Uh
Zeros are not overtuned at all.
Uh
Zeros are not overtuned at all.
Correct tuning is people at or above certain gear thresholds being able to meaningfully progress within the system before they outgear the rewards presented.
Iâm not asking for content to be faceroll. Iâm asking, for example, for our group to still be able single chest time a NW key if someone happens to step in an ooze puddle briefly on the third boss while kiting. Itâs green poopy on a green floor. Mistakes are bound to happen. On top of that, as it stands right now, the pulsing rot damage from the abom ramps up high enough to nearly truck the party before the first hook even goes out.
Right now it feels like you need spears + bloodlust there to try and nuke him down as much as possible to avoid another intermission if at all possible. Yes, that is engaging with the dungeon mechanics, but you shouldnât NEED spears just to beat the boss.
thats because they changed it where you cant get to the platform before the boss does
Get better healers.
Correct tuning is people at or above certain gear thresholds being able to meaningfully progress within the system before they outgear the rewards presented.
A group has five people.
One is drastically underperforming.
M+ also has vault, and youâre far from outgearing that.
Zeros definitely not, M+ a little bit and itâs only dungeon/boss specific, should have clarified
Gear doesnât give you free key levels. If youâre overgearing things and struggling in 4s itâs a group issue. Period.
It doesnât have to be explicitly stated for it to be true. Some people in this thread have come after me for stating facts by going after me on a personal level rather than trying to rebut the points of the argument.
Compared to delves.
In an effort / risk / reward senseâŚ
Mythic is way way way way WAYYYYYYYYYYYYY overtuned.
In a world without delves, theyâre a little over tuned and have some pain points. Timer on siege seems tight, last boss on echos is visually and mechanically insane. Melee without range extenders is infuriating
The affix doesnât follow the game rules and has some sort of gimmicky mechanic that wont allow you to take care of all of them with something like leg sweep, which say âALL ENEMIESâ but also have to use ring of peace, which wont take care of all of the ones in itâs area and then interrupt one.
So m+ for worse gear and risk extremely annoying game play.
or
Delve for better gear and risk falling asleep.
This expansion might have a sudden falloff.
Compared to LFR, everything is overtuned.
And you can also raid for gear too.
i wouldnât call the abom âissueâ a healer problem, itâs more of a âweâre used to the abom not doing damage so we keep it alive foreverâ mentality.
The fight got the ramping abom damage specifically to make you want to kill the abom and not get multiple hooks from a single abom to just zerg the boss.
Itâs the same as boralus, you want to kill the crushing tentacle first now since more donât spawn anymore, but people are used to focus the gripping one which makes the current fight version harder since the tentacle keeps doing itâs aoe dmg plus knockback for longer.
Abom being an issue before first hook even goes out? Thatâs absolutely a healer problem.
Abom damage also doesnât ramp.
idk, I can take care of them all with a single psychic scream, I donât see why leg sweep wouldnât work.
You got me, was the only one taking care of them last run and it always took three globals.
Leg sweep would leave a bunch, then ring of peace would leave one, then I would have to interrupt one.
Maybe what youâre seeing is two or three people all using their ability. I suspect what blizzard is trying to do is gimmick it into a âgroup effortâ
They need to follow their own in game rules.
Mmmm, nope, was in comms and we agreed Iâd take care of them unless I specifically asked for help, usually gotta wait for them all to spawn to get them all but scream was getting all of them easily, now mass dispel was not getting them all but I expected that to be the case.
I donât think weâre in a situation where thatâs not the case though.
These are new dungeons and many players are still getting familiar with their new kit. Some more than others depending on class changes and if you swapped mains (or even didnât even play last expansion).
Itâs entirely expected to players not to hit the maximum potential their gear offers them half a week into the season. Players hitting a wall is not evidence on its own of the wall being insurmountable. Would they likely scale it with better gear? Probably. Gear is a heckuva drug. But Iâm not ready to call foul on tuning yet. Even if the exact same players got no new gear at all Iâd expect them to start progressing again with more play experience. Thatâs a fine thing to gate progression with.
Thatâs a dumb changeâŚ
ya, watching already spawned ones not get popped.
Sounds like bugs or blizzard gave all these abilities special sets of rules based on how they want us to play.
To me what it really comes down to is this: gear is not the only thing that should gate progression. At its logical extreme, we should all agree that if we gave a group of 5 newbies a complete set of BiS mythic quality gear for free, we shouldnât expect them to immediately start timing 10s.
Clearly the ability to progress is determined by both gear AND player skill/experience. How much of each you require to get past a certain threshold varies from person to person and even from dungeon to dungeon.
Should we only look at gear to determine if something is overtuned or not when itâs only half the equation? Why should we assume that every group that is getting blocked by a difficulty level that their gear suggests theyâre ready for is a tuning issue? It could very easily be a skill issue. Especially this early in the season. Iâve seen plenty of people posting online about getting KSM so this âtuning issueâ clearly doesnât block everyone at a +4.
Design by gimmick, not by established game mechanics.
Idk, watching mdi players wipe to unavoidable damage from bosses is probably an indicator of something.