I hopes Delves turn into a true end-game parallel rather than a stepping stone

You get 3 gilded from maps every 10-12 bountifuls. I’m amazed they even provide that given the other sources of gilded crests are M+ 9s or mythic raid bosses.

Oh I know about the maps, but +11 delves themselves should be dropping 2 of those crests without maps, you can even keep it so it’s a +11 bountifuls only type of thing there just needs to be a better way besides relying on RNG map drops.

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Bounty maps are the only way, if there was any other way Mplusers and Mythic raider would be spamming the content like crazy lol.

Meh. The same thing was said about M+ and now an M+ only player can reach the same iLevel as a Mythic Raider.

I think adding more Tiers with the highest dropping Hero Track with a Mythic Track Vault piece isn’t a ridiculous ask IMO. There’s still going to be a limit on how many Coffer Keys we can get each week.

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Its funny because since Ion ran the show, the game has become more and more and more and more and more casual.

I wish. Just one time. Yall could be honest.

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The issue is the difficulty / type of difficulty just isn’t comparable. You can make difficult solo content up to a point but there’s only so far it can go without incorporating communication / consistency across a larger number of players.

A T11 delve is not a +10 mythic+ key or a mythic raid boss.

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I agree it would come with some issues of people feeling “forced” to do it etc…but it’s always felt like that for anyone who raids when it came to M+ so I really don’t feel bad at all if that turned out to be the case.

I just think that running delves should enable us to upgrade fully the gear we can obtain from them, without relying on RNG.

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true i also agree with this

Plunderstorm was kind of a blueprint in my eyes of gameplay where everything is avoidable, which I think frees up a lot of design space since you won’t have to worry as much about individual spec constraints. Stuff can still be interruptible and defensives can still be used to ‘ignore’ mechanics in some cases, but at the end of the day you could theoretically do something like ?? Zekvir without ever taking damage at all if he stuck more closely to Plunderstorm’s designs. He’d probably need something like a stacking buff that reduced his ability cooldowns and cast times though to push players to actually execute well.

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they tink we’re crazy tho
:dracthyr_hehe_animated:

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The existence of delves is pretty eye-opening.

In order for solo to be harder every class would need to be kitted out to handle the challenge, atm some breeze through it a lot better than others. Unless the game goes fully ARPG(Which is not happening), solo is just easier compared to groups.

Even Mage Tower could be cheesed once you had very good gear.

Not saying any of this is a bad thing but it is an observation I came to realized.

I was going to say the same thing as Hpellipsis, but they already replied with what I would have said. And they are correct.

It’s not just this though, sure there’s disparity on what each class is capable of so there’s disparity on what each class can be tested on in a given challenge, but there’s also just the type of challenge you can make.

If you’re in a “AI” dungeon for example, and you’re not a healer, you can’t have a healing check because the AI can’t exactly be able to fail it since you have no impact on it. Brann “barely” works because he’s basically a helping hand in what is ultimately a truly solo challenge. Once solo content tries to emulate group content to provide the same style of difficulty, it kinda just falls apart because the AI can no longer fail its assigned roles.

Sure, I’ll keep things honest

Its funny because since Ion ran the show, the game has become more and more and more and more and more casual.
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Because his expansions have been failure after failure, with him basically realizing he has more success by going against his instincts.

You are saying that trying to make the game more casual/solo friendly every expansion has been a failure?

I see what you are saying.

But couldn’t it be possible to say have a DPS player be encouraged to use their defensives assuming the check is designed where it doesn’t guarantee your survival while not being ridiculously brutal?

Granted we had stuff like Stinging Swarm and Burn Away pre-nerf I wish I had the chance to try these fights out on my DPS Warrior.

In myth level content of comparable difficulty it’s typically assumed that players will coordinate that everyone at least has some level of DR alongside healing throughput for each damage event. You’re already at the point where healing alone (Unless overgearing) isn’t going to save you. The difficulty all comes from some aspect of working together.

Biggest meltdown would come from m+ and m raiders I’m betting.
Not needing to group to get good gear would drain participation from both like a leech on a hemophiliac.
Probably why they capped delve rewards at hero in the first place.

606 out of the what 636 cap this season? Just trying to point out hitting 606 isnt as impressive as you make it out to be.

The other issue is that if they raised the difficulty of higher tier delves and add the higher crests, well many classes wouldnt really be able to solo it anymore. Take a rogue for example, no tank spec, hardly any sustain. Realisiticaly it would cause delves to turn into the new dungeons, as people would be required to group to complete, which is the antithesis of what delves were meant to be

I’m saying he began with a stance of making things more hard core and about raiding (WoD) and has basically found compromises along the way that have actually led to improvements. It’s due the failures, especially initial ones, along the way that he learned he needed to make the game more casual friendly.

He learned to make the game better after he made the game worse at times.