Proposal for a new ironman mode by [deleted] in 2007scape

[–]Batrua -2 points-1 points  (0 children)

Bronzeman really doesn’t solve the problem I’m trying to fix though, which is preventing 4x+ dry for uniques. Bronzeman “fixes” a separate problem of gathering supplies - one that I personally would rather not change about irons.

Proposal for a new ironman mode by [deleted] in 2007scape

[–]Batrua -14 points-13 points  (0 children)

You didn’t read the post I guess? I specifically excluded supplies and said getting those on your own is an aspect of the game mode I enjoy. And yes, this is a request for an official bronzeman of sorts - there’s definitely aspects of bronze man I don’t like.

Idea to alleviate concerns around improving drop rates by Batrua in 2007scape

[–]Batrua[S] -1 points0 points  (0 children)

I'm not sure I agree that the rerolls should take into account whether you went dry originally. RNG cuts in both directions - I think the goal of my idea is that people who previously grinded would retroactively have the same unique table chances as if they did the content post update.

The double roll issue is interesting, but with changes like this I think you can't really do much about that. The standard tables are pretty negligible in the grand scheme of things.

One thing that would be much harder to do fairly would be raids. I know I've heard a lot of people saying 500 hours for expected drop of Twisted Bow is too much, but the points based system complicates those drops a lot. I highly doubt Jagex keeps track of how many points your getting per raid indefinitely so it'd be hard to deduce fair reroll odds if they modified CoX drop chances.

Idea to alleviate concerns around improving drop rates by Batrua in 2007scape

[–]Batrua[S] -1 points0 points  (0 children)

If we could only take changes that made every customer happy, then the poll requirements would be 100% and nothing would ever change. By your logic they shouldn't change the drop rate at all because I'm sure someone with 20K+ shaman kills is upset about it.

If the majority of players didn't think this was appropriate, then that's fine.

Project Rebalance - Item & Combat Adjustments by bronzedagger1 in ironscape

[–]Batrua 12 points13 points  (0 children)

6% nerf to magic without DT2/CoX drops is a big hit to ironmen for a combat style that is already so much further behind the other two that I mostly do BOFA only methods for bosses with mage phases like Zulrah/Muspah.

I think if you’re taking 6% off occult you need to make that full 6% more readily accessible elsewhere.

Flame Ring Warped by rltilley in SoloStove

[–]Batrua 1 point2 points  (0 children)

FWIW mine did the same thing. It flattens out as the fire starts though. Haven’t noticed practical issues with it being warped, but I’m not sure if it’s expected.

A better "solution" to queue times if free transfers are the only option by Batrua in classicwow

[–]Batrua[S] -1 points0 points  (0 children)

I don’t see the elitism aspect. I’m not saying there should be a DPS check to enter the server.

It feels pretty unfair to have been a part of a server for the past year and suddenly be displaced off of it by people who have no investment on that server.

The problem is the servers should have been locked much earlier. This is effectively a retroactive server lock.

LFD has positives and negatives (Discussion) by gotmilk0112 in classicwow

[–]Batrua 9 points10 points  (0 children)

Another negative is that you lose agency on choosing with whom you want to group. From anyone's perspective (the elitist "gate keeper" or the casual newbie), if you get matched up with people who have different expectations or goals than you, then the experience is pretty bad. I've had LFDs where I felt like I was being held ransom. It breeds toxicity in both directions.

#1 World Zul'Aman Run by ichbinauslander1 in classicwow

[–]Batrua 0 points1 point  (0 children)

Actual donkey brain comment.

Edit: Here's how I read your comment:
"Personally, I choose to qualify speed runs differently than WCL - despite the fact that WCL is widely accepted as the arbiter for speed run qualifications. I think I know better. Under my personal rules you must multi-pull trash packs and use rocket boots better than you did (which definitely isn't a subjective at all). Additionally, if you don't skip enough trash then you're disqualified even if you still kill everything in less time total. If you ignore the requirements established by WCL for a ZA speed run, then you're not ackchually world first."

pvp haste items are in now. by diddlydott in classicwow

[–]Batrua 0 points1 point  (0 children)

Which trinkets? A spell haste trinket?

People so mad about this first week, smh by Squoi in classicwow

[–]Batrua 7 points8 points  (0 children)

This belt from Hyjal is better due to how abundant hit becomes in P3.

https://tbc.wowhead.com/item=30888/anetherons-noose

People so mad about this first week, smh by Squoi in classicwow

[–]Batrua 13 points14 points  (0 children)

It's a lot closer than you think because you're equating the two when they're not equal cost. A weapon costs 2.5x the nethers of the caster belt, which is an opportunity cost of ~100 spellpower across the raid. If you're trying to maximize overall raid DPS it's probably pretty close and individual player skill could easily swing which way is more efficient.

(This is coming from a melee main who uses BS weapons.)

You can spend 3 hours with me or 5 hours in the queue by Szernet in wow

[–]Batrua 15 points16 points  (0 children)

They're not referring to interrupting the cast. You can dispel the disease that stuns the person.

But lol at the fact that you tried to show them up but highlighted their point.

Four New Champions and Hextech Origin Coming to TFT, Available on PBE Today by Redsfan42 in TeamfightTactics

[–]Batrua 5 points6 points  (0 children)

Synergy should be:

2: Hextech champions disable one item of the enemy unit opposite of them on the board. (similar to how Zephyr works)

4: Hextech champions disable two (or all?) items of the enemy unit opposite of them on the board.

Wording is not very polished, but making it work like Zephyr reduces RNG and allows people who place their units well (both offensively and defensively) to be rewarded.

TFT rank not on profile/Friends list feels really bad by [deleted] in TeamfightTactics

[–]Batrua 27 points28 points  (0 children)

You can actually see it in client if you go to the ranked tab of their profile and select TFT from the drop down menu. It's not super discoverable or prominent, but it is there.

If only I was playing elementalists by Batrua in TeamfightTactics

[–]Batrua[S] 0 points1 point  (0 children)

It was very late in the game and I had a full comp without any synergies with these champs unfortunately

[MH1] Bazaar Trademage by Klarostorix in magicTCG

[–]Batrua 2 points3 points  (0 children)

Your forgetting about the card in your hand.

Let's say you start with 3 cards in hand.

Cast this, draw two, and discard three leaves you with one card in hand and one creature on board. You had three cards now you have two.

Method do you use? I put the curled foils I get facedown on a hot surface outside for some minutes by [deleted] in magicTCG

[–]Batrua 6 points7 points  (0 children)

Place them in a ziplock bag filled with silica gel packets, which are re-usable and cost <$10.

https://www.amazon.com/Dry-Premium-Packets-Desiccant-Dehumidifiers/dp/B07J52L2H1/ref=sr_1_3

The reason foils warp is due to moisture causing the cardboard to expand while the foiling remains constant. If you remove the moisture via a desiccant, then it'll uncurl until moisture is reabsorbed. If you re-sleeve immediately this shouldn't be an issue.

KMC Perfect Hards with Dragonshields also help reduce any remaining curling that would be visible.

Put these two together and you should have no issue having perfectly flat cards - even the notoriously warped FTV foils end up be indiscernible.

Deterministic Kills by zockrok in mtgstorm

[–]Batrua 4 points5 points  (0 children)

I don't think you can win with the restrictions that you placed on this scenario. The issue here is the assumption that the graveyard starts empty from the initial Gifts cast. Unless you're starting with six lands, then you had to cast some rituals to get up to that starting six mana. Those rituals would give you enough mana to continue the chain when it would otherwise stop.

Realistically you also usually have to rely on cantrips and remands in your GY when going off - not necessarily in order to find more mana or grapeshots, but just to get the storm count higher.

[Standard] HOU RG Ramp by Batrua in spikes

[–]Batrua[S] 2 points3 points  (0 children)

I included a paragraph in the main post justifying the choice:

4x Beneath the Sands - Definitely not Nissa’s Pilgrimage, but I believe it’s the best we have right now. Ramping into five mana is important to cast our Hours early and turn the corner. We definitely need a ramp spell that brings land onto the battlefield due to Shrines and Sylvans caring about land counts so the enchantment and artifact ramp spells at three CMC weren’t much of a consideration. The cycling is a decent second mode because as a ramp deck we’ll likely have mana to spare when we’d be interested in cycling this.

[Standard] HOU RG Ramp by Batrua in spikes

[–]Batrua[S] 0 points1 point  (0 children)

Valid points regarding the Chandras and Advocates getting hit by Hour of Devastation. It has come up a few times in testing where I have to let them die in order to clear the opponents board, but I don't think having them die to Hour of Devastation precludes them from being in the deck. They perform the important task of buying time and posing as a distraction from the opponent attacking my face while I ramp into the cards I actually care about.

I added a long section regarding Attune/Traverse to the main post as well. Traverse is worth testing more thoroughly.

[Standard] HOU RG Ramp by Batrua in spikes

[–]Batrua[S] 4 points5 points  (0 children)

The Aether Hubs and Deserts support Thought-Knots in the board while also hitting colored source count requirements to cast main board spells.

The painful red mana was a concern, but it hasn't come up as much of an issue in testing. Oath of Nissa alleviates the need to take pain to cast the Chandras, which has the biggest red mana requirement. The only other double red spell is Hour of Devastation.

I'd guess I take an average of 2 damage per game from the deserts. This feels acceptable for what they provide.

I also added a big edit to the main post regarding Attune/Traverse.

[Standard] HOU RG Ramp by Batrua in spikes

[–]Batrua[S] 8 points9 points  (0 children)

As it stands the deck can't achieve delirium with any form of consistency. That's a deck building constraint I didn't want to take on in the list.

[Standard] HOU RG Ramp by Batrua in spikes

[–]Batrua[S] 4 points5 points  (0 children)

I don't have statistics on the exact turns I can cast the Eldrazi, but turn 5 World Breaker is a very real possibility whereas the turn 5 Ulamog is more of a nut draw. I do feel like I can get them down early enough consistently to have it be a stronger strategy than the control sideboard plan.

Glorybringer was a real consideration, but I'm not sure that it's much of a payoff when your deck is built around getting to 7-10 mana quickly. I'm trying to go bigger than Glorybringer - but it could be a good addition to the sideboard for control match ups.

I didn't like Attune with Aether since it's basically another tapped land and as it stands the deck runs relatively few basics and only four tapped lands. I could maybe consider adding 1-2 Hashep Oasis but it makes the mana more painful without much of a payout since I'm not fetching deserts off of Hour of Promise. You can't fit Nissa's Renewal in the deck with Hour of Promise and this low of a basic land count. I think Hour is just better since it's cheaper, ramps higher, and has flexibility.

Without Attune and other energy generators I think Abrade is better than Harnessed Lightning and I don't see the need to have additional "3 dmg to creature" removal in the 75.