No its players that dismiss others opinions because they think they are better. Nice try though.
Hey. Tell us again about your very true and very verifiable story about your group of 2700+ io players who were noobs and you were amazing! You know, that story that wasnt totally fake and made up that would categorize you as an elitist from your own words
I made four friends to get into M+. All of them named Brann and they helped me get all the way up to +9
Then his butt left me high and dry by myself trying to get portals. Those randos did not enjoy my badness.
They lack the mechanics that require a tank or dedicated healer to survive. They lack mechanics that require more than one kick in a single pull. Basically anything that requires more than one player plus the inconsistent support Brann can provide is not possible in delve design. There are mythic dungeon boss fights that have more mechanics than the totality of some delves. If a player is looking for those mechanical overlaps and/or coordination requirements, they cannot get them in delves.
Taking away the timer does make it easier, but you’re absolutely delusional to suggest most of the difficulty is the timer. There are runs where everyone plans to just complete that fail to do so all the time. Then when we can see dungeons timed with 20 deaths, that also calls into question just how much of the difficulty the timer created, when that group would have wound up in the same place running a route that was 5 minutes slower with 0 deaths.
Also, nowhere did I say the reward structure should be the same with the timeless version of dungeons. The rewards should be moved to higher levels to account for the difference. Blizzard could alternatively rebalance mechanics for the timerless variant to make the dungeon harder in spots without the timer. The experience doesn’t have to be the same tuning for the same level just without the timer.
But you’re also picking examples at the extremes and pretending those are representative of the entire player base. There are players who don’t want the stress of a timer to progress but would still bring a tank, healer, and 3 DPS without one. Throw in rebalancing for the timerless version and such a thing might even still be required if there were tighter throughput checks.
What if we, for example, just all start at 600 ilvl, and every week we hand in a quest like siren isle to increase the ilvl of all our gear by 3. Something simple like collect 8 gems or kill 1 rare.
that would work as long as they also add something that pops up when i log in to tell me how great i am at the game, and ideally it would also say that i’m better than the average player
Here you said to use it as a baseline and adapt.
yes a starting point for routes which you left that context out im not saying consider your teammates to be naowh lmao.
No you do lower keys until you +++ them and then continue on. Why do elitist just make up stuff to put on blast like this. No one said anything about depleting keys.
you can 3 chest an 11 all day long it doesnt mean your not going to fail a 12 lmao.
This is very true in that it doesn’t translate very well without looking into death logs to see what happened and then connecting that via the encounter journal. Yet again this is a case of it only takes like 10 seconds maximum to look at all of this and understand why you died, and how to prevent it in the future.
I feel like at times people want it to be like FFXIV where the game mostly holds your hand through encounters. Which WoW won’t and doesn’t seem capable of doing, even though some WA bosses seriously need some better telegraphing.
You pretend this only happens at that level. Thats why i made the point of not going beyond 10s. But people still do this at the mid level key range. Your argument is going to top player base of 12s and up. That is an extreme that most players arent doing.
You wouldnt be progressing past a 10 without knowing the routes. When have you ever had a clueless tank at that level. If you invited a 1000 rating tank to your +12 thats on you. But every group ive been a part of doesnt invite you to 10 unless you have 9s on all other dungeons and maybe 1 timed 10 somwhere in there
you can 3 chest an 11 all day long it doesnt mean your not going to fail a 12 lmao.
You can 3 chest a 12 all day, and doesnt mean you wont fail a +9 with another group. Thats a logical fallacy. Its a group effort.
that would work as long as they also add something that pops up when i log in to tell me how great i am at the game, and ideally it would also say that i’m better than the average player
You pretend this only happens at that level. Thats why i made the point of not going beyond 10s. But people still do this at the mid level key range.
ok i see no issue with this. i do it myself because i always play like im in endgame so i dont learn bad habits and lean on crutchs. so i dont see any negatives here.
You wouldnt be progressing past a 10 without knowing the routes.
the word routes is a ambiguous one lol. there are many routes in certain dungeons. had a tank go left in a 12 city yesterday lmao. 3k btw
You can 3 chest a 12 all day, and doesnt mean you wont fail a +9 with another group. Thats a logical fallacy. Its a group effort.
your 3 chest logic is a fallacy lmao. congrats for poking a hole in your own argument.
But every group ive been a part of doesnt invite you to 10
tbh i wont invite someone to a 10 if they dont already have 10s done at this point. kind of hard to take the 2600 io guy when the 3k+ are queing up.
If a player is looking for those mechanical overlaps and/or coordination requirements, they cannot get them in delves.
But thats not what you said. You said a dungeon experience. Delves are a dungeon experience. They just use a death counter instead of a timer.
Take the timer away from m+ and you can make it to only needing a single kick per single pull as well (aka delves).
Taking away the timer does make it easier, but you’re absolutely delusional to suggest most of the difficulty is the timer.
Most of the difficulty is the timer. Take away the timer and you take away the need to include risky pulls. Shoot we’d probably be seeing keys cleared into the 40s with 3-4 tanks and 1-2 healers if you took the timer away.
Its not all the difficulty, but its most of the difficulty. Hands down. Its what causes you to not play it safe.
Also, nowhere did I say the reward structure should be the same with the timeless version of dungeons.
Dont think i mentioned anything about rewards either?
There are players who don’t want the stress of a timer to progress but would still bring a tank, healer, and 3 DPS without one.
They can already do this. Thats the whole “failing upwards” discussion about getting full rewards for failed runs (read as “not in time”).
You fail and get rewards, those rewards now give you enough power to overcome where you failed. Then you fail again, get your rewards, get stronger, climb your previous wall, fail, still get rewards, repear
Exactly my point that you have been arguing this whole time. Thank you sir for conceeding
lmao and what point is that because you yourself cant even figure that out.
When have you ever had a clueless tank at that level.
This morning
- 9 NW before work
- Tank stopped every couple pulls to check…MDT i assume.
- backtracked after first boss because “need 10%”. Pulled the wrong pack. Wouldnt combine the 3 packs at the top of the stairs
- pulled the pack before the 4 casters before bridge…and wouldnt move them. Cleaved the group. Told him to move them. He said dont stand in cleave. So next round, he pulled them at the same spot, turned towards the group and left them next to the casters (to avoid cleave was to pull casters). Group stood back while tank solo’d them because he wouldnt move them.
- tank said it wasnt his job to babysit us. Tank left after i said mob positioning is a job of the tank
Was bad. Bad bad.
But now even as a tank/healer main, I spend 20-30 minutes to get invited to a key of my level. The gatekeeping is absurd. I even have a 630ish Prot Pally (the current meta tank at the time of this post) with a good IO score, and still not getting invited to anything above an +8.
That’s with PuGs. Working as intended. There are ways to get around it like get some friends whom you could play with regularly.
The gatekeeping is absurd all becoz the content is so strict and hard. If the high key you want (that gives Crests, Hero Gear and Awesome Vault loot) is made easier, everyone would faceroll it. No gatekeeping is needed becoz the high key is joke. Everyone could do it. Is that what you want? Me, I am super Casual but not noob but I prefer the wanted high keys to be very hard. I dont want M+ to become a joke. I was not in DF on later Season but I felt it was too easy when I got KSM on its 1st Season.
I’d rather boot up Marvel Rivals Competitive and be on in less than <5 min.
I think that game is a faceroll game. Everyone could do it. So the queue is very fast. Unlike in WoW, hard keys are really hard. It requires perfection on the hardest key. Slight mistake the key would be ruin. For the keyholder to get a very high chance of success, he would choose the best players in the queue and gate all the scrubs. It so happened you are not chosen. Yeah, M+ is competitive. You need to compete against the very best. But if you have a group of friends who has similar M+ rating, you could do the same keys without being gated.
they then ALL proceeded to flame the healer for not healing, calling them names, slurs, and everything a now-typical WoW player would do. I defended the healer but it still left me with a bad taste in my mouth.
The current M+ requires decent Healers not just decent Tank and DPS’ers. Before, Healers are being carried. Now, they are required to do their job. I witnessed this many times. Bad Healers cant heal everyone on tough keys. He can only heal the Tank and himself when the Bosses or mobs mass AoE especially when they are not stunned. Look at healer’s gear… I would bet you that he is ungeared or even unskilled for the key.
or reference, if the same situation happened in FFXIV
WoW is more competitive than FFXIV. The bads are allowed to get mixed on FFXIV and still able to beat Dungeons/Bosses. In WoW, if one is bad, the group is doomed. All becoz the hardest content is seriously competitive. But if you don’t want toxicity, why not stick to easier content? Not much toxicity becoz everyone could do them. BUt you don’t like its rewards. What you want is Awesome Rewards on Easier content. That wont happen in WoW.
If the high key you want (that gives Crests, Hero Gear and Awesome Vault loot) is made easier, everyone would faceroll it.
that’s what they want. maximum rewards for trivial content.
Wish high key meta wasn’t the same comp every seas brehs
PvP sees 10x the diversity
How was your forum vacation?