Blizz lost there chance to experiment for Season 4

But…but…but this time it was destined to be a blockbuster success because, you know…PIRATES!!!

Arrggghhh, my maties!

/moo :cow:

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we asked them not to do those anymore.

It’s pathetic and insane it made it more than one season.

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Sure. But compared to “completely making up numbers” it’s in the same conversation.

I pushed to about 3,5k rating this season, I guess i am capable of doing dungeons at a high level. Till level 22/23 the affixes are mostly fine, but timeing a key becomes insanely hard with sanguine, if you have only < one minute left on the key without the affix. Bolstering as affix that prevents required pulls to again time a key. Same goes for raging, which atleast has some counterplay. But sanguine is killing the timer even with very good counterplay, and bolstering has no counterplay at all beside pulling smaller.

The high key pushers are the ones that do not want to run the easiest key all over again, because they dont do it for loot, they do it for the purpose of timeing the key. So they want them all. While it is maybe true that they are a minority, they are the most dedicated oney, the ones that play WoW the whole year and keep there subscription running. Only because they are a minority, very small changes could be done not affecting the rest of the community to keep them happy.

Sure at some point everything is a one shot, but you dont respond to my actual point. Which is that every dungeon has one specific ability scaling out of control, standing in no relation to the rest of the dungeon anymore. Why is that? Because there are certain mechanics which blizzard insists to enforce that they are not ignored on lower levels. Like for example halls of vailor the rune phase, or waycrest dorns, or halls of infusion first boss the drops. But if you scale those mechanics as well, they most of the time as sayed scale out of controll.

Redistribute priority targets. So that way youre not mega buffing that last mob thats gonna one shot the group with white damage. Easiee said than done, but thats the counterplay. Like bursting, trying to kill things as evenly as possible. And stuns and what not do work on bolstered mobs. 4 seconds is a lot of time to finish off a mob now that they dont increase health as well.

At the very top.thats what happens though. That one key stands out above the rest. AD, CoS, etc etc. Once everyone ties up on keys, its a rush to push the easy one thats 2-3 levels easier than the rest

But thats okay. Instead of waiting for those one shots to take place, its these mechanics that are putting the wall up instead of just the tank busters.

That wall is an arbitrary number. Case and point, the revision to difficulty next season. Whats it matter if its 42. Or 31, or now going to be 22. As we agree, the wall or ceiling has to happen. The level at which it does is of little to no consequence (so long as its not one at 24 and the rest at 33-34).

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… their* …

I didn’t ask them not to do seasonal affixes. I have no desire to rerun the same DF dungeons without a seasonal affix. It’s just boring.

i asked them.
if i wanted to play dance-dance-revolution I’d log off.

One bad seasonal and now we’re stuck running the same old dungeons that were mid at best in the first place.

you dont have to do them. i’m not sure if I’ll do M+ or not next tier, actually. with 3 raids, there’s just no reason to get M+ gear instead of raid gear. I think I’ll gear up the classic way.

I did the same thing in SL season 4 and it was fairly enjoyable. Not one single M+.

I feel the DF dungeons have been way more fun and engaging than most of the revamps except maybe Everbloom.

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Perhaps its because weve already done them, but the current dungeons always seem more fun and beat out the ones they bring in from past expansions

I laugh when people played the DF dungeons for 1 season and now they’re old and boring, but they have no problems running the same dungeons we ran for a solid 2 years without a break, for another 6 months no questions asked.

Season 4s are always my slow times just due to its falling in to summer and me being an outdoorsy person. But im actually pretty excited for S4 with having all the DF dungeons in circulation at the same time.

And i missed SL fated season so im curious to see what these Danir are all about. Maybe this time i can actually buy a Rageheart :smiley:

I’m hoping a new palworld patch comes out, or I find another game I find as fun as that one.

because I have little interest in the giant pile of :poop: that is season 4.

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Even though it’s Ubisoft I have been having loads of fun with Skull and Bones lately! :dracthyr_love_animated:

First of all no one wants to reprogress the old raids again. Also the raid rotation is simply to much for guilds progressing mythic raid. You start new every week because you lost all your progression from three weeks ago.

True, but there are also no new mechanics / affixes in raid. Currently it seems to just be the original encounters, but tuned a little harder. So if you’ve been progressing all this time on the raids, you’re just going back to do something you’ve already done. Likely less of a learning curve. It is going to be annoying for new players, however.

Where are the reworked affixes, like massive overhauls to bolstering, sanguine and raging?!

Doesn’t this make more sense for the next expansion then what’s effectively supposed to be a last-hoorah in the current content?

Where are the seasonal affixes again?!

Do we really want those? Prideful (SL1) was pretty terrible, if you failed to go far enough with the bloodlust you gained your key was cracked. Beguiling’s void priestess (BFA2) was obnoxious. Awakened (BFA3) and Tormented (SL2) basically forced you to completely relearn every route for every dungeon. Encrypted (SL3) was a non-choice; everyone just took the free blood lust to the extent that it wasn’t even really an affix. Shrouded (SL4) was also a non-choice, it just gave you a bonus stat for progressing in the dungeon with a few dudes who popped out. Thundering (DF1) was theoretically a kiss/curse, but most of the time people optimized the kiss so much they got cursed, or threw the kiss away immediately to avoid the curse. Honestly, NONE of them have been good and I don’t know why the M+ community is begging for something that never really added anything fun to the gameplay mode.

Where are the experiments to tackle key acquisition for progression keys?!`

They … completely revamped key progression? Like, there was a whole blog post about it. Unless I’m misunderstanding what you want, but if I am then I have a hunch that your concern isn’t a widely helped opinion in the M+ Community.

What are the experiments to boss add health scaling?!

I don’t think they promised us anything? Keys have been pretty tame in DF3, to the extent that the current season has its best retention and run rate ever.

Where are the experiments regarding keystone scaling?!

They’re literally redoing the ENTIRE keystone scaling progression track my dude.

Like, it feels like you’re clamoring for something that we already got or that makes more sense for a new expansion, not a final-season romp. Why ruin a perfectly good final season that’s all about retention with changes that aren’t needed? The data doesn’t support any notion that people won’t play M+ without the things you’re asking for.

We have asked to reduce the impact of affixes, and there solution was to remove the seasonal with the argument it served its purpose.

I am only playing since SL2, and what i can say, most of the seasonals where at least “kiss/curse” to some extend. Sure, some of them where more boring then others, some had some tuning issues like shrouded or thundering, but overall they where ether “ok”, or very fun, like encrypted which allowed new fun routing, and different ways to takle the dungeon. Also shrouded was fun, when you by the end of the dungeon had a huge buff on your favorite secondary :slight_smile:

You missunderstand me. The changes made are only for low level content that nearly no one interacts with who plays M+ as there main activity in the game. Sure it maybe made it more accessible for people that do only a few dungeons a season for gear or so, but for the key pushers the changes are basiclly non existent. Its just a renaming of where before there was a 20 displayed on the screen there will now be a 10.

When i am talking about “acquisition for progression keys” i am talking about the scaling problems of high keys and the rapidly decreasing chance of success.

When you are close to the end of your progression for a season (and i am talking about the end of progression for you personally, because this applies to everyone personally and not only the world first teams), it becomes significantly harder to RNG get a key for a dungeon at a level you still get IO for, because the chance of success is very low at higher keys after all.