What's something about you that might impress others?

I was raised a vegetarian and kept that choice as an adult, until a few years ago I went to a restaurant and had a $50 steak that turned my conception of meat upside down. Fast forward to now, and I can fry up a restaurant-quality steak.
 
Did you also play heroes of might and magic 3?

I played a few games from the series, the one in question included, but they aren't comparable to the game I mentioned at all (in terms of gameplay) HOMM is different to DMOMM in the sense that HOMM is a turn based strategy game where DMOMM is a first person action kind of hack and slash gameplay. The singleplayer version of the game was quite popular at the time because it was really good.

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Multiplayer had 4 main gamemodes.

-Capture the flag (also main competitive mode)

-Crusade (you have defenders defending certain points, and attackers trying to take them, kinda like AB in wow, except think if Alliance already had all bases and Horde's objective was to take them).

-Team Death Match.

-Death Match.

-Colossum (1vs1 mode).

Each map of course required different strats etc. and there was a general meta to the game. In competitive rules there were a limit to class stacking, but in casual play, anything goes.

There was so much tech to this game, it's insane.

-Strafe jumping made you jump higher and further, bunny jumping was possible (bunny jumping was OP AF and banned in tournaments, and on tournament rule servers, admins/mods would ban you if you abused it).

-Animation cancelling.
Get faster resets on melee attacks etc.

-Combination of skills and abilities to create pretty overpowered combos.
Assassin normal bomb + trigger bomb, throw both simultaneously, trigger the bomb and the explosion from that would also trigger the other bomb. You could oneshot warriors this way, which would be your main counter class in a straight up 1v1 fight up until that point; warrior and priestess is usually the classes that will look to shut you down the most.

-Knowing when to trade hits rather than going for a straight outplay.
Melee attacks cancel each other out, but if you take a hit on purpose and in the exact following frame release your own attack, you're guaranteed a hit. This is very important in competitive play for so many reasons, which I could probably write a book about.

-Levelling in competitive play.
When you join a server, you will always start as level 1 (max level is 10). Your skill tree and abilities become accessible depending on what level you are. The power gap between classes in terms of levels etc. is a HUGE thing. For instance, mages are very weak until they reach level 3. So in competitive play, you will usually have priestess + warrior + assassin babysit the mage. Coordinate blows on an enemy and have your mage snipe the kill for the exp.

-Resource management.
Running requires stamina and classes like warrior and assassin has stamina boosts built into their skill tree making them regain stamina at a faster rate than other classes (if chosen). Mana is very important. If your priestess is oom, then obviously no heals etc.

-Damage.
Assassins has a oneshot that is charged by being behind an opponent (since the game is first person etc. everything requires aim, and as crazy as a oneshot sounds, it's a lot harder than it sounds. Good players are always aware and check their surroundings etc. or hear your footsteps if you aren't high enough level. Assassins can suppress their footsteps the higher level they get.). Melee attacks in general (for all classes, priestesses and mages can use staff as well for instance) does more damage from the back.

-Spacing and angling.
A lot of melee 1v1's comes down to who "dances" the best. Who knows the exact range, utilizes their stamina bar the best, releases attacks from an angle where it doesn't "clash" with another (clashing attacks cancel out one another). If both players release their attack, but one hits and the other misses, the one who got the hit has a faster recharge on his attacks (due to animation cancelling and sound queues from landing a hit) compared to the one missing, which means a warrior 1v1 for instance can quickly snowball if you get out of sync.

-Blocking.
Blocking makes you take less damage from melee attacks. Warrior have the ability to block arrows from archers entirely, and spells from mages (if specced into magic shield). However, if archers are close enough, they can shot you in the legs or face, which is not covered by the shield (which makes movement very important within certain ranges). Mages also have ways to bypass the shield. The center-top-right or center-top-left edges of the shield has a small curvature, just enough for an AoE type of spell to pass through and hit the warrior in the process. Also simply using any AoE effect on the ground exactly in front of the warrior will lead to damage.

-Mage spells.
Mage has 2 different trees. Either lightning or fire. Lightning counters fire in the literal "pokemon" sense of the word. Lightning will have extra critical hit counters on a fire specced mage. They are kind of the "snipers" of the game. Sit long rage, fire lightning across the map. Lightning mages also charge up their spells, and if not released within x seconds, it will backfire and hurt the caster instead. Your main lightning spells are also trailing, similar to thunder in the sky. You can visually see where it came from and it's VERY loud. Why is this important? Because at times, you want to constantly be ready to release a spell, but maybe not give away your positioning too much. So you charge, but shoot it into the ground (no visual trailing for enemies to see where your position is). At times you may not want to charge a spell at all (fx. you're doing something where sound giving you away would be a bad thing).

Lightning mages literally require godlike aim in competitive matches, and you're a highly sought out target. If you're dead, the enemy team will push much more aggressively.

Fire mages have the ability to control the direction of their spells in the air. Good fire mages will "juke" their spells, i.e. shoot it in one direction, making it look like they are aiming for someone, only to make it change direction in the very last moment and attempt to hit their "actual" target. This also means they can shoot around corners (yeah, cool stuff).

-Priestess
Very important class. Like in wow, it has healing or damage spec (holy and corruption).

-Respeccing on the fly.
Very difficult in the middle of actual action, requires some hella fast clicking. Priestess can do it relatively easy due the simplicity of their skill tree.

-Aim
Should have probably mentioned this earlier. But EVERY SINGLE THING in this game has to be AIMED. Nothing is automatic hits or whatever. Heals are no exception, they have to be aimed on your allies.

In all fairness, no amount of text would ever do this game justice. There's simply too many things, and I only covered a fraction of a fraction. And a lot of it is hard to pull off efficiently and consistently.

Think "GunZ: The Duel" a bit. So simple on the surface, but so much fucking tech behind the scenes and possibilities.

I haven't even covered every spell of each class and their unique uses etc.
 
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Very passionate about that game, i see. I am sure you were one of the best!
 
i got first place in my school spelling bee in fifth grade, highest achievement of my life. also im the best at using paraphrasing websites to avoid plagiarism. thats all
 

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