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  • Why are enemy color pairs less "cohesive"?


    It seems to be common knowledge that enemy color pairs in Magic have less synergy than allied pairs. As an example, the highest score question on the site, What are the names for Magic's different colour combinations?, asserts without explanation that allied color pairs have "higher deck cohesion". Then it repeats this claim in explaining why wedges are generally less often seen than shards. But I don’t really understand why. It seems to me that every color pair offers something different, and many enemy color pairs seem very cohesive to me. The current meta in multiple formats seems to support this.

    In standard the most popular deck right now according to MTG Goldfish is Izzet Prowess. And the 2 most popular modern decks are Boros Energy and Izzet Prowess.

    I haven’t played much Canadian Highlander, but watching LRR’s North 100 podcast, it seems Jeskai is the most powerful color combination in that format.

    It doesn’t seem like an outlier when multiple formats of varying power levels are dominated by enemy color pairs and wedges. Izzet Prowess seems like a very synergistic deck built off the payoff for slinging a lot of cheap spells. Boros Energy in Modern seems built off the back of several very powerful cards some of which happen to have Energy. But to me, Red and White offer a lot to each other. Red provides reach in the form of direct damage and card selection with rummage/impulse draw effects, while White is a better at going wide and gives non-damage based removal to deal with high toughness or non-creature threats.

    Perhaps I am somewhat conflating power and cohesion, as my examples rely on high performing decks. And I do want to acknowledge that there is a bit of a bias with my examples, perhaps Boros and especially Izzet are just particularly well suited to each other among enemy pairs. However, other color pairs seem similarly synergistic to me. Simic pairs the card draw of Blue with the ramp of Green for a powerful big mana deck. Orzhov pairs the go wide power of White with the sacrifice theme of Black to be the backbone of many aristocrats builds. Golgari pairs the powerful mill and graveyard effects of Green and Black giving a powerful, recursive engine. All the enemy color pairs have a very solid synergy built in, in my opinion.

    So can someone please explain where this seemingly common conception that allied pairs are more "cohesive" comes from?



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  • Elden Ring Nightreign’s been out less than a day, and a Souls legend is already showing off a duos mod demo for it, because of course they are

    Elden Ring Nightreign’s been out less than a day, and a Souls legend is already showing off a duos mod demo for it, because of course they are


    Boy, that escalated quickly. Elden Ring Nightreign, as I write this, has been out less than a day. So, of course someone’s already put out a video demonstrating a duos mod for it.

    To be fair, I guess Nightreign’s devs had arguably thrown down the gauntlet to the FromSoft modding community when the game’s director admitted that duos play hadn’t been a big focus in development and would only potentially get some TLC further down the line.

    Anyway, modder Yui – that’s the same person responsible for Elden Ring‘s Seamless Co-op mod and its various siblings for other FromSoft games – is unsurprisingly the person who’s managed to whip this out in uber-quick fashion.

    In the video below spotted by IGN, they demonstrate a mod that’d allow you to hop into a Nightreign session with just two players instead of the usual three or one plucky solo Soulser that’ll have a much easier time once the next patch drops.

    Watch on YouTube

    “As the modification runs without connecting to the matchmaking server, it is possible to use additional mods during gameplay,” Yui explained in the vid’s description, adding that they “Made it for fun.”

    As of right now, they’ve not released this mod to the public meaning you can’t play it. I’d imagine if they do intend to put it out that it’s currently a work-in-progress that’ll need a lot of extra graft to fine-tune the likes of balancing – that being the main thing FromSoft’s had to work on in order to make sure the game works just as well for solo players as it does trios.

    After all, more stabby blokes, more stabs inflicted on bosses, therefore bosses need to be able to take more stabs to not die too easily, and vice versa.

    If you’re going HAM on Nightreign this weekend, make sure to check out our bunch of handy guides to help you get to grips with it, and our ranking of every Nightlord, The latter’s based on key factors like difficulty, spectacle, and how often they brush their teeth.



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