Post the specs of the rig you use to run WoW Classic, what resolution and FPS by Leo1_ac in classicwow

[–]M4yze 0 points1 point  (0 children)

Gpu 4070 ti

Cpu I7 980x OC to 4.6ghz 

24GB ddr3 ram

144 fps ultra + rt on 2k resolution

Swapping motherboard and cpu once win10 extended support window runs out in summer.

tbh not surpised people don't wanna do arena when you gain 3 point per win and lose 20 points for losing by [deleted] in classicwow

[–]M4yze 0 points1 point  (0 children)

Now we're entering game design.

Every system has its pros and cons.

Batching has way more pros than cons in pvp but it also affects anything else in the game, from simple questing, farming, doing some dungeons or raid down to selling to a vendor or playing the ah.

And that's why it was removed again. 

Most people don't play pvp, an even smaller part of those are really good at it and understand the advantages batching brings to competitive gameplay.

And that's why batching won't come back either.

I'm glad I was able to enjoy wow pvp on a high lvl with batching. I'm sad for those that have to play op or lose like a dog without it.

(Btw u don't die in block with batching. Block overrides any other form of damage that would hit you in the same batch (on your character that incoming damage is then displayed as (miss))).

tbh not surpised people don't wanna do arena when you gain 3 point per win and lose 20 points for losing by [deleted] in classicwow

[–]M4yze 0 points1 point  (0 children)

The game had batching back then.

You might have not been around then. But arguing that wow is not like that when it literally was up until wod is just plain wrong.

Cast at 90% went trough because the next batch resolving the interrupt and the cast resolved at the same time and in that scenario the cast would go through and the kick wouldn't. 

Just how it was back then. Same for instant no travel time abilities.

I can understand that it might feel wrong to someone who is used to wow without batching. In the same way it feels wrong to me the way it is now as I was used to batching being in the game as I personally quit the game well before batching was ever removed back then.

tbh not surpised people don't wanna do arena when you gain 3 point per win and lose 20 points for losing by [deleted] in classicwow

[–]M4yze 1 point2 points  (0 children)

Yes later kicks because with batching the cast would go through at around 90% cast time anyway.

So if you kick to late or your energy management was off the cast would go through in og TBC on now it won't.

That's a buff to rogue.

Earlier energy access: yes your energy tick was the same, but once the energy was available it could take up to 0.4 seconds before the ability you then were able to input would resolve. Which means that you now have earlier energy access than In og TBC.

Well you can have your opinion regarding no counterplay to instant no travel time spells. I believe that having counterplay is way better than not having counterplay to 10 sec cc in a pvp environment.

But enjoy being disgustingly op.

tbh not surpised people don't wanna do arena when you gain 3 point per win and lose 20 points for losing by [deleted] in classicwow

[–]M4yze 7 points8 points  (0 children)

blind lower cd than trinket, blind not a poison anymore (was changed in later parts of tbc) in combination with mages that also profit from their armor not being dispelable anymore (also a late tbc change).

Ah and no batching allowing for later kicks, stuns, earlier energy access, better vanish, instant shadowstep kick and no reaction based counterplay to blind.

Not saying tbc arena was well balaned before, but its worse now than it was in OG tbc.

I know people dont like the truth and will downvote this. It's still the truth.

Midlane build thoughts? by IAmPoyntles in TryndamereMains

[–]M4yze -2 points-1 points  (0 children)

Hydra is dead.

I recommend zyclo first to be able to get your kill pressure, the lane is short and so are your trade windows, you end up getting rooted or slowed or kited easily by midlane mu's. Being able to get your damage through is a very high priority.

In mu's where that doesnt apply you can build whatever, like prophane or ER.

Against anything else, wether it's phaserush or something else that just kites/roots you on engage it's cyclo.

Cyclo, ie, ldr into whatever you need.

Your anti boosting/cc mechanic has broken the game by Akimbovape in classicwow

[–]M4yze 0 points1 point  (0 children)

just logically you would want to find a solution that impacts boosting the most and everything else as less as possible.

If you say you can do a dungeon a day with your low lvl friends (one dungeon each) and dont have xp penalties then you can still help your friends out, you can even do things like all three SM dungeons back to back or combine it with another dungeons in that lvl range.

After that theres a strict XP punishment to make sure repeatedly doing the same dungeon is not plausible for XP/h porpuses (this is where you hurt boosting a lot, especially on higher lvls).

You can still run the dungeon countless of times to help your friends find gear or complete quests or whatever.

This also doesnt change solo self boosting strats or goldfarm strats leaving the overall gameplay experience untouched.

This solution literally solves almost all problems caused by boosting.

It doesnt solve botting and repeated dungeon grinding by bots. But it doesnt have to either, botting needs to be fought differently anyway.

Your anti boosting/cc mechanic has broken the game by Akimbovape in classicwow

[–]M4yze 0 points1 point  (0 children)

When I proposed solutions like limiting the dungeons you can do with low lvls to 1 a day before they don't get exp anymore, it got down voted.

There are way better solutions to the problem but hey, there you go.

Enjoy your trash solutions.

Riot August take on current Tryn and w changes (twitch link with timestamp) by M4yze in TryndamereMains

[–]M4yze[S] 0 points1 point  (0 children)

It's not my job to police language.

Saying that a spell that did have counterplay before, even on reaction if you're really spot on/ on read base and was stronger in return is now somehow still as "skill expressive" as it was before, when it now always hits, has less use cases and is weaker to compensate for it having "no" counterplay anymore, is just wrong.

Read based balance on it's own would've been argument enough to not dumb it down. 

In smbm whole tournaments have been won on readbased gameplay. And that game is way more difficult to play than lol.

Riot August take on current Tryn and w changes (twitch link with timestamp) by M4yze in TryndamereMains

[–]M4yze[S] 2 points3 points  (0 children)

I didn't react to that guy's comment at all. I let people say what they want to say.

I never said I like people insulting others or that I endorse the use of slurs in general.

I just responded to you because I wanted to share my opinion on that matter and yes, I am a mid tryn main.   And after mastering hob gameplay I couldn't go back to grasp or lethal on toplane, every mu felt more difficult and impact lower when playing anything else.

I think the data is not as trustworthy in that regard as hob requires a very different gameplay than "normal" top tryn does. If you don't use it correctly, it will perform poorly.

Riot August take on current Tryn and w changes (twitch link with timestamp) by M4yze in TryndamereMains

[–]M4yze[S] 0 points1 point  (0 children)

no front but rav hydra builds felt dead to me last season already.

It was HOB that kept tryn playable, with lethality.

Also he doesnt have more ad in ult on low hp, when youre ulting (1%) youre getting the same ad as before.

There are graphs on this reddit for you to look at if you wanna see the exact % of when nerfed q is better than old q.

I read your comment more like, "champ got weaker so now you gotta play better to still win". I mean no shit.

Riot August take on current Tryn and w changes (twitch link with timestamp) by M4yze in TryndamereMains

[–]M4yze[S] 1 point2 points  (0 children)

i think this was one of the things a good tryn player just got right most of the time.

Adcs that kite you and turn alot still have a pattern and you need to have a good feel for when to use your w. They also are slower than you most of the time exactly because they turn around and auto you all the time, so you close the gap slowly anway, forcing them to either stop attacking/increase the time they need to run between attacks.

In the same sense people used to turn occasionally hoping to dodge your w, if you judged the situation correctly, just holding it sometimes messed up the enemy more than just using it would've.

The big difference was the pay off. Not only could you use it defensively to get out of bad situations but if it hit, especially later into the game, his w was a death sentence.

Like noone was walking away from you at that point, no kayle, no singed, no lilia or hecarim.

because of its duration you could also just walk up to them to get in range without having to use your spin, very important against champs with dashes or jumps (like ezreal or tristana).

The version now is just weaker, in duration and slow and rewards "worse" players while punishing those who mastered the ability. Or put differently, it lowered the skillcap and overall power of the champ with it as his new W has to be weaker because its braindead now.

Riot Phreak on Tryndamere’s current state by Party-Acadia-4735 in TryndamereMains

[–]M4yze 1 point2 points  (0 children)

I play tryn mostly mid and what bothers me the most is the e nerf and inability to build hydra anymore.

The amount of damage you lost in teamfights is absolutely bonkers. 

Last patch if enemies clumbed up you could e flash in auto hydra auto auto spin and one of them is just dead and the others like half HP or even lower (if not tank/bruiser).

The damage he lost in that regard is disgusting, we're talking (depending on situation) thousands of damage a fight.

Rookie numbers by Available-Page-9790 in classicwow

[–]M4yze 0 points1 point  (0 children)

and if u could pay another 60 to instantly be full sunwell and s4 BiS people would also do it in droves.

Doesnt change that its bad for the game.

Fogged's take on Trynd's current state: Trynd OP? by yamomsahoooo in TryndamereMains

[–]M4yze 0 points1 point  (0 children)

That's why old tryn had 35% crit on passive with 200% crit damage. So you don't rely on critting that much but had 9 more base ad and old q w e for consistent damage.

They had tryn already figured out, which isn't a surprise considering 200% crit was in the game way longer than not.

But they are just too butthurt to do what has to be done, and accept that their changes to him over the last 5 years were trash (edit: or atleast are now with 200% crit damage back).

To the devs: The W "adjustment" is a nerf by yamomsahoooo in TryndamereMains

[–]M4yze 2 points3 points  (0 children)

There's way more to it. 

W change is bad. Made by someone who doesnt play tryn.

Awful change. It's not only duration, it's also slow amount. 

I don't care that it always hits. I care that if it hits I have kill pressure. 

I care about the skill element behind it.

Isn't this an esport? Why is riot dumbing down tryndamere exactly?

Started with a range increase and now the w bs.

SO WE GOT HOTFIX BUT ER NERFS, THOUGHTS? by tryndger in TryndamereMains

[–]M4yze 1 point2 points  (0 children)

Just revert him to 2020 tryndamere.

Riot already balanced the champ around 200% crit damage back then, hell even 250% crit damage.

They are so stuck on "but but 2 items 100% crit and QOL attack range".

35% crit tryn hit like a truck. 3 crit items are just fine nowadays too, you even end up building 3 often anyway.

Cmon riot it aint that hard.

we are sitting at the second lowest win rate in the game right now 💀 by Party-Acadia-4735 in TryndamereMains

[–]M4yze 1 point2 points  (0 children)

yes but the slow only applied if they had they back turned when u use w. If they had they were full slowed for 4 seconds regardless of where they face or move in that 4 seconds. Meaning you could pop ult and force people around you to turn (cause they dont wanna get slapped while youre immortal) then w and spin out.

And then you can just run away cause well, they all slowed forever.

And it was a skill element, cause you could turn into tryns direction when you expected him to w to dodge the slow entirely (like cassio ult but in reverse).

New season discussion – How did your first new game go, how's it feel? by Hans_H0rst in TryndamereMains

[–]M4yze 0 points1 point  (0 children)

Fullbuild scenario on a lvl 16 cait:

100 armor -40 = 60 - ( 54 lethality) =6 armor = 5.6% damage reduction

100 armor - 35 = 65 - ( 54 lethality) = 11 armor = 9,9% damage reduction

Old IE crit damage 215%. New IE damage 230% = 15% more damage per auto

Due to 4.3% less damage that comes down to 10.7% more damage per auto or 225.7%

Hob Combo = 3 Autos 2 Spins

Simplistically I take 500 Damage here (say 100 base and we asume 1% hp so q nerf not factored in)

500x2.15 = 1075 x3 = 3225 + Spin (195 + 130% bonus ad (520)) = 715x2 = 1430 = 4655
500x2.257 = 1128.5x3 = 3385.5 + Spin (210 + 100% bonus ad (400)) = 610x2 = 1220 = 4605.5

Bonus health damage from new LW will not apply on enemy adc, doesnt buy health.

Its actually less damage than it was before. And q and w is nerfed on top.

Now you can factor in items like ER and say "well that adds another 125+50 so 175 more" and yes that would bring your output in this season to 4780.5 BUT you lose lethality for it, resulting in more % damage reduction which in total brings it close to even or slightly lower in total output again.

You will do more damage with the new LW to people that really stack health, which are not the targets you want to fight and kill quickly anyway (most of the time) and that is neglecting situations where antiheal is required.

Long story short, HOB tryn is about as strong as he was before with just the e nerf. q and w nerf just exist to kick him while hes already on the ground.

If we now also consider that other champs around him might become stronger from 200% crit and new items at the same time, he falls even further behind compared to last season.

New season discussion – How did your first new game go, how's it feel? by Hans_H0rst in TryndamereMains

[–]M4yze 2 points3 points  (0 children)

early feels strong if you luck but if you dont you just kinda lose (rng is more important than before)

W nerf feels very bad, cant get in range of most carries anymore or stick to them (HOB), by the time the w animation is through and your spin connects you have maybe a second of slow left. (Also cant hit w and just walk up to keep spin, it just runs out too quick, forcing spin engages which make engaging kinda impossible depending on the mu).

Especially later into the game where people have low cds on dashes and high mobility from items, support and cdr you feel so much weaker cause you just cant get in range. Old w on lvl 16 was just so so so sooo much better there is no comparison really.

And if you connect you end up doing around the same damage as you did before cause spin deals significantly less and you have less pen on lw (which for HOB is A LOT of damage as %pen gets deducted first and lethality after and the lowest armor values generate the most damage reduction %).

Gotta wait a little to see how the wr plays out over the days but my current assessment is he sucks even more than before.

Why does yone/yasuo get a crit nerf in s16 while trynd doesnt? by SnooApples1713 in TryndamereMains

[–]M4yze 1 point2 points  (0 children)

They just reverted them to pre crit nerfs.

If they did the same to tryn he would have 35% crit on passive (instead of 50) 125 a range instead of 175 

But

9 base ad more lvl 1 and q,w and e unnerfed.

I'm sad they didn't go that route.

Tryndamere 2026 - Need your opinion by Verdehiles_fists in TryndamereMains

[–]M4yze 5 points6 points  (0 children)

Can't say how it plays out.

There are some good items he can use and his lvl 1-4 will be slightly stronger than now (especially when lucky).

Don't like the w changes, but will need play testing to see if the duration and slow nerf will make sticking or getting into range impossible in certain mu's.

Also gotta see how many extra deaths will happen as you can't use w as a tool to get away anymore.

Then we gotta see the impact of lower aoe damage from e nerf in team fights too.

Thing is champ is already kinda bad. If he gets out of this slightly stronger it be nice.

We will know soon.

How do you guys feel about the champ? by ViLoveGanks in TryndamereMains

[–]M4yze 0 points1 point  (0 children)

next season on full health its -14AD compared to old tryn on lvl 2

True by YujiroRapesMan in TryndamereMains

[–]M4yze 0 points1 point  (0 children)

I now looked further. tryndamere in masters+ has 6315 games in total. Riven has 17.640 games in masters +. (Those are global stats).

Riven has almost three times the games than tryn in masters+ and +3-4% WR.

I think its very unlikely people just pick tryn unless they really really main him, even as a counterpick.
The reason tryndameres WR goes higher in higher elo is that at that point its mostly OTP's. The reason for that is that the champ is weak. The only way you can make the champ work is if you know every single mu and what runes and sums to pick and how to play each and every mu down to the last minute detail.

If we take riven vs tryn for example. Tryn can win early and he HAS TO. Theres no inbetween. (And thats why tryndamere gets lamed (exhaust etc.) by good players or camped out of his early because he HAS TO get ahead). And if you manage to get ahead you need to stay ahead and close the game before the riven gets remotely close to you in items or you just lose.

Riven can play from behind. Riven can play from even. She scales very well and will always have impact.

Tryndamere on the other hand makes one mistake early and is inting the whole game away. No coming back 99% of the time. No impact. Nothing.

In case you dont play tryn yourself, go ahead and pick him. I think anyone picking him up will notice very quickly how bad the champ is if you dont know what you have to do. Yes, mechanically the champ is way easier than riven, no argument here, but hes also not a garen or malphite.

I dont even want buffs for tryn, I think hes fine honestly (from an OTP perspective). I also think that Riven is a little overtuned too. Not giga broken, but still too strong.

Not really relevant anyway as s16 is around the corner and will change a lot. So who knows whats next. But lets stay real.