How to fix mythic+ overnight

Easier fix. Gilded crests starting at 6s. Myth track gear at 8s.

Defensives cannot be a “make game easier” button, so if you don’t want them used, they need to be deleted.

1 Like

Better idea: buff other sources of gear and crests so players aren’t railroaded into M+.

1 Like

That’s fine too. Let tanks worry about defensives. Let healers heal. Let dps dps.

It’s almost like that’s what our roles are supposed to be focused on.

I don’t think many players would like that.

You mean Legion?

Many classes could not participate in high end Legion m+ because of how many one shot mechanics became wide spread very early in progression.

1 Like

I think < 1% would care.

Even the top players are consistently asking for something to be done about spike damage and defensives.

But they’re always going to be at the boundary of mathematically impossible. If not this, then that.

So, do we just do whatever changes they want to get up to the next key level where they can complain again? It’s not worth listening to.

If number go up is the only thing that matters, cookie clicker exists.

1 Like

You should be contributing meaningfully to the group in general, not ignoring everything that doesn’t do damage like a child who just started playing Pokemon

So defensives for a dps is meaningful but damage isn’t?

You’re ignoring the how in this. How do I get from A to B? I’m all for healers having to heal. I’m for tanks having to mitigate. I’m all for utility making an impact on the gameplay.

But defensives today is like if I were playing monopoly and rolled my dice (damage) high enough to pass go, but I had to roll another (defensive) for the sake of rolling it to pass go when I get there no matter what my dice rolled. If I don’t roll the second time the first doesn’t matter, even though the second is an arbitrary block.

What defensives should be is a bonus roll so I can go around the board faster. Not an arbitrary required roll that may or may not even be available to you when you need it.

Both are. Just like a tank’s damage or a healer’s damage can be a meaningful contribution to the group.

Nothing else is worth addressing with how nonsensical it is.

1 Like

If everyone else uses defensives, you do not, it’s no longer a bonus because healers can’t deal with the influx of damage.

So defensives need to not exist. Pruning them some, is fine, but outright removal of every single one, probably not.

Toss in potions, healthstones into the mix, anything that remotely influences survivability.

1 Like

No.

It’s not about gate keeping loot. I could not care any less if Johnny down the street has the same gear or even better than I have. What I don’t want is people who pay for a timed 10, then wind up in my 10s doing less than tank damage dieing on CD to avoidable mechanics or worse yet have that boosted player be the tank/healer and clearly have no idea what they are doing. Thats not “gate keeping people from meh lootz”, that is me just wanting to run an 8/10 with people who know how to play the game and not sweat about whether or not we are going to time it.

That can happen now.

:wink:

I’d be in favor of them pruning them and keeping them. Mages for example don’t need like 5 defensives.

After that, take 100% of them off the GCD.

Either way it’s frustrating that as a dps my priority is almost always how do I better use my defensives instead of how do I do more damage. Something needs to change.

It happens once, then their key is incompleted and gets knocked down to a 9, then an 8, then 7, probably down to a 2 or 3. They don’t get to keep forming failed runs because they expect a hard carry.

The people worried about this can form their own runs, right?
They can still look at IO of the player in question, right?
How do the people worried about this lose any agency whatsoever?

I don’t want to be in a position where I need to religiously vet people for weekly 10s.

1 Like

There’s a base expectation that someone who has a key within the rewards threshold has the skill to at least be capable of a key somewhat close to the level of their own. Nobody wants to have to vet every group lead to see if they were hard carried. Let them fail and deplete and take themselves out of the 10s pool.

If failure rate is too high, vetting starts.