I’ve been doing both. I want the KSM mount so I’m building a score but after I get it I’m not sure I’ll stick around
you’re a ksm player so it doesn’t seem like the game has to change at all. You reach your goal and quit, regardless of how long it takes.
We missed the “run your own key” that immediately followed your reply on our bingo cards.
Rookie move on our part.
Just finished up my runs for the night…challenger’s peril has got to go, it’s just too punishing. My two copper,
Nah, challenger’s peril is fine, Takes place of stuff like Sanguine.
Rather have sanguine though cause affix > just better play in easier content.
This is the one season I wish they would remove the timer. It serves no purpose at this point
The timer serves a purpose: People are failing else they wouldn’t complain about challenger’s peril.
It’s not so lax that you can wipe three times and still time.
That’s when the timer doesn’t serve a purpose.
The additional ways of trying to shorten it just plainly make it out as the only challenge they can come up with for 5 man content.
I don’t think it can go away. There is literally nothing else that can satisfy the spreadsheeters. They cannot imagine another way of being “tested” to their satisfaction.
Debby doesn’t know what they’re typing, when people are complaining about challenger’s peril, the timer serves a very important purpose. It’s only when it’s cosmetic that it’s pointless.
Like 30 deaths in a key, and STILL timed.
Oh god sanguine, don’t curse at me with that word! lol but no in all seriousness, again in my opinion, something has to give. The dungeons themselves are difficult enough on their own, what with each pack having many priorities. And now we have these xalatath affixes, a couple of which can be very frustrating to deal with, and then increased timer punishment on death. All together it feels like too much. But then again, I am NO mdi player so this is just the opinion of an average player.
As bad as sanguine was it was still better than just slapping extra seconds on a death timer.
Mechanic that requires play versus an obvious threat > mechanic that just means death is extra punishing.
Deaths per key and still timed hasn’t really changed.
More lenient than 20 Neltharus in S2 before the chains madness.
Unfortunately, the only way to “fix” that situation is to make all damage guaranteed. No LOS. No stuns. No kicks. Just pulsing AOE damage and auto-attacks.
Community created issues require community driven solutions. I would recommend finding a guild of players that do high rated M+ content to push rating with.
~shudders~ Side note, did you ever have a run in that place where the chain boss’s chains literally never appeared and he was just in his constant enrage state? I have and it was terrifying.
I did get yelled at today for not Brezzing this DPS player who kept dying. Someone else finally did it and no joke guy comes back to life and runs into fire and stands there for a solid 3 seconds while I’m trying to save him.
He dies again. Group disbands. You have to have a sense of humor to play this game
Yea, I have. You just go next due to it sometimes.
Invisible beams or super fast beams on Emberon is another highlight.
LOL. I see it often. There’s no better keyboard-slamming moment than that.
True. And going back to xalatath’s affixes, I think last week really highlighted some possible problems with them. There are times during bosses, in niche situations, where the balls went off and you really could not deal with them properly. Blizzard could do with some tweaking on them.
Debby I’d like to agree with you more but almost everything you post comes across as credible as a story about cryptid encounters on reddit. It’s like you will have a good point and then follow it up with flat earth theory.
Wild but I dig it.