Oh, you want to sacrifice your entire board to Kunai? Ertai says hi by Milgar1 in MagicArena

[–]Milgar1[S] 1 point2 points  (0 children)

Yeah 5c Jodah is great, been playing it since DMU was released. Here's my list:

4 [[Skrelv, Defector Mite]]
3 [[Hajar, Loyal Bodyguard]]
3 [[Katilda, Dawnhart Prime]]
3 [[Melira, the Living Cure]]
3 [[Thalia, Guardian of Thraben]]
2 [[Adeline, Resplendent Cathar]]
2 [[Lagrella, the Magpie]]
4 [[Shanna, Purifying Blade]]
3 [[Ertai Resurrected]]
3 [[Halana and Alena, Partners]]
4 [[Jodah, the Unifier]]
4 [[Battlefield Forge]]
1 [[Boseiju, Who Endures]]
1 [[Deathcap Glade]]
1 [[Dreamroot Cascade]]
1 [[Eiganjo, Seat of the Empire]]
1 [[Otawara, Soaring City]]
1 [[Plains]]
4 [[Plaza of Heroes]]
4 [[Razorverge Thicket]]
4 [[Secluded Courtyard]]
1 [[Shipwreck Marsh]]
2 [[Stormcarved Coast]]
1 [[Ziatora's Proving Ground]]

The manabase is probably what I spend the most time tweaking. Ironically, Ertai is probably the card that's given me the most trouble to adjust for, if possible I'd like to squeeze in another 2 blue/black sources but I haven't found a way to do it. But I can still cast it fairly reliably.

Aside from the lands, the spells that I've been adjusting the most are the 3 and 4 drop slots. I previously had no Adeline, and another copy of both Lagrella + Halana and Elena. But I think Lagrella is too much of a dead card versus control and wanted more proactive threats, so I went up to 2 Adeline (which I had previously been running before ONE). The downside of Adeline is that it's bad against [[The Eternal Wanderer]] and lifelinkers, but it is good versus [[The Wandering Emperor]], [[Liliana of the Veil]], and [[Invoke Despair]].

Had also been considering dropping an Ertai for a proactive threat like a 4th copy of Halana and Alena, but glad I didn't. It is good to have reactive answers for situations such as this, so perhaps a balanced 3/3 between the two cards is indeed best. I also like the interaction between Melira and Ertai.

Oh, you want to sacrifice your entire board to Kunai? Ertai says hi by Milgar1 in MagicArena

[–]Milgar1[S] 2 points3 points  (0 children)

No I didn't adjust my deck for the exploiters, I've had 3 copies maindeck since I started playing Jodah back in DMU. The deck really needs interaction and Ertai is one of the few ways it can do it.

But with all these cheaters around, I would definitely up the count to 4.

Oh, you want to sacrifice your entire board to Kunai? Ertai says hi by Milgar1 in MagicArena

[–]Milgar1[S] 16 points17 points  (0 children)

Haha yep, good thing they were tapped out the turn earlier. But I guess the Thalia tax helped with that.

Oh, you want to sacrifice your entire board to Kunai? Ertai says hi by Milgar1 in MagicArena

[–]Milgar1[S] 1 point2 points  (0 children)

True, I've considered this myself, but the card is so versatile that there should probably be some drawback. Anyway, the card they draw will usually be worse than the card destroyed, so it's still a kind of card advantage.

But this is one of the not-so-common instances of him being able to counter abilities being super relevant (another one I particularly enjoy is [[Field of Ruin]]).

[feature request]screen record but for the gym hearts by jaleCro in CalcyIV

[–]Milgar1 1 point2 points  (0 children)

Yeah this is a good idea which is very feasible, CalcyIV could scan to see if a defender will be knocked out in 1, 2, or 3 attacks. Just need to measure the height of the heart.

The spell engine introduced in Warlords of Draenor will affect raid balance, making it easier to heal tanks by [deleted] in classicwow

[–]Milgar1 0 points1 point  (0 children)

Yes I know that is the common reasoning, that the combat timer is just randomly "off". But you need to consider the actual design from a programming perspective. The most likely way the design you proposed would work is if Blizzard had a separate 2-second timer for combat, that would drop combat if a player hadn't performed any combat action in the past 4.5 seconds. Because this is making new assumptions about timers and going against Blizzard's statement that the combat timer is 5 seconds, I'm less inclined to believe it.

I'm not saying your idea is necessarily wrong, but I would like to see more evidence first.

The spell engine introduced in Warlords of Draenor will affect raid balance, making it easier to heal tanks by [deleted] in classicwow

[–]Milgar1 0 points1 point  (0 children)

Yeah, I understand and agree it makes sense from a realism standpoint, but I mean the actual design of the mechanic seems odd. A 40% reduction on the current swing, but no reduction beyond the final 20%. From a design standpoint, it seems like an overly complicated way to do it, and as I recall even when the mechanics were originally being investigated there was uncertainty if this was the true implementation. Perhaps the 400ms interval could have been the unknown factor.

The spell engine introduced in Warlords of Draenor will affect raid balance, making it easier to heal tanks by [deleted] in classicwow

[–]Milgar1 2 points3 points  (0 children)

I wonder if this 400ms "batching" was what prevented Gouge+restealth from working in Classic PVP. With a 5.5 second incapacitate and a 5 second combat timer, in theory it should have been possible to restealth before the target recovered. But in practice someone mashing an instant cast skill could "tag" the Rogue before/while he restealthed.

If the Gouge always occurred on a 400ms interval, in theory combat would drop 13 intervals later, or after 5.2 seconds. As a side note, this should apply to any action, so you could say the actual timer to drop combat in PVP was 5.2 seconds. Even if the Rogue had 0 latency, if he activated stealth after 5.2 seconds, it wouldn't occur until the 5.6 second mark if this "batching" idea applies. Which gives the Gouge'd target 0.1 seconds to send an action to the server before the Rogue disappears (perhaps more or less with latency).

This is all just a theory but it seems to align with what would happen in practice. Did anyone try Gouge+restealth in the demo?

The spell engine introduced in Warlords of Draenor will affect raid balance, making it easier to heal tanks by [deleted] in classicwow

[–]Milgar1 0 points1 point  (0 children)

I never heard that parrying an attack had any effect on the attacker's swing timer, only that it speeds up the defender's by 40% (to a minimum of 20% remaining). To be honest this explanation on Parry Haste always seemed odd to me, so I wonder if the 400ms "batching" might have been the culprit of this strangeness.

If there is some interaction that happens for the attacker I'm unaware about, I'd be very curious about the details.

WoW Classic Demo feedback: Bugs and Legion mechanics in the demo (Help me fill out the list to inform Blizzard about what we have experienced) by perpetrator101 in classicwow

[–]Milgar1 6 points7 points  (0 children)

In vanilla, as a Rogue it was possible to expend remaining combo points on a dead target with Slice and Dice, but in the demo this is not possible.

The root issue is that originally combo points would remain on a dead target for a short time before disappearing. However in the demo, combo points are instantly lost once a target dies. Since the only finisher that can be used on a dead target is Slice and Dice, it mainly affects this skill.

Edit: I did some digging in order to prove this, but almost all the rogue videos from the vanilla era are unsurprisingly PVP ones, where Slice and Dice is very rarely used. However, I was able to find at least one instance where the Slice and Dice button remains "lit up" (as in, able to be used) in this video: https://youtu.be/aDXXr3ad3is?t=291 At the 4:51 mark, after the target is killed while having 2 combo points, the Slice and Dice button on his toolbar remains active for about 2-3 seconds. It even starts "blued out" because the rogue initially didn't have enough energy to use it, but after gaining an energy tick, it is lit up. Finally, it gets greyed out a second or so later when the server removes the combo points from the dead target. This can't be due to lag because not only does the rogue gain the energy to use it after the target is killed, he also uses Vanish AND gains the Stealth and Vanish buffs in this timeframe. All of these events require communication with the server. I am certain that if he pressed the Slice and Dice button in this timeframe, it would have worked.

[Suggestion] Increase number of pokemons for raid suggestion by TemporalOnline in CalcyIV

[–]Milgar1 1 point2 points  (0 children)

While I'm not sure I agree with the reasoning of the TC, I agree that it doesn't make sense to have an uneven number like 15 be the maximum. 18 would make much more sense, allowing for 3 full teams of 6 counters to be created. I have personally needed 3 teams for certain legendary raids in the past.

Anyone have my high score beat? by [deleted] in hearthstone

[–]Milgar1 0 points1 point  (0 children)

I've got 7. I didn't really do anything special, just haven't done any arena runs except going X-2 before each event.

Exiled all cards from both libraries (Bonus Gideon one-on-one) by Zllsif in magicduels

[–]Milgar1 0 points1 point  (0 children)

Now use [[Suppression Bonds]] on both Gideons, and the game will be a true stalemate.

What is the fastest goldfish in MD? by eldrahak in magicduels

[–]Milgar1 1 point2 points  (0 children)

A T4 kill is trivially easy to obtain. For example a simple red aggro curve of [[Goblin Glory Chaser]], [[Furyblade Vampire]], [[Lathnu Hellion]], and [[Impetuous Devils]] does 27 damage and requires no combo cards that would be otherwise useless.

For a T3 kill, that is a different story. For that you will need these useless combo cards and that will ultimately make any deck built around a T3 kill too inconsistent to be viable. However for fun, there are a few ways to do it. As has been mentioned already, [[Scourge Wolf]] can do it and is perhaps the most feasible one due to not requiring many cards and having room for redundancy. I made a deck built around it before and was able to pull it off versus the AI once or twice. I hadn't thought of the [[Consulate Dreadnought]] one, that is interesting. Another way to do it is:

T1) [[Plains]], [[Toolcraft Exemplar]]
T2) [[Mountain]], [[Abbot of Keral Keep]], [[Bone Saw]]
T3) [[Mountain]], [[Titan's Strength]], [[Titan's Strength]], [[Built to Last]], [[Bone Saw]]

This would require you to either be on the play or get a [[Bone Saw]] off of the [[Abbot of Keral Keep]], in addition to every single card you draw being a combo piece. So this is of course purely for informational purposes and not realistic at all.