Standardizing defensives across dps specs would be a start.
Some just have way more.
Standardizing defensives across dps specs would be a start.
Some just have way more.
It being a separate game mode will fix it.
M+ is easier and easier the better your gear is, but you can’t scale the gear up with it because it breaks the raid progression and all their other little “progression pillars”, if you even wanna call them that. If it’s a separate game mode then you can do whatever you want with gear.
Scaling m+ gear down seems like the best. Limits impact of raid, and allows for more competitiveness at the top end.
I don’t think that’s enough to keep it alive. It has to remain fun and fruitful for people, if it loses either of those it dies.
It can still be fruitful if it’s a separate game mode though, we saw that with Remix.
If people have to choose between leveling a char for raid or m+, raid is going to suffer a lot.
Especially if there’s no overlap.
Walling it off like PVP, means you can still use the same character.
So would scaling raid down. If one of them is going to die to feed the other, raid is way less popular.
But for the record, segregation is the worst idea in the history of ideas. The community is fractured too much already, since they old yeller’ed pvp.
Scaling the raid down doesn’t do it because it removes the element of progression. Gear adds something unique to raid, that can’t really be replicated without gear.
That hasn’t been true for years. Most people are gear capped before they even get to the middle bosses. All the real raid progress happens well after that.
This is why they changed gear progression this expansion, you still get upgrades and we’re way past half a season.
For me I’d rather they just made a completely seperate end game dungeon experience for those of us who so only hate m+. The reason. I’d like a seperate one is to not ruin the current one for the people who enjoy it the way it is.
Give me regular old dungeons without any timers, affixes etc…and add the delve tier system so we can increase the difficulty or something and go from there in design.
I’m not sure how well this works in the land of infinite scaling.
Comparing PvP queues to PvE makes zero sense.
PvP it doesn’t matter how good each team is. One must win and one must lose. The system is built upon the fact that a 2k team should (roughly) be as good as another 2k team and that’s all that needs to go into the matchmaking system.
In PvE because you’re up against a static enemy, it’s very possible that a team, even one that overshoots standards, such as a 2k team into a +7 will fail. And Blizzard aren’t going to be NEARLY as strict with requirements as the playerbase will because otherwise a queue system would just be inaccessible, you’d need 2k to get into keys that require 2k.
An updated score based on utility/damage would be interesting, but ultimately impossible to implement in any objective way. A lot of the stuff that makes or breaks an M+ run isn’t damage or healing, it’s how well you actually do mechanics. Do you kick? Do you defensive? Would a shaman using Tremor on the first boss of Mists be tracked? Would a Warlock running Imp on the last boss of Siege to make the dispel mechanic much easier to deal with be tracked? Would interrupts be tracked? If so, would specs like Boomkins/Priest/Demo which have their interrupts be secondary effects be penalized for using those secondary effects tied to their interrupt?
Would Prot Paladins or VDH’s be overrewarded since they have more kicks than everyone else? Would defensives be tracked? If a tank uses a Healthstone and it saves the Warlocks life, who would get the score benefit there, the Warlock since it’s technically their self healing? Or should the tank be recognized for having the awareness to use a healthstone for someone elses benefit?
Blizzard tried new things, those things didn’t work.
challengers peril, combing fort/tyrannical weeks.
delves?, mythic 0
This could be a possible solution, but not with the way the game and encounters are currently designed. I personally would really support a huge nerf to the complexity of the game. Not so much the difficulty, but the complexity. There is a huge difference. For instance, I don’t personally find throughput requirements to be that crazy at all, but there’s way too much crap going on. When you need 90 interrupts, a lust, a brez and two of the right dispel depending on the dungeon, that’s idiotic.
Part of me is sitting here like, they added delves, halved the number of keys required to reach rating goals like KSM/KSH, replaced the lower half of keys with Heroic and M0, and kept with the crest and stone upgrade system.
It would be bizarre for there to be more keys when the range of players M+ is aimed at was made narrower, but if you compare 12+ keys from DF S1-S3 to all keys in TWW S1, it might be more telling.
They dropped half the relevant key levels. Someone who used to cap at an old +5 or even +10 probably aren’t doing keys now. They’re doing 0s and delves.
Oh, it would work perfectly. Instead of healing being spread out among the party, it all comes from the healer. Dps would be responsible for damage checks. Tanks would be responsible for the route and mob control. Nothing about scaling breaks that formula.
With no defensive cooldowns there can’t really be any threatening unavoidable damage or it just ends key pushing very quickly on an unavoidable 1 shot.
Except that breaks all forms of end game content, from M+, raid, and PvP.
Even FF14 DPS have defensives.
There can be though, just healer has to heal it up instead of relying on dps to push a defensive. Maybe that’s better?
Or there’s externals and group cds.
ATM there’s more moving parts so a higher skill cap and coordination.