I really like Delves, but

No he does not. I barely have to pay attention to him and mostly heal him with instant casts. One holy word serenity brings him to near full.

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I would like more puzzles and platforming. Something that isn’t just - “Enter room, kill mobs, rinse and repeat”. Like, have a room where you have to use the rock grappling mechanic from those Explorer’s WQs to reach a button or lever to open the door… or collect fragments of a mcguffin to put in a slot to open the door all Indiana Jones’ style.

Throw in some Mario style platforming to reach an exit, too.

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:scream: Devil himself is afraid of these kind of heresy
Kill
it
With
Fire

If two healers having a hard time keeping him alive, they are clearly doing something wrong.

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Yeah, they should probably switch to a DPS spec and run the single button assistant.

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Personally I’d love if it delves had less mobs and more well done bosses. Fighting through hordes of mobs gets tedious.

They are fine as long they are not sponges.
Thats why i suggested for them to be weaker and focus more on bosses.

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My only concern is bosses becoming too much of damage sponges. Thats why I was suggesting more bosses less mobs.

Weaker monsters, more bosses, but weaker, that sounds good!!! definitely a lot better than collect clickable things and kill sponges. Agreed 100%

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I really enjoyed the Fungal Folly storyline I did last night/this am that I had never done before. You charge up some excavators with 9 batteries or something like that. It was super easy and "gasp!’ Kind of fun.

I’ve never felt like I’ve backtracked in a delve. They’re mostly linear. I think you just have bad pathing.

Clicking stuff is bad? I mean you can just bind your interact key if you hate clicking. I personally like finding hidden things, it’s like playing eye spy.

Woah, woah, woah. If you don’t like dodging stuff I would kindly suggest that your problem is with WoW and not delves. All end game content requires you to dodge puddles.

Again, it seems like your only suggestion here is to turn delves into a bunch of target dummies. If you have suggestions for better objectives I think that would be much more productive than saying you hate everything that makes delves more interesting than pressing your rotation.

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i have not noticed a real difference with the garbage belt.

Depending on the story, Dread Pit and Underkeep can have you backtrack to complete an objective or run back to the entrance to fight the end boss.

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Repair a robot 3 pieces of energy., you objectively have to go back to the robot to energize him.

Kill a boss that spawns right at start of the delve, move through cannons etc.

Pick ballista ammunitions and boxes, double corridors, you have to go back to clear the other corridor.

Be sure to pick EVERY clickable objective otherwise you have to go back to click them.

If you say “theres no backtracking in delves” you are lying.

TERRIBLE.
Its fine to open a door, but its HORRIBLE if you have to click through the whole dungeon.

Click ammuntion, click to reload ballista, click ballista AGAIN to shoot
3 seconds loading time to interact all the time.

Click candle, click to put candle, click to pick candle… holy lord.

Dodging certain skills is VERY different from doding puddles whole course of the content and on top of that dodging bosses skills.

Again, that’s all of wow. Tons of bosses require you to not stand in frontals. Lot’s of mobs have frontals, chase mechanics, etc.

IDK all of your complaints are incredibly minor, and removing them would again just turn delves into an even lamer version of torghast. It’s very clear that the WoW player base does not want a solo target dummy sesh.

IMO all of the things you mentioned add flavor and dynamic decision making that makes the game feel more like an RPG than a loot fest. I like Brann doing a bad job and shouting flavor tex to me. I like helping the little kobolds.

What I think you and a lot of people miss is that delves provide an introduction to WoW in a safe environment. WoW group content is notoriously hard to get into for a new player. Delves bridge the gap between quests that require no effort and m+ that requires you to have some game knowledge about pulling packs, dealing with boss mechanics, and dodging stuff/interrupting stuff. Delves do a fantastic job of that, they fall off at higher ilvls because the intention is that they don’t invalidate group content.

The only thing I agree with here is that some of the dungeon mechanics were annoying, but I think they are continuing to iterate and the newer delves have really only been improvements over v1. It’s ok for v1 to not be perfect.

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Horrific visions is a very good example on how to make objectives fun.

Click ammuntion, click reload ballista, click to shot ballista is a very good example on how to make objectives BAD.

Traps were burden at start. But as soon as you upgrade your Console Tree, Traps becomes BUFFS and you stack them to be able to speedrun the OC Delve.

``https://youtu.be/lVgBPYbfP1Q’’

How about spinning flames in a dark room? are they buffs?

Max the tree and run T11 OCs. You’ll notice it.

So, while I would definitely like to see delves behave more like dungeons (i.e. you fight your way through 2-3 bosses before hitting the final boss), I definitely don’t think the traps should go. The objectives, however, can bugger off. Just let me murder some enemies while dodging traps.

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