ufos/C05515945.pdf
To thank him for his interest in possible affiliation as a consultant in the CIA attack on the "Flying Saucer problem"...
Overall committee responsibility for A) investigating UFO's and B) Handling all information releases to the public is voted in the Department of Air force.
Danish defense authorities take a serious view of the problem of flying saucers.... although most of the observations have turned out to be astronomical phenomena, there remains reports...
I heard you guys like reading patch notes... So how about a fake one?
General / QoL
Dark Mode is now available as a setting and on by default. We also tied down the guy (who wrote the flashingly bright note about seizures) in a opthalmic speculum, in a dark room while opening and closing the said bright note for 3 hours.
Light Mode uses grayish / genshin-impact-blue color scheme.
Users can now map keys in settings.
New user center setting : Allow Teyvat Times to publish my in-game alias (not username) and last 4 digits of my UID (When you set a world record of hunting fowl and etc.)
Added setting for persistent aiming mode. If turned on, your character will try to get back to aiming mode even when you dash or you are knocked back.
Going in and out of aiming mode is now much smoother. You can still dash, cast skills and still keep the cursor on. Inspired by Tombraider? Idk why I wrote this.
When crafting an item and you run out of materials for it, the item selected stays in place and will not scroll all the way down.
When choosing characters for the abyss, the preview button to see which enemies you will face is also there.
When finishing an abyss floor, you can return to the abyss menu without ending the "run" to collect rewards or browse around.
Fixed a bug with sucrose/xinqiu bonus materials when crafting.
Fixed a bug with razor's c1 constellation not increasing his damage and not displaying a buff indicator.
All buffs are now grouped/stacked by icon category, attack/defense/regen etc. Hovering the cursor in the grouped icon will display verbose info. (e.g. thrilling dragon tales, character talent, gouba pepper etc).
Daily Login Bonus is permanent.
Claim All and Repeat Buttons are now available in Blacksmith, Battlepass, Expeditions and the Like.
VA/CV list is displayed instead of current selected voice language in character details. (e.g. if you go to a character screen, and have english voice language, you will only see english voice actor and you have to change language just to find out who the cn and jp voice actor is)
Hide ui/hud setting and dedicated hotkey is added for creating fan-made cinematics.
Unless it is an artifact or a weapon, an item previously recorded and consumed will no longer display as "new"
Added shield bar on top of health bar
Added party icon on the top right ui and a dedicated hotkey to switch parties
Added hotkey to switch to your saved Comps 1 to 4
Resin is now always visible at the top of UI (without needing to open up the map)
Moved UID a bit further down by 2px so it doesn't overlap with the buttons
Changed UID Opacity by 75% and has grayish text color, inspired by "windows is not activated"
Added a space character on the launcher download text (e.g. "Downloading75%" into "Downloading 75%")
Bonus damage from element-affected status (e.g. "deal 15% increased damage against cryo affected enemies" are enclosed in parentheses
Expedition Slot Remembers Last Character Used
Expedition Slot Remembers Last Hour Used
All map objects are navigatable for consistent experience. and are not overridden by quests. You will always be directed towards the one you choose.
Navigated Map Object Always Display Their Distance and Light Beacon (e.g. Leylines not having those)
Added enemy weakspot zones with varying degrees (green,orange,red) in the adventurer's handbook, if you kill 150 of a certain enemy type. Humanoid types generally have the head as a weakspot.
Fraction of Fraction of a bullet time effect and a red particle glows when you hit the weakest spot of an enemy.
Reading and Clearing Story/Voice Lines syncs across all devices you own.
Statues' Remaning Healing Energy now Visible on the Tower Itself. Dat Glowy thingies deplete when you use them.
Statue's First Healing Tick Revives Fallen Characters by 10hp%. Second Healing Tick is Full Restoration or until Remaining Healing Energy Allows it.
Critical strike Indicator
Enemies in the handbook are dynamically arranged by type , then alphabetically. All hypostasis are lined up.
All enemies are displayed in the handbook regardless of what region you currently are.
Journal (J) is now binded to (F1), since this is where you look commissions for rather than the Adventurer Handbook (F1)
Journal , Handbook and Archive are compressed and combined.
We bought a time machine and went back to the time when we did the hypostasis event. The last challenge in the event is now a new hypostasis after the three old hypostasis.
Andrius's Boss Fight is now properly a Trounce Domain, For consistency with other weekly boss.
Changing a Team Member in your active roster won't override that slot in your saved team comp
Active Roster and Saved Team Comps are now a seperate thing
Selecting a Saved Team Comp will replace the Active Roster (so you can replace one member before "deploying")
Clicking Deploy in a Saved Team Comps will immediately send you back to the game
Switching Party Members is smoother than an oiled tits smooth, regardless of network latency. Especially in Single Player Mode.
Resource and Player Position in the map has better visual clarity. (Imagine klee collecting wolf berries or philly mushrooms)
Option to adjust map size , and resource/player icons.
PC , map pin size collision reduced. If I clicked Taishan Mansion, I meant Taishan Mansion.
Mora , Artifact Limits and etc always visible in inventory screen regardless of which tab you are on
Blacksmith remembers the quantity of ores you refine
Adventurer's Handbook remembers the last filter you used when browsing enemies (all, elite ,boss)
Adventurer's Handbook points you the next enemy you are hunting (when you kill 1 ruin guard, you dont have to open handbook again to see the next one in the map)
Adventure's Handbook knows ALL of the elite enemy locations. The list seem to be manually added instead of dynamic, possibly due to chest concealment similar mechanic. If you hunt ruin guards, I think the book only lists 4 of them in the whole map.
Gameplay
Training dummy added near favonius hq. You have to do a story quest and spend resource to have it constructed.
Enemies now have a difficulty rating. The higher the difficulty rating is, the higher character xp/gold they will provide. XP scales off your adventure rank level. Extra Large enemies have a guaranteed chance to drop 1-4* artifacts. They will respawn longer as a consequence. It doesn't make sense that a huge lawachurl and smol hilichurl both give 20xp.
First and Second Dash now have different color indicators.
If you used 2 dashes consecutively, a subtle glow/indicator pops around your character for when you are able to dash again. Inspired by Deadcells.
Added Treasure Compass for Dragonspire.
All excess anemoculus/geoculus/dendroculus and crimson agate can now be traded in the antiques shop.
Treasure Compass will automatically change depending on what region you are on. If you don't have a treasure compass for that region, it will remain unchanged from what is the last equipped.
Treasure Compass search radius is increased region wide. It will point the "nearest" treasure chest's direction. The color of the direction changes the farther you are.
Treasure Compass will now consider puzzles as treasure, and display a different indicator. It won't tell you what steps to take to open it, though.
Added a domain for gladiator and wanderer's troupe artifact sets. Artifact drop rate from world bosses are FURTHER reduced. Weekly boss artifact drops are unaffected.
Prototypes will now drop at least once in the last weekly boss you face, if you are unlucky. The chance to acquire multiple prototypes within a week is unchanged. Drop rate is reduced consequently.
World Boss Artifact Drop Rates are now visible in the adventurer's handbook.
Prototype Drop Rates are now visible.
Domain Artifact Drop Rates are now visible.
1-3* Weapons are now craftable. They will require a shit ton of ores and materials. Cold Steel for instance will require 200 pieces of mint.
Added 6 new craftable weapons. Of course it will require prototypes you f2p piece of shit.
Craftables, Shops and Loot have higher priority versus signboards and npc.
Monsters and Enemies have higher priority (when attacking or casting skills) versus ores and flaming/freezing flowers and other resource objects.
You can now equip up to 3 gadgets.
New Action : long pressing a gadget opens up Gadget Wheel to switch gadgets without opening the inventory. Gadget goes into long cooldown.
Domains now consider your condensed resin before saying you are out of resin.
After completing a domain challenge, The start challenge object will respawn in the center of the arena. Game will no longer go into a loading screen. This is for the console peasants.
When claiming domain challenge rewards, it also displays how much condensed resin you have (so you know you can still do 1 more, or gtfo) when it asks if you want to continue or leave
Anemo Hypostasis will die if you manage to collect all the orbs, for a more consistent experience with other hypostasis.
Weekly boss timers are now consistent. (Some have none , some at top, some at bottom)
Dvalin's Mini Cutscene will hold your altitude (if you are gliding) when it triggers
Childe's Mini Cutscene is now automatically skippable (named "skip when already viewed once" found in settings).
Food is now sortable by type.
When choosing a revival food, the icon sizes are reduced and displayed in a grid rather than a long line. When in single player mode it slows down time. Like witcher 3 or tomb raider.
MRE can now hold all types of food, up to 3 slots.
You can long click/hold the MRE button and switch the food it holds. Goes into long cooldown.
Charged Longsword and Bow Attacks (for claymoreless comps) will now allow you to mine ores more effectively. This affects rock shield wall hilichurls as well.
No one uses claymore charged attacks, even with stunned enemies. Claymore charged attacks now deal increasing damage the longer it was charged uninterrupted. You will get staggered and take more damage as a consequence. The last attack of a charged attack deals more damage and wipes half of the planet's population.
Constellation can now be toggled on/off
Gacha / Shop
The first cheapest crystal top up (60+60) has been buffed to (80+80) crystals. We realized it wasn't even enough for a single pull and we laughed until our sides hurt. As a tiny token of goodwill this will retroactively affect everyone who purchased this item for n amount of times the person has purchased this item.
All in-game currencies (primo/fate/genesis/future except mora) are always displayed in the topright corner when wishing and shopping.
Pity Counter. When it reaches 75 it glows like christmas.
Gifting of purchase is now possible. In the case of chargebacks , the gifter gets banned. Gifts can only be sent after 60 days of purchase, and usable by the recipient after a week. Maximum of 1 gift per month.
Gifter must have a track record of >= $20 of purchase within the last 3 months.
Gifting is a sensitive topic. Chargeback scams fucks up game companies, banks and third party payment platforms.
Purchase history and total is added to track expenses.
Gambling addicition reminders when you rage spend. Also alerts a mhy employee when huge purchases are being made in error. It displays a huge red alert on the employees screen.
In Consideration
Reworked Elemantal Mastery to also increase Elemental Skill Damage by 25% (base, some current/future characters might interact with less or more) of your total Elem Mastery. Consequently, Skill Damage from Attack Ratios are lowered. Think of ad/ap ratios in League of Legends.
Character skills to deal compound damage of physical+element when using a weapon (e.g. diluc smash bouncing off pyro slimes, despite his big sword being sharp and shiny)
Items
Wind Catcher Gadget now refills with anemo energy particles.
Prototype Aminus/Archaic's proc cooldown refinement is restored. (Used to be 15/14/13/12/10)
Boar Traps are now craftable and equippable as a gadget. You can leave it up to 48 hours to check if you caught something.
Cast net are now craftable and equippable as a gadget. Can be used to catch multiple fish and crystal flies.
Crab Traps , can be left in the wild for 48 hours and catches 3 crabs per trap.
Inflatable balloon for safe swimming. Requires anemo slime materials.
Portable towers no longer expire.
Portable towers max deployed count is increased up to 5.
Condensed Resin can now be used on World Boss
Condensed Resin cap increased to 5.
Artifact Inventory Limit increased to 5000.
Weapon Cooldown Indicator displayed as status icon (sacrificial sword, archaic, etc)
Seelie Companions give 1% passive bonus CharXP(Blue), CompanionXP(Purple), Mora(Gold)
Crafting Table no longer consumable
Portable Cooker no longer consumable (requires fuel , 1 fire stamen = 3 uses)
Portable Warmer no longer consumable (requires fuel , 1 fire stamen = 3 uses)
Items mined are ores
Refined ores are ingots
Option to refine Magical Crystal Chunk without resin, but with immensely increased cost and time
Coop
You can see the general direction and how far an ally is like in pubg.
In-game voice chat for random players in matchmaking
Battlepass / 12 Episode Anime
Battlepass can now have excess points up to 3000xp , for the times when you do your reputation bounty and missions earlier before the next battlepass comes out.
When a new Battlepass starts, it starts on mondays , so no mission gets left out. All excess days until the next new-battlepass-monday are dynamic and flexible.
When using a condensed resin in a domain, it counts as 2 domains cleared in the Battlepass
Cooking ingredients (sugar, bacon, cheese, etc) counts as cooking in the Battlepass
You don't need to switch tabs in the battlepass when using claim all. Clicking claim all, claims all.
New battlepass campaign for 12 episode anime. Milestones are displayed on website and forum. Sales earned are transparent in game and website. Inspired by dota 2 international.
Percentage of battlepass campaign sales will go to anime funding.
Having at least 1 season of anime puts mihoyo in the "mainstream" status in the leagues of Fate, Princess Connect, Grand Blue etc. It solidifies the IP.
Quests
Option to abandon story quests (restart from scratch) to prevent blocking of coop
Repeatable Quests Ideas below. Coop and matchmaking is enabled. 15~30 minutes long, walking pace. Not mandatory for daily activity/event/battlepass for people with little time to play. Gives worthwile rewards (3 pieces of adventurer's wit, 5k mora etc)
Long escort caravan mission, from Mondstadt all the way to Liyue. From Springvale to Liyue. People and Caravan must survive. Enjoy the beautiful world of Teyvat, optional pit stops, coop chat/discord, region guard checkpoints and enemy ambush. Multiple client routes available. Go through dragonspire for a shorter, but more dangerous path. Get harassed by Fatui at borders. Board a ship and load the caravan. Get checked by Border Patrol for smuggled goods and diseases.
Repeatable Town defense without towers. Defend the Town from hordes of invaders. Something fun with coop.
Fatui and Friends Battle Royale. All npcs and doors disabled. You and the fatui bots duke it out. Healing only comes from special food that you pick up. Matchmaking enabled.
Beach Defense. Prevent the Fatui from invading the coastline. Your friends rain arrows from starsnatch cliff.
Beach to Mondstadt/Springvale goods escort services.
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.
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.
I do not give permission for this post to be shared anywhere. At all. It belongs on this subreddit only. The big casino compromise was that MIL and SFIL came to visit yesterday instead, because no fucking way am I seeing them after they go to a giant casino on Christmas to lick COVID off a slot machine. I had read Toxic In-Laws (link in the resources page for this sub) this week. And made myself a list of statements that start with "I'm not willing..." and "I am willing..." as is advised in the book. So I felt better prepared for her visit and better prepared to discuss the babysitting thing if it came up. So of course, it did not. She found out that I had unfriended her on FB, finally, and sent my husband a series of text messages saying I clearly hated her and she was done trying (girl what have you even tried?). My husband said what he always says, which is, "Mom, you're inventing this. You are making this up in your head. No one is slighting you, no one is mad at you, you are welcome in our home, I'm not discussing it further." She sulked for a few days and then asked to come visit this weekend as if the convo had never happened. My husband said, "Well apparently she's realized that will get her nowhere, so can we just let it go?" Thanks to Toxic In-Laws, I know my MIL is a fan of injustice collecting and also criticism by proxy. But I also know that the best time to address things is when they happen. MIL is out of FB drama to send to DH, since she can't invent slights from my FB posts anymore, so we will see if that ends the text screeds. If it does not, I have a plan. All that to say I agreed to let it go. She has only EVER called/texted him with made up drama if she'd been looking at my FB (seeing other grandparents, SMIL getting a good grandma name, I appear more appreciative of other people than her, where is HER good grandma FB points, etc etc etc), so I set a boundary by unfriending her, I am satisfied with that. We had an incredibly pleasant visit. Two boundaries in a week (well, she found OUT about two in one week) seems to have shaken her up a little, she was on her best behavior. Plus, there were presents to disperse and that is the great joy of her life. She didn't try to overstep or keep LO from me, she even took my gentle advice and sat a bit away from him and talked to him for a while before trying to hold him (he does NOT like people in his face). A thing you should know about MIL is she has an entire baby album seemingly dedicated to DH's exposed junk, which he finds very trying. It's a lot. It's too much. Baby butts are adorable but why do you have 9 pictures of him from the back while he's crawling, with his junk hanging down totally visible? I used to work in child protection and I have strong opinions about people who share naked pictures of their babies on social media. Even if the pedophile who sees it likes older children, your naked baby could become trading material on the corners of the internet where things like that can be traded. I don't trust MIL with anything that I won't put on social media because, you know, everything goes on social media. LO has a heart shaped birthmark high up on his left butt cheek. It's precious. If he were a realistic baby doll, it would be the little manufacturer logo, it looks placed there so intentionally. It's the cutest goddamn thing. DH mentioned it and she said, "Well next time you have him disrobed, take a picture for me!" I said, "No. We don't take pictures of LO with his clothes off." She said, "I didn't mean for Facebook, I mean just for me to see it!" I said, in a neutral tone, "I am not willing to take pictures of my son with his clothes off. DH, why don't you show MIL the birthmark now, in person?" So he pulled LO's diaper to the side so she could see the birthmark, she agreed it's the cutest thing she's ever seen in her life, and we all continued with our visit. No one got mad, no one argued with me. "I am not willing" has a different intention than "I won't" or "I can't," and it is already working for me! Sorry for the rambling update, but I was so happy to tell her something and not have her handwave me, interrupt me, ignore me, or tell me, "It's fine, I'll just..." when I said a firm no.
Catalogue for Previous Weeks - F.A.Q Song of the Week This article is far too long to fit within the thread word limit, so it's going to be continued in a child comment which I'll link when it gets there. Furthermore, I've elected to name a few pokemons who technically have niches but too fringe to expand more on. Some of them can be found in previous weeks if appropriate. RBY Rhydon and Golem are the most prominent Ground types in the tier, the former with significant more usage stats in the modern metagame. Their shared Rock Ground typing hardwalls Zapdos and, to a much less prominent degree, Jolteon and Moltres. They’re also both countered by Exeggutor, as well as weak to the very popular Blizzard slamming them on their pitiful special bulk. Rhydon is the significantly more popular of the two. It boasts better bulk, though not to a significant degree. More crucially, it has a 130 base Atk that allows its Earthquake to 2HKO Chansey, 3HKO Slowbro (sometimes), and 3HKO Snorlax. As it threatens these slower bulky mons, it can use many opportunities to set up a Substitute. Rhydon is the only viable user of the move this generation, seeing as it doesn’t block status in gen 1, but Rhydon was already immune to Thunder Wave. It needs to watch out for Sleep Powder & Stun Spore from Exeggutor, however. STAB Rock Slide helps it chase out the fliers which it walls, and the last move slot is reserved for Body Slam, whose only real use is to threaten Paralysis on Starmie or Exeggutor’s switching in. Rhydon can be an incredibly dangerous threat given some Paralysis support, and being immune to Thunder Wave itself is a great characteristic to have. Golem’s advantages over Rhydon are: speed (which outspeeds nothing more than opposing Rhydons) and Explosion. Its Earthquake misses on very important benchmarks, and therefore it leverages its Explosion, the 2nd strongest move in the game behind Snorlax’s Self-Destruct, to wallbreak for its teammates. While Rhydon can be a late-game sweeper, Golem instead darts in and out of battle to scout for the perfect Explosion timing. OHKO-ing an opposing Tauros can be game-breaking, but it has to be very careful of Gengar or opposing Rock Grounds absorbing it. Not mentioned: Sandslash GSC The ground typing becomes even more prominent in this generation. As Blizzard has been largely phased out, along with the legendary Electrics being on every single team spamming Thunder, every notable Ground types can act as a switch to them. Nidoking is an excellent offensive threat in the GSC metagame. Aside from STAB EQ, it also learns the famed Ice Beam Thunder(bolt) coverage that allows it to punish many EQ switchins like Zapdos, Skarmory, or Cloyster. While its power without super effective coverage isn’t amazing, only boasting 92/85/85 offensive stats, the move that truly pushes it into great territory is Lovely Kiss. GSC Sleep isn’t as terrible as RBY Sleep, but it’s nevertheless a huge momentum swing. Nidoking therefore can take advantage of this to fire off strong attacks to eventually break through its usual checks given the right opportunity, something no other mixed sweepers can do. If desired, it can also run Thief to steal enemy checks’ Leftovers at the cost of a moveslot. Steelix is the new evolution of the worthless Onyx, with excellent physical bulk and an auspicious Steel Ground typing. This makes it not weak against the common Hidden Power Ice which the legendary Electrics run, and acts as a near surefire counter to them unless they carry the rarer HP Water. Its base Atk is a pitiful 85, however, and therefore it relies more on Explosion like RBY’s Golem to break walls, but also carry Roar to act as a phaser against things like Mono-lax, Raikou, or Perish Trap Misdreavus. This shuffling also allows its team to rack up more Spikes damage. The last move is often Curse, which allows it to create some offensive pressure with a boost or two, and then abuse Roar even further. Golem returns with renewed vigor. Having learnt Rapid Spin in a Spike-ridden metagame, Golem found itself as one of the better role compression mons that acts as an Electric check, Rapid Spinner, phaser, and Snorlax check all in one. It still never enters a battle without Explosion, and its poor special bulk means that it must scout enemy Hidden Power lest it becomes a free kill. Nevertheless, Rapid Spin is such an important utility that it sees consistent usage on many teams, so much so that the rare Hidden Power Water from Zapdos or Raikou are mostly aimed to remove it. Unlike other Spinners, Golem matches up poorly against the spiking Cloyster and Forretress, and requires offensive support elsewhere to make sure the hazards stay off. Marowak boasts the strongest Earthquake in the game. While somewhat gimmicky, its Swords Dance set can give it the maximum 999, and with Spikes support can OHKO nearly the entire metagame at +2. However, this requires serious backup, as Marowak is otherwise painfully slow, frail, and cannot hold Leftovers. Furthermore, help against Skarmory is highly appreciated, as even with 999 Atk, a Rock Slide only 3HKOs the metal bird, who is immune to Spikes and can proceed to phaze Wak out. The 4th moveslot is usually either HP Bug to slam Exeggutor on the switch, or Rest to give it a second chance at sweeping. To get Marowak to work, some support with Agility Baton Pass from Jolteon, or Screens from Blissey is recommended, especially since the latter can Heal Bell off the sleep from Rest. Rhydon has taken quite a fall in viability since the last generation. With weaknesses to many special attacks, Machamp, and Earthquakes, Rhydon finds itself hard-pressed to accomplish much. Unlike Golem, it provides no utility for the team aside from Roar, and the Snorlax-checking Steelix isn’t weak to Grass, ice, nor 4x weak to Water. Rhydon runs a Curse set to take advantage of its strong 130 Atk and natural physical bulk, as being slower in this generation means your Roar will go first. It cannot get past Skarmory, but can still provide some strong hits to break walls with. Quagsire’s sole niche is a near fool-proof counter for the legendary Electrics, being immune to their Thunders and not weak to either HP Ice or Water. Its typing makes it a decent mixed wall, as not a lot of pokemons run Grass moves this generation, and can use the free turns its ok bulk generates to set up Belly Drum. EQ and HP Rock makes an ok attacking combo, and Rest can be used for longevity. If unable to set up, however, it’s defensively outclassed by the likes of Miltank or Raikou, and offensively outclassed by Marowak or Snorlax. One must build their team capable of taking advantage of this offensive defensive combination to justify using Quagsire. Not mentioned: Piloswine, Sandslash, Donphan, Gligar, Nidoqueen ADV Zapdos continues to be a prominent threat, and the rise of Tyranitar, Aerodactyl, and general Rock Slide coverage gives Grounds even more viability. Lastly, an immunity to Sand in a tier where Tyranitar is king effectively boosts the longevity of all Ground pokemons, allowing them to actually gain health in Sand with Leftovers. Swampert is the face of bulky waters in gen 3. It’s one of the most sturdy DD Tyranitar counters there are, resisting Rock unlike its Water-type brethren, and can also act as a catch-all check to many more prominent physical sweepers in the tier like Metagross, Aerodactyl, and DD Salamence. It’s so prominent that it basically forced many, many pokemon to run HP Grass just to have a chance to get past it. As a pokemon itself, however, Swampert can be as defensive or as offensive as one likes, possessing decent mixed offensive stats to complement its STAB EQ and Hydro Pump / Surf, while carrying Ice Beam for many Flying types, especially Salamence, and Grasses, like Celebi. It also has access to the great Focus Punch, which allows it to threaten Snorlax and Blissey while OHKO-ing max HP Tyranitar, something its Hydro Pump cannot do. Toxic, Roar, Protect, Refresh are all excellent moves for a more defensive variant. No matter what set it’s running, Swampert’s role in ADV OU cannot be understated, and is therefore one of the most common offensive / defensive threats of the metagame. Dugtrio has gained Arena Trap this generation, and becomes one of the best revenge killers of the metagame. While it’s not very strong, the introduction of Choice Band gives it the power to achieve crucial KOs, and its amazing base 120 Spe means it can outrun basically any threat it encounters. The list of its victims is vast: Tyranitar, Metagross, Jirachi, Blissey, Celebi, opposing Dugtrio, Breloom, and many, many more. It’s undoubtedly a metagame defining threat, as something like Jolteon is considered superior to the legendary Raikou by many simply due to its Dugtrio-beating speed and access to Baton Pass to escape trapping. It’s also a very important team member of special offence, an almost required piece that exists solely to reliably remove Blissey, sometimes by the otherwise unseen Beat Up. Claydol is the Rapid Spinning Ground type of ADV. Its unique Ground Psychic typing along with Levitate means it resists all of Ground, Fighting, Electric, and Rock, and is immune to Spikes and Dugtrio’s Arena Trap. All of this means that Claydol finds many opportunities to switch in and get off a spin against many common attacks like Rock Slide, EQ, Thunderbolt etc. It also possesses a STAB Psychic to threaten out the most common spinblocker of the tier: Gengar. Finally, Explosion gives it utility as a wallbreaker, especially if running Adamant to threaten out most of the Explosion-resistant pokemon with Earthquake. However, its support requires teammates’ help against Skarmory, as it can’t meaningfully threaten the metal bird, who often forces the issue with Drill Peck. Flygon is last. Its Ground Dragon typing and Levitate means it’s also resistant to QuakeSlide and Spikes, while also not being weak to HP Bug from DD TTar or HP Grass aimed at a teammate’s Swampert. While its 100/80/100 offensive stats won’t be winning awards, STAB EQ and a myriad of offensive options almost guarantees it’ll find a target to hit, and its defensive profile is excellent for finding chances to enter the field. It can even run a more defensive Protect Toxic set that abuses its defensive capabilities to spread status and break down many teams late-game. Not mentioned: Gligar, Steelix, Donphan, Marowak, Camerupt, Rhydon DPP Stealth Rocks (SR) was introduced in this generation and became the most influential move in the metagame. Coincidentally, Ground types get them. Swampert returns once again as the premier bulky water. With Tyranitar as popular as ever with physical Pursuit, Superpower, and STAB Stone Edge, Swampert’s defensive capabilities are called into need once again. That said, the physical special split also gave it access to physical water STAB in Waterfall and special Ground STAB in Earth Power, along with extra Ice Punch and Superpower coverage for the physical side. The most popular sets feature SR in some way, to guarantee Pert value as either a lead or a role player, either with max Atk for more damage, or mixed defence to be more of a tank. In this capacity, physical coverage is far more popular. If even more offence is desired, a bulky Choice Band set that runs Stone Edge for Zapdos and Gyarados can do a bit of wallbreaking, or even Modest special set with Hydro Pump spamming. However, these more offensive options remain unpopular compared to the utility set. Gliscor features an excellent Ground Flying typing that gives it only 2 weaknesses, a SR neutrality but a Spikes immunity, and resistant to the new Close Combat and Superpower. 75/125/75 defences make for an excellent physical defensive profile, and 95/95 offensive stats are surprisingly decent for a mon with such great bulk. Its Stallbreaker set is its most popular, running Taunt to shut down recovery attempts on walls while also preventing offensive mons from setting up on it, and Roost for reliable recovery. If some offensive power is needed, it can run a Swords Dance set to abuse its natural bulk to gain multiple boosts due to its incredible staying power. Its attacks usually consisted of the mandatory STAB EQ, Ice Fang for Flyings, Dragons, and the occasional grasses, and perhaps Thunder Fang for bulky waters or Wing Attack for Breloom. Taunt and SR also make Gliscor a decent lead, as it can U-Turn out to keep momentum. Flygon appreciated the generational shift very much. It gained an excellent physical dragon STAB in Outrage, and U-Turn allows it to run a very effective Choice Scarf set to utilise its good speed and great neutral coverage in just Outrage and Earthquake. Its last slot on a Scarf set can therefore be very flexible, either Thunder Punch for Gyarados, Dragon Claw for more stable STAB, or Toxic to cripple a wall. The new Life Orb also synergises well with its mixed move pool, allowing it to drop powerful Draco Meteor while still running Earthquake and Fire Blast to crush the Steels that resist its Dragon STAB. Roost can be used on this set to offset Life Orb recoil and give Flygon more general longevity, but if Expert Belt is run instead, U-Turn is always an excellent option. Nidoqueen, despite its NU placement, is an excellent OU Stall machine. Its claim to fame is the new Toxic Spikes, and on stall teams the Poison Ground typing provide resistant to Fighting and Rock, which couples with 90/87/85 mixed bulk to check the likes of Breloom, Lucario, and Tyranitar, especially since EQ as a coverage move is rarely ran, and Poison Point can punish a lot of the U-Turn spammers in the tier. A lack of recovery does hurt, and thus Nidoqueen prefers Protect to get as much recovery out of Black Sludge as possible. While Nidoqueen’s offences aren’t anything special, its vast movepool means that its moveset can be specifically tailored to cover the threats which the rest of its team does not. Hippowdon is the alternate Sand setter of the tier. While most prefer Tyranitar’s offensive prowess, Hippo itself is a near sure-fire Tyranitar counter, boasting a titanic physical bulk of 108/118 that can sit on most of the physical threats of the metagame. It complements this by excellent recovery in Slack Off, and SR which allows Hippo to always get pressure out of the switch. Roar synergises with this even more, racking up damage on the pesky flying types or Levitate-rs that otherwise walls it. If a more direct option is preferred, Ice Fang can slam the Gliscor and Dragons. Still, since it relies on pure bulk more than resistances to wall physical threats, it’s usually very specially frail, and has a weakness against some physical threats in Gyarados and Breloom. Mamoswine boasts a meaty 130 Atk stat, and a unique STAB combination of Ground and Ice. Its Ice Shard is an excellent priority move which knocks the life out of dangerous threats like Latias, Flygon, and Gliscor, its STAB EQ crushes most neutral targets, and for everything else, there’s Stone Edge. Life Orb is the most popular item, allowing it to switch moves and especially abuse Ice Shard to finish off faster threats should the opportunity arise. While Superpower is a fine 4th move to slam Steels not weak to EQ like Bronzong or Skarmory, and OHKO Blissey without a second thought, Stealth Rocks can be used here to exert some pressure as the opponent switches out. Choice Band is an alternative, but locking into any of those four moves can be exploited heavily. Focus Sash makes Mamo a decent SR lead as well. Despite all this, its typing gives it a lot of common weaknesses, and 80 speed isn’t nearly as good as it used to be. Quagsire lived under Swampert’s shadow in gen 3, but access to reliable recovery in Recover as well as Encore to counter setup sweepers gave it a niche this generation. As Swampert’s more often than not opt for offence this generation, Quagsire is a fine defensive Water Ground type that walls Starmie (with Water Absorb), Metagross, or Tyranitar. Its moveset is very predictable, however, as after the prerequisite Earthquake, the last move is either Toxic for more residual damage or Ice Punch for Flygon or Dragonite. Quagsire is extremely predictable, and must be used with consideration. Gastrodon is yet another Water Ground type. While it isn’t immune to Water, and therefore doesn’t counter Starmie or Gyarados, it has Sticky Hold which makes it immune to Trick from a lot of choice-d pokemons. Its sole unique role is therefore as a Curse sweeper that’s immune to Trick, who sports good mixed bulk and Recover for longevity. Waterfall + Earthquake a.l.a Swampert is good enough coverage, but it’ll struggle to beat the likes of Gyarados or Latias with such limited coverage. Rhyperior is a fierce wallbreaker, as 140 base Atk is nothing to scoff at, and its attacking options ranging from STAB EQ + Stone Edge to coverage in Aqua Tail, Megahorn, or Fire Punch are all excellent options. However, it’s really, really slow, and therefore easily forced out with its double 4x weaknesses and poor special bulk, even with Solid Rock or Sandstorm SpD boost to soften them. Choice Band is by far the most powerful option, boasting the ability to 2HKOs everything in the metagame with the right coverage. However, it doesn’t have a lot of opportunities to fire off this power due to its speed and poor matchup against the bulky waters of DPP like Swampert or Milotic. Donphan gained SR and Ice Shard this generation. It’s now a fairly respectable Rapid Spinner in the metagame with excellent physical bulk and priority. For the most part, it’s a fine support pokemon that aims to set up SR, takes a few physical hits, and threatens revenge kills against Dragons with Ice Shard. It’s a very one dimensional pokemon in this aspect, but its effectiveness as a Rapid Spinner is appreciated. Not mentioned: Dugtrio (R.I.P), Steelix, Nidoking, Camerupt, Gastrodon BW Landorus-Therian is a name one should not fail to keep in mind. It has Gliscor’s auspicious typing, combined with an excellent ability in Intimidate, fearsome 145/105/91 mixed offensive stats, and a respectable 89/90/80 bulk if kept in mind its typing and ability. Lando-T is is one of the best pokemon of gen 5 OU, and is one of the best glues for any good non-rain team. Its Choice Scarf set is an excellent scout and revenge-killer, with a strong U-Turn to punish the like of Latios. Lando-T is in fact so common that it also runs HP Ice for the mirror matchup, despite it not hitting too many other relevant targets. Earthquake is its STAB move of choice, but any other move can be slotted in and out depending on sets. Stone Edge is a natural pairing on the Scarf set, but Superpower is a fine option to drop Skarmory, Ferrothorn, or Air Balloon Heatran. If an offensive pivot is desired, just drop the Scarf and speed for a bulky spread and either Leftovers or Rocky Helmet, and you have one of the best physical checks of the metagame against the dangerous Terrakion. Lastly, access to either Swords Dance, Rock Polish, or even both on the same set can turn Lando-T into a fearsome sweeper at the drop of a hat. Excadrill is another gen 5 addition, and after a tumultuous history of ban and unban, it settles into the metagame as the best non-rain Rapid Spinner, a.l.a old Donphan. However, it instead boasts Steelix’s typing and a 135 base Atk, making sure that Jellicient cannot simply switch into its Spin with impunity in fear of eating a STAB Earthquake. Its most common set is an offensive spread but with Leftovers and Protect for longevity, befitting of a Rapid Spinner. Unlike most other Grounds, it prefers STAB Iron Head to Rock coverage, as the former hit Latios harder, and can help it beat Breloom. As a Spinner, it can either lean into an offensive spread with STABs, or a more defensive SpD spread that prioritises its laundry list of resistances, especially to Dragon, for better longevity. Though Sand Rush is banned, a Scarf set works perfectly fine to revenge kill, or get up a desperate fast Rapid Spin before falling. Sand Force comes in nicely here, as Exca runs all 3 types of moves that get the boost in its STABs + Rock Slide. Garchomp dropped to OU this generation, but perhaps that was the chance it needed to flex its power on the metagame. While it’s never seen without its trusty Earthquake, the sheer breadth of sets this pokemon can and does run boggles the mind. The most popular is a very straightforward Choice Scarf set to elevate a great 102 base Spe, and would be great even with just 2 moves in Outrage and Earthquake. It can afford to run Dual Chop for Sash Zam or Multiscale Dragonite, or just straight up Dragon Claw as a more reliable 3rd move. The last move on a scarf set is usually a fire coverage, either Fire Fang or Fire Blast, to roast the likes of Skarmory, Bronzong, or Ferrothorn. As a sweeper, Garchomp leverages its forced switches well with a Substitute Swords Dance set that uses Salac Berry to boost its Spe past most opposing Scarf revenge killers, as its sheer STAB combination is so good on its own. If desired, one can run just an offensive Stealth Rocks set like other Ground types, but Garchomp’s Rough Skin means it has extra synergy with Rocky Helmet that really punishes U-Turn while being simultaneously immune to Volt Switch. Gliscor gains the excellent Poison Heal this generation, giving it amazing passive recovery and immunity to statuses. For the most part, it uses its typing and access to reliable recovery to spread Toxic with Substitute, while having STAB Earthquake to slam the Steels and Poisons immune to the status. Being always poisoned means that it now has access to Facade as a really strong neutral move to complement its EQ, and thus the Swords Dance Roost set yet see a healthy amount of usage. While Gliscor can’t get past Skarmory at all, its general positioning against the rest of the physical metagame means it will probably always have value in a team, especially if running Taunt. As with all Ground types this generation, it can run a support Stealth Rocks set as well that spread statuses in the meantime. Mamoswine is once again an excellent offensive threat. Having learnt Icicle Crash as a strong STAB Ice attack this generation, its general offensive coverage with just its STABs is very notable. As DragMag becomes a legitimate offensive force in the metagame, Mamoswine can be found with or against them, leverage Ice Shard to shut down the Salamence, Dragonite, or Garchomps one can find on those teams. Superpower is a great general coverage move to slam Ferrothorn and Kyurem-B with, and Stealth Rocks is always an option that goes well with priority and a Focus Sash. Gastrodon gained a water immunity this generation, and has propelled into stardom as an anti-rain wall. Its distinction comes from being a Keldeo check that isn’t weak to Pursuit, unlike Jellicient and Latios, and instead spreads status of its own with Toxic and the ridiculous Scald. It also stops Thundurus-T cold, something many other Keldeo checks cannot claim. Physically defensive is the most common spread to fulfil this niche, and with proper support from the rest of its teammates to cover its vulnerability to Toxic and Grass types, Gastrodon is a stalwart defensive answer to many of the metagame’s biggest threats. Seismitoad is Gastrodon but with Stealth Rocks, in essence. It does everything else Gastrodon does a little worse due to its poorer bulk and no access to Recover, but the role compression can be highly desirable on more offensive teams who prioritise the momentum that hazards give, rather than a long-term wall like Gastro is. Hippowdon once again plays second fiddle to Tyranitar as a physically defensive Sand setter. Reliable recovery means it can act as a check to many strong physical threats and prevent their setting up with Whirlwind, while setting up Stealth Rocks of its own. Its poor special bulk and weakness to Rain spam means that it might not always put it as much work as it wants to against opposing Rain, but if you want your Sand setter to also be a physical wall, Hippo’s the one for the job. Not mentioned: Dugtrio (R.I.P), Golurk, Nidoking, Nidoqueen Continued here in a comment
Spiked Piston: Ideal Block-Breaker for Traps and Farms
Note: Dripstone Shard is basically a retextured Pointed Dripstone, since the current Pointed Dripstone is facing the other way. Spiked or Spikey Pistons is made from Dripstone Shard and Regular Piston. It can be used to break blocks, i.e. convert a block to an item. This is pretty useful in reducing the size of farms/automating them, thus making them more compact and efficient, and can also be engineered to make tunneling machines for an underground base/railway. However, to prevent abuse/exploitation of usage, it would not drop all blocks with the same rate. GUI → Ingot Slot + Book Slot This will be different from the other pistons due to the fact that it has a GUI similar to a workbench. This GUI will consist of two slots, one for upgrading/tipping with either iron, gold, diamond, or netherite scrap/ingots to increase the drop rate; and one for inserting certain enchanted books (efficiency, silk touch, fortune) to enhance the tips. Efficiency, Silk Touch and Fortune enchantments work as they usually do. From L-R: Untipped Spiked Piston, Iron-Tipped Spiked Piston, Gold-Tipped Spiked Piston, Diamond-Tipped Spiked Piston, Netherite-Tipped Spiked Piston Spikey Piston: Top-view of Untipped and Tipped Variants Tipped Spiked Pistons would show up in the inventory as respective different items with a separate name depending on the type of tip used along with the enchantments it has. They will be unstackable, even with their own type, just like regular tools.
Rates
Untipped (Dripstone)
Iron-Tipped
Gold-Tipped
Diamond-Tipped
Netherite-Tipped
Shovel #
100%
100%
100%
100%
100%
Wood
95%
100%
100%
100%
100%
Stone
75%
90%
100%
100%
100%
Ores
*10% **
30%
20%
70%
80%
Obsidian
*WNE ***
WNE
WNE
50%
75%
Special ##
WNE
WNE
WNE
WNE
WNE
Damage (HP)
2
4
1
6
10
# Shovel-type stands for blocks whose preferred tool is the shovel, like dirt, snow, sand, etc.## Special blocks include items not in the Creative Mode List, End Gateway, Air, Barrier Blocks, etc.\ WNE for Diamond Ore, Ancient Debris, Diamond Block, Netherite Block** WNE –* Would Not Extend*. The piston jams up.* Spikey Piston: Side-view of Untipped and Tipped Variants Note:Listen, don't burn me on the stake just yet, I know that there's mixed resolution on the side view of the Spiked Pistons, but its not final. All these textures are purely representational, and theyre just here to show us what a Spiked Piston could look like. Untipped/Regular Spiked Piston when jammed will become a regular piston, the dripstone spikes having crumbled. These pistons drop items as they would usually be dropped when broken by their respective tools. The drop rate for ores are low to prevent exploitation as these should not be used as substitutes to pickaxes (manual strip mining). This suggestion has two versions- one is a simple Spiked piston that can break blocks and jam up for obsidian or special blocks. The other is the idea of a GUI which will allow customization of Spiked piston by tipping/plating of dripstone spikes using ingots and the enchanting of the spikes using enchantment books. Some may believe that the second version is more complex, and so prefer the former, while others may prefer the latter. Some people might also say that this is too cheap for a potential tunneling machine, so perhaps the following additions could work:
The recipe requiring sticky piston rather than regular piston.
Spikes having durability, which will break when the durability runs out.
To prevent it from ceasing the flow of automation, hoppers can be used to provide ingots to the GUI which will replace the spikes just when its about to break. Or, Mending enchantment repairs the spikes when the piston is breaking ores and when it is damaging mobs. These additions are debatable, as is the question of which version of the Spiked Piston suggestion is better. Edit: u/roidrole suggests the following, and I think this is a better feature, so I'm including it in!
Instead of having a whole other GUI, why not make use of the smithing table? There should also be both IMO. Just the standard dripstone piston upgradable via a smithing table (materials) and an anvil (enchantments)
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US Senator Sylvia Allen asks for a Bill to Mandate SUNDAY Church Attendance!
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