Mythscroll is a D&D-inspired fantasy RPG featuring text-driven adventures with skill-based encounters, deep character building, branching outcomes, and turn-based combat against diverse creatures.
Character Creation - Choose your class, race, age, body type, and traits. Your starting stats, languages, and weapon are all shaped by your choices.
Attributes & Skills - Level up and invest in attributes and skills that open up new ways to explore, battle, solve problems, and handle encounters.
Morality System - Your choices matter. Help someone and raise your morality, or rob a merchant and risk future consequences. Some creatures react differently based on your character’s moral standing.
80+ Creatures - Discover and log everything from goblins and dryads to legendary beings. Learn where they live, how they think, and how to deal with them.
Open World - Explore 40+ locations across forests, tundras, volcanoes, oceans, and more. Every region is packed with quests, encounters, …
Hey guys Dota2ProTracker guy here. Every now and then I like to make a reddit post with a summary of multiple updates that happened. I thought especially now is a good time since much happened since the big matchmaking update from march.
You probably heard of it but a quick reminder: Valve removed all public matches above 8500 MMR from publicly available APIs. This makes it almost impossible for anyone to get 8500+ MMR data and create any meaningful statistics on that data. I say “almost” because the way you can still get that data is by having the Replays of those matches. However, accessing the replays is also very restricted: you can only download a replay if you were in the match, or if you spectated a match until the end (for example via a friend who is in the match). However, once you downloaded a replay via the Dota 2 client, you can find it in form of a .dem file in your local replay folder - from there you can share it with anyone …
just drop trying to make him dispelling healing tank and make him a glasscannon again, so he will appear in one out of a hundred games but will actually be engaging to play again
Making me think how much I’d enjoy a Peep Show Announcer Pack.
Just after a throne defence, buying back to wipe the enemy team and “Chance would be a fine thing” gets played
Funny comments included:
It’s not fun to not press my buttons (Silencer)
The stupid new blue bird character (Kez)
I catch 5 second arrows like it’s my 9-5 (Mirana)
You can’t have any fun in a game mode in which the buildings are made of wet single ply toilet paper against the best building demolisher in the game (Nature’s Prophet)
I ban him in every single game for 3 years (Nature’s Prophet)
Which hero do you think fits the best in the “fair to play against” and “perfect design” slot?
We won.
P.S: Morphling is broken
Puddle punch is an odd ability as far as telegraphing goes. From my time maining viscous, it seems like a really common complaint I get is that it just spawns out of view of people’s cameras and the only warning it offers is an audio queue, which can easily be drowned out in intense moments. With that in mind, I figured that a potential solution to make the ability more readable would be to have a projectile fire from viscous to the puddle punch location during the ability windup (option A showing viscous throwing a glob of goo through the air, and option B showing the glob instead racing along the ground/whatever available surfaces toward the puddle puch)
I was thinking that the projectile itself could be hitscan within a very short range as not to change the timing on close range puddle punches and mess up the muscle memory of viscous players using it as a movement option, then shift to a quick projectile once past that range.
Alternatively, the projectile could be set to …
Take this with a grain of salt please, could be or not be real.
Some guy posted it in deadlock general and quickly deleted it, but imo it looks like wayyy too much effort to be fake.
Picture is low quality because it was probably screenshotted on a discord screenshare
IMO, the respawn timer should match how many souls a Hero has gathered up to that point. The same way in works in Dota. There shouldn’t be a global respawn time.
The more gold/souls a Hero has, the longer they have to wait to respawn if they are killed.
This would help with comeback mechanics for a team that is behind on souls, giving them more time/space to push objectives if they are behind. This would help punish mistakes by Heroes who are further ahead on souls.
This is also a good fix for Heroes who have really good early games. They can have 5k soul leads at 10 minutes, and their respawn time is the same as a Hero with 3k souls. Doesn’t seem fair.
Edit: One more thing. This actually will help teams with a soul disadvantage more likely to take fights. I have noticed that teams that are behind in souls are less likely to take risks. I think this may have to do with the fact that the death timers are exactly the same for both teams, no matter the soul difference. I …
Arguments:
Historically accurate, while not the 1920s there are symbol of snakes with pipes in the WW2 while the maelstrom made WW2 never happen, the aesthetics remain the same
It fits well with her personality
A SNAKE WITH A SMOKING PIIIPEEEE
i want a whack a mo plush