Yeah, the wait for heroic versions of previous megadungeons was much longer. This time they are opening heroic before they open M+
July 6th to⌠February 22nd >_<
Is that supposed to be a bad thing? Maybe Iâm just getting old, but I donât understand why there isnât a quick ingame tutorial about each boss and how the devs intend for you to deal with mechanics the first time you see each boss. That way new players can jump in, know what theyâre looking at when things happen, and what theyâre supposed to do about it.
For those who supposedly love to figure it out on their own, they could just disable thisâŚ
But yeah I donât really understand. This way of releasing megadungeons sounds more like a sacred cow than logical
No it wont, the mounts stay on mythic. Same thing happened with Mechagon.
Again, the difficulty was the appeal
Indeed, it was awful (The wait)! Seven Months!?
Ayup, now if they would just be friendly to the LFR players >_>
That exists already in the adventure guide. The issue is players often completely ignore it.
It doesnât. A poorly organized text description with abilities separated out from the instructions for each role, with said instructions not always mentioning all the abilities youâd need to knowâŚ
Well thatâs not the same as actually using the graphic engine to display what happens in the fight, showing the player what these abilities LOOK like, how to know where itâs being telegraphed to, and what to do about it. The tools are already there. Itâs just lazy.
And again, the difficulty would still be there in the form of mythic difficulty. The people this appeals to would be free to jump right into mythic difficulty, not read about the fight at all, and enjoy said difficulty.
They could still get all their achievements etc.
No it isnt. Blizzard builds you a playground and its your job to learn how to play on it. Part of an mmo/rpg is learning how to complete the puzzle yourself.
Imagine how raiding would be if every single mechanic they develop came with an instruction tutorial on how it should be completed.
Itâs not hard to imagine at all. 99.9% of us watch tutorial videos and/or have our raid leaders explain the fight prior to raiding.
Iâll have some of whatever youâre smoking.
Itâs supposed to keep out the riff raff. Itâs intended to be a bit of a challenge for the best players and an obstacle for normal players.
Just imagine if they had walkthrough tutorial dungeons for slow learners. The skills of the playerbase might like improve.
Why do you feel this should be blizzards doing? Do you want Blizzard to replace your raid leader, make you watch a tutorial ingame for every single mechanic they design?
Currently wow is more open world single player rpg with mmo elements and optional group content and you want to remove more of the mmo elements by having the game not only give you a description of what each encounter does in game in a book but you want an ingame tutorial to show you exactly how they designed something to be completed? Might as well ask blizzard for a rotation bot and have it play for you.
How many hundreds of thousands of players have played this game and improved on their own by simply having to learn by trial and error and not some ingame thing of how it should be done. They tried this exact thing in MoP and all it did was exclude players from content because they didnt have gold in their respective field.
What? Even the open world this expansion has been heavily dominated by group content.
âCountless community and public events that require full raid teams to maximize rewards.
âSuper rares with huge amount of health.
âWeekly and elite quests involving zones full of elites.
The open world systems and reputation grinds are what is optional now. And that is fine. But there is almost no solo content other than minigame world quests that award gold, rep, or gear that you end up vendoring.
Letâs go back to BFA standards. 10? dungeons + mega. Keeping the DF style rotations, but just gives more options for no repeats.
so long as I can still get the infinite dragon skins and such, maybe that mount at the end that becomes one I donât got too⌠then Iâm fine with it going heroic. I finally finish the quest without the toxic behavior of the typical mythic crowd.
How many have not? Thatâs how some people learn. But itâs not how most people learn. I would learn much faster if I could walk through a dungeon that is in suspended animation and mouse over the mobs to read tooltips.
You canât change how people learn. You canât expect people with mediocre skills and average aptitude to magically become talented quick learners and teach themselves how to master a skill they donât understand.
False. Proving grounds was a vanity achievement in MoP, intended to display mastery of certain skills. It had no learning component aside from âYou failed, want to try again? We stunned you so you canât actually respond.â
Thatâs like giving a schoolkid a calculus test instead of a calculus class, and telling him when he failed to come back and try again after heâs figured it out.
It failed to keep bad players out of heroic dungeons, and there was less content for people who didnât want to pay some idiot to give them a test on every character before they would be permitted to play a videogame they had already paid for.
Iâd might as well just ASK FOR EPICS TO BE MAILED TO ME.
You think the heroic crowd is going to be any better?
Just think of all those complaints you see on forums from new players about speed-running heroics. With a minimum ilevel requirement of just 372, these runs are going to be filled with new players or reroll alts, and itâs going to be more of the same except with mechanics they donât know.