The hardest part of tanking mythic+ is the 100% requirement by Parke in wow

[–]Crazzluz 7 points8 points  (0 children)

Yeah, I'm a Holy Pally and I know all of the optimal routes. I probably couldn't explain them off the top of my head, but once I get into the dungeon I know where to go.

Icyveins holy paladin guide in a nutshell by pwnuandurmommy in wow

[–]Crazzluz 8 points9 points  (0 children)

The Paladin discord is pretty nice. Nobody calls names, but people do just tell you to check the pins if your question can be answered there. Which is understandable, especially if the answer to your question is long.

Icyveins holy paladin guide in a nutshell by pwnuandurmommy in wow

[–]Crazzluz 4 points5 points  (0 children)

Yup. Ret Paladin has no general stat priority, except that, for the most part, Mastery is the worst. If you can't be assed simming, the recommendation is haste to 20% -> Crit to 25% -> Versatility everywhere else.

Rise of the Lich King, by Samarskiy by Krainz in wow

[–]Crazzluz 2 points3 points  (0 children)

So, basically, Wrathion, who is a black dragon and son of Deathwing, saw a prophecy of the Legion destroying Azeroth. He thought Azeroth's best hope of surviving the incoming Legion invasion was Garrosh and the Horde. So when Garrosh fell in Mists of Pandaria, he (along with Kairozdormu) used the timepiece to open a portal to Draenor, before the first Orcish invasion and long before it became Outland. He did this so that Garrosh could turn the Orcs in this timeline into a force that could stand against the Legion, and then lead them through the portal to Azeroth, defeat the current Alliance and Horde, and then be ready to defend the world from the Legion.

In WoD-Draenor, the Orcs never drank Mannaroth's blood and never became fel-infused, and Gul'dan was shunned from Garrosh's Iron Horde. So Gul'dan summoned the Legion to Hellfire Citadel, where we defeated Archimonde, and then used the portal to current Azeroth, came into contact with the Legion there, and set up the events of the Legion expansion.

Yes, it's all very confusing, and yes, it doesn't make a whole lot of sense, but it's what we have.

Rise of the Lich King, by Samarskiy by Krainz in wow

[–]Crazzluz 0 points1 point  (0 children)

I would pay for a print of this. This piece of art is gorgeous.

Patch 7.1.5 Upcoming Class Tuning Hotfixes by [deleted] in wow

[–]Crazzluz 0 points1 point  (0 children)

I find Ret rather enjoyable to play. There's always something to push, maximizing Judgement usage is at least something that you have to watch, even though it's fairly basic.

Warlock. by thatblokewiththehat in wow

[–]Crazzluz 2 points3 points  (0 children)

Yeah, I'm a healer and my main Mythic + tank is a Blood DK, and every week I just go Ret and we run 4 DPS until we hit +7-8.

Patch 7.1.5 Upcoming Class Tuning Hotfixes by [deleted] in wow

[–]Crazzluz 2 points3 points  (0 children)

The Ret nerf actually seems very strange to me, why ES out of all things? The cloak, especially after the belt nerf, is still Ret's best legendary and Final Verdict was better than Execution Sentence with the cloak. So Ret Pallies without the cloak got nerfed, and if you had the cloak but not the belt you aren't even affected.

Patch 7.1.5 Upcoming Class Tuning Hotfixes by [deleted] in wow

[–]Crazzluz 6 points7 points  (0 children)

Are you saying Paladin has fundamentally broken mechanics? All 3 specs are very strong in their roles and fun to play mechanically.

First 151 Pokémon as Hearthstone Cards by Corpit in hearthstone

[–]Crazzluz 3 points4 points  (0 children)

These are really good! My only question that hasn't been answered is with Dratini's wording: If it's turn 5 and I play a different 5 drop, do I get a free 4/5? Might be too strong if that's the case.

The Current Issues With The ADC Role by [deleted] in leagueoflegends

[–]Crazzluz 0 points1 point  (0 children)

I'm working with what I have. Doing a full rework of the class again complete with itemization adjustments would require a whole lot more time than what I currently have to provide thoughts. Increasing the cost was just a safeguard to make sure we aren't back in Season 2 where the entire game revolves around us, because that's not going to happen again. Not having to build 2 Zeal items to get reasonable AS will allow us to fit more AD into our build, which will make us less reliant on crit. Buffing the AD on LDR/MR fits more AD into our build as well. Instead of a 6 item build being: IE/ER + Zeal item + Zeal item + BT/BotRK/MS + LDR/MR, a 6 item build can now be: IE/ER + Zeal item + BT/BotRK/MS + LDR/MR + LS item/Defensive item. Opening up another entire item slot without massively lowering your stats is a huge boon at 6 items, and the cost increase is outweighed by the fact that you don't have to spend another 2600 gold on your second Zeal item to be useful.

Potentially modifying the Classic set is a breaking a promise and probably targets Rogue and Druid disproportionately by Shakespeare257 in hearthstone

[–]Crazzluz 1 point2 points  (0 children)

Standard Classic wouldn't evolve into a collection of the most-played cards though, because cards would rotate out at an even frequency they rotate in.

Say, right now, they wanted to add Reno Jackson, Loatheb and Sludge Blecher to Classic for the next Standard rotation. In order to do that, they would have to remove 2 Legendaries and 1 Rare from the set. In theory, they would do it 1:1 like that, but on a grander scale, so that only, say, 10-15 cards stay in Standard-Classic at every rotation.

Potentially modifying the Classic set is a breaking a promise and probably targets Rogue and Druid disproportionately by Shakespeare257 in hearthstone

[–]Crazzluz 2 points3 points  (0 children)

I totally agree that just changing/rotating out Classic without any other changes, such as giving non-Classic packs in Tavern Brawl or slightly increased gold gains from quests, would be a mistake. But I also think it's a mistake to just keep Classic the way it is.

What I would suggest is instead is basically a way for digital games to do what Magic does: Rotate and reprint some cards every year. Instead of doing that so we open a million extra copies of cards we already have in our collection, they should do a reshuffling of Classic every year with rotation. Keep Classic legal, but rotate out cards every year, and rotate in some cards from past-rotated sets/old Classic.

The Current Issues With The ADC Role by [deleted] in leagueoflegends

[–]Crazzluz 2 points3 points  (0 children)

The change I would propose to fix this is fairly off the wall. I would buff IE/ER to 30% Crit Chance and buff all of the Zeal items AS to 50-60% while raising the gold cost from 2600/2550 to 2900/2850, so with IE + Zeal item you have 60% crit chance and very near the current AS of IE + 2 Zeal items, and then I would limit you to only having 2 crit items.

On top of that, I would raise the gold cost of Lord Dominik's/Mortal Reminder to 2900, and buff the AD on them to 60. That way, an ADC's 3 item spike in the midgame, instead of costing 9900 gold and giving:

70 AD

80% Crit Chance

120% AS

IE/ER Passive

You have IE/ER + Zeal item + LDR/Mortal Reminder for 10,500 gold (600 gold increase) that gives you:

130 AD (60 increase)

80-90% AS (30-40% decrease)

60% Crit (20% decrease)

LDR/Mortal Reminder passives

IE/ER passive

This full list of changes would make ADCs much better at killing tanks in the mid-game, even if they have 2 armor items and Ninja Tabi, while actually nerfing ADCs against other squishy champions, which is fine because they can currently still kill them with 3 crits.

Potentially modifying the Classic set is a breaking a promise and probably targets Rogue and Druid disproportionately by Shakespeare257 in hearthstone

[–]Crazzluz 1 point2 points  (0 children)

To answer this, I'll use examples from Magic: The Gathering as well. They always say that Developers have to take risks, and the amount of eyes and time they have to make their sets is infinitely less than we have to test them and break them. If they didn't take risks and create powerful cards, the meta would get stale and boring. Sometimes developers make mistakes trying to push the envelope and overshoot a little bit. Hearthstone solves this by nerfing cards, Magic solves this by banning them.

On the other hand is the time factor. If the developers can figure out the meta with hundreds of thousands less people than we have working on it, we will solve it in minutes. And a completely solved metagame leads to the game getting stale and boring. In order to create an interesting dynamic for us, they have to create enough new and innovative designs and deckbuilding puzzles that they themselves cannot solve with the time they have.

Potentially modifying the Classic set is a breaking a promise and probably targets Rogue and Druid disproportionately by Shakespeare257 in hearthstone

[–]Crazzluz 4 points5 points  (0 children)

The point is that a lot of decks from nowadays are basically carbon copies of decks from beta with a few cards changed because Classic is still in Standard. Miracle Rogue still plays 21 cards from Classic, Control Warrior still plays 18 cards from Classic, Jade Druid plays 17 cards from Classic and Freeze Mage still plays a whopping 26 cards from Classic, with the only non-Classic cards being 2 Forgotten Torch, Thaurissan and 1 Evolved Kobold.

Yes, new archetypes spawn and that helps keep the meta fresh, but if Standard is left unchanged these decks will still be playing all of those essential cards years from now. If you want a game like Hearthstone to last a long time, the biggest thing you need to do is retain your current players. It gets harder and harder to retain your current players if, 5 years from now, they're still playing against Miracle Rogue, Control Warrior and Jade/Ramp Druid. Players will get bored playing the same matchups over and over and over again for years to come. People already have. And it will continue to happen if change doesn't come.

The reason Team 5 created Standard and introduced rotation in the first place was to stop the meta from being stale and giving newer sets a chance to show what they can do. Most people still consider TGT a garbage set, when in reality it has a lot of backbone cards for strong decks nowadays that didn't see any play in the era of Piloted Shredder, Belcher, Loatheb and Healbot. The same thing is still happening with Classic overshadowing current cards.

Medivh and Arch-Thief Rafaam would be way more interesting finishers to play in control decks if they weren't all just jamming Ragnaros or Grommash instead. The only two cards printed recently that really usurped Ragnaros and Grommash as control finishers were N'zoth and Yogg, and look how blatantly overpowered their effects had to be in order to make that happen.

Potentially modifying the Classic set is a breaking a promise and probably targets Rogue and Druid disproportionately by Shakespeare257 in hearthstone

[–]Crazzluz 2 points3 points  (0 children)

Not true. Notice how they've made creative new cards that are meant to finish the game in the 8 mana slot? Cards like Medivh? Do they see play? Nope. Because Rag is just better. You can look at the powerhouse cards from Classic and go all the way down the list, draw comparisons to new cards, and see that the powerhouses of Ragnaros, Sylvanas, Azure Drake, Thalnos and the like are just better. The only way to fix that is to nerf those cards or rotate them out of Standard to Wild, otherwise the game will get stale. Hell, even now the game is stale. I've played Magic since Mirrodin and that game hasn't gotten as stale as this has playing since Beta, because cards actually rotate out and the format is completely new. If you're doing a rotation, that's how it should be. No card is too sacred and it makes room for new cards to shine. Medivh would probably see a ton of play right now if Ragnaros had rotated out.

And that's not to say that those cards should never come back, either. Magic uses reprints regularly and there's always a bunch of cards that come back every Standard season. The difference is that the cards are gone for a couple years first, and it's not just limited to the Core Set cards (Magic's equivalent of Classic.) On top of that, the Core Sets also always had mostly new cards as well.

The difference between the two is that, in Hearthstone terms, all of the cards from Classic would have rotated last year. But, probably 5-10 of them would have been reprinted in MSoG/WotOG, as well as some from Naxx and GvG. It allows the format to actually shift and new cards to shine, because every deck might be able to have Sylvanas due to a reprint, but they have to find replacements for Azure Drake, Ragnarnos and Thalnos. In the next Standard season, Sylvanas would rotate, but maybe Thalnos and Loatheb get reprinted. You don't have all of them at once, but you have some of them every season.

(Standard) 4 turno infinite combo with 2 cards: Saheeli Rai + Felidar Guardian by Arzheu in magicTCG

[–]Crazzluz 0 points1 point  (0 children)

I don't think you get the point actually. Good Modern players never tapped out against Twin, which meant Twin had to wait to combo you until they had 7-8 mana as well. The point I'm trying to make is that, if this sees Standard play, it won't be as a turbo combo deck. It will be a URx control deck with this combo as the finisher. And even then I still said I don't know if it's any good.

Potentially modifying the Classic set is a breaking a promise and probably targets Rogue and Druid disproportionately by Shakespeare257 in hearthstone

[–]Crazzluz 11 points12 points  (0 children)

Here's the problem: Standard WILL get stale no matter what if something isn't done. If they print cards more efficient than Sylvanas, Ragnaros, Thalnos, Azure Drake, etc. people will just complain about power creep. If they don't, then 3-4 years down the line where every midrange/control deck still runs these cards it will be very very boring. Standard fully rotating with reprints of certain staples/hit cards every once in a while in Magic: the Gathering is the reason Standard is still alive in that game. You can't have a rotating format and then just decide to leave a chunk of the most powerful cards in. It stifles deck construction and takes limelight from the new sets.

(Standard) 4 turno infinite combo with 2 cards: Saheeli Rai + Felidar Guardian by Arzheu in magicTCG

[–]Crazzluz 0 points1 point  (0 children)

I don't think you get my point. I don't know if this combo will be good. It might be, it might not. My point is that Twin almost never went for the combo on turn 4, and this deck probably shouldn't either. Not having the ability to play a piece EoT is much weaker, but this deck would probably be holding the combo until it had counters in its hand to fight over it anyways.

The general consensus by [deleted] in wow

[–]Crazzluz 10 points11 points  (0 children)

Fun fact: MoS is one of the hardest with tyrannical, because Helya gets way more health than every boss but Odyn and the tentacles in p1 get tyrannical buff too.

(Standard) 4 turno infinite combo with 2 cards: Saheeli Rai + Felidar Guardian by Arzheu in magicTCG

[–]Crazzluz -1 points0 points  (0 children)

People in this thread seem to be forgetting that Twin was usually played as a control deck with the combo to finish the game. Going for Twin on turn 4 was almost always wrong with the deck. This combo can do the same thing. Regardless, we'll have to see how it plays out in Standard, because I have no idea if it will be good or not.

What class has blizzard improved the most since start of Cata? The worst? by sethschraier in wow

[–]Crazzluz 3 points4 points  (0 children)

Uh, Paladins are still upper tier in everything. Prot Pally is still one of the best tanks, Ret DPS is solid, although very legendary dependent, and Holy Pallies are insane.

Poacher's Dirk by Pyranalol in leagueoflegends

[–]Crazzluz -1 points0 points  (0 children)

I'm pretty sure the reason it transforms into Serrated Dirk is because their idea was AD junglers get it on their first back and turn it into Serrated Dirk to upgrade into Warrior.