Design philosophy of M plus 12+

I usually do keys 1 level at a time and I find by the time you get to 10s, you should know every encounter (as a healer)

You went into the dungeon alone and tested it or were you with 4 other players? If you were the only player it would naturally always choose you because you’re the only one there.

I was combo’d in a 12 on my shaman. Happened in a 10 on my druid too, but he was a bit undergeared at the time. I tested the spell interaction by going into mythic on my dk solo. I was told it fired immediately after Singing Steel and I knew that to be incorrect. In reality it appears to be on affected by spell queuing and would fire off intermittently.

I don’t need advice on how to handle it, I was just concurring with OP that I have seen that circumstance and think it’s a poorly designed mechanic. I suspect the intention is to keep healers from ignoring health bars during those pulls. It is only lethal when you’re at a deficit, but it definitely can combo and will double up on a target.

I think you misunderstand my comments as whining about dying to a spell. You guys really don’t want to hear players criticize a poorly telegraphed mechanic so bad you’re blaming people for things that didn’t happen.

I mean, I know there are a lot of bad players out there, but telling me that I can use defensive cooldowns to survive a mechanic hurts the old ego a bit. I didn’t get this far without arriving at that conclusion. But thank you.

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It’s best to take everything on the forums with a decent amount of salt. Don’t take anything personally, and know that a lot of context can be lost.
Even when I said that Singing steel and ambush are linked, I have never seen them not go off back to back.

I was just being silly. <3

Well, I preemptively pop defensive cooldowns in Mists or Stonevault first pull because I tend to die often if I do not.

(Then probably still die anyway.)

Cats supposed to not leap if you stand in melee (haven’t really experienced that successfully.)

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You took a lot from my advice brother. Sorry you felt this way. Good luck in your keys, was just trying to help no worries!

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It’s one thing to strategize around difficult mechanics. It’s another to do it for poor design or buggy mechanics. You gotta do what you gotta do to complete the dungeon, but that doesn’t mean it’s ok.

With M+ being a staple of endgame content for going on ten years, you’d think the developers would design dungeons and mechanics with this in mind. On the surface, it doesn’t appear they do.

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If the target is random then you risk popping defensives anticipating it for it possibly go on someone else and now you are naked for the next one. The other issue that negates the poor tanking pull patterns is that AoE stops sync up abilities. So it doesn’t matter if the pulls are staggered or not.

What should have happened was make it so they can’t teleport to the same player who was a target within x seconds prior.

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Here’s the answer. The math wasn’t mathing.

Can you?

My normal CD tracker explicitly doesn’t include the ambushes. I have to just guess based on feeling

Also false. I’ve spent every sob this season watching to see if I could figure them out. It’s not deterministic other than timing, and a little rng with spell queueing. If anything they tend to ambush and THEN cast singing on the way back to the tank. And apparently the tank buster can target the closest person if the tank isn’t in range to take the hit.

The answer is everyone skips the pulls that include 2 in higher keys lol. That’s what I do now if I can help it.

Even if my weak auras could track their CD which for some reason it can’t, and even if they didn’t cast at the same time or didn’t target the same target they would still be skipped because they’re always in a pull that includes a group AOE burst from raiders, and random chip damage from fire bombers

Pretty sure they respect armor so clothes get severely chunked by them.

Pretty under stated point. I honestly just don’t think it occurs to some that there are people out there that care enough to want to play at a moderate level, but could care less about MDI, reading stuff, etc.

Which it’s fine to be of the opinion that ever increasing the depth a person has to go to play this game is great design, but I personally think people are over valuing World of Warcraft if they think everyone will stick around forever and accomplish less without drastic improvement efforts.

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Why is being at the end of a reward track something most desire? If such a quality is beneficial, I suggest we lower it to heroic dungeons. Now, everyone can accomplish their goals of having highest ilvl.

Of course, I don’t think people finding 10s too hard actually want that.

In essence, delete gear.

Does that mean ilvl becomes standardized when you enter the dungeon or does that mean you need to get it from raids?

I honestly can’t answer that one, max gearing has never really been my bag. I like seasonal junk and transmog. (The Traders Caravan every month excites me)

I think a large enough majority of people found DF S3/4 tolerable. I have a lax approach to content, but Heroic dungeons are a bit trivial feeling. Frankly I don’t mind 10’s right now, I just hate the failure rate.

Standardized.

I don’t think that’s true. People were complaining to no end (about different things.) It’s just revisionist history. And maybe the last month of S3. But s3 as a whole, that’s rather false.

Game’s better if I’m not compelled to do weekly 10s.

Ilvl becomes standardised outright. You can still customise stats but no more gear in game at all. It feels like all gear serves to do is make people who don’t have it mad at blizzard for not giving it to them.

Increase everyone’s ilvl by 3 every week for the first 2 months so they still gradually overcome whatever content they’re doing. Cosmetic rewards only.