I’d rather not spend 20 minutes pre-key debating where to use lust, nor people flipping out even harder that it was used at the “wrong” time.
Really, the trash % simply needs to be more transparent, in a lot of ways. At the very least, show a point of no return %, and make it very obvious if continuing past the next boss will leave you short.
For this, I often just aim for liek say 25% before the 1st boss in a 4 boss dungeon, 33$ in a 3 boss one, knocking off a boss or 2 if it is more instant from the 3rd to 4th boss. Issue I tend to have is in dungeons like halls or or ones where you really need certain % before entering areas, like the necropolis in Necrotci wake.
Blizzard may want it, but most just check sites like raider. io and treat such as gospel anyway. My idea does not remove lust being a choice, but opens it up to match the group’s cadence more then set timers like raider. io has.
It seems the OP wants to find ways to use it more often, which as you said, would change balancing in the game for that amount of change. Not to mention everything else in game would have to accommodate for it and so on… the ripple effect would be huge
Yet that cold easily be their downfall, they look up a route but are unable to adjust due to such routes being rigid.
Well, partially for those that overgear content, but also for those that might have lopsided AoE vs. single target specs or something.
The issue is when group make-up, pathing or whatever chaos the dungeon throws at you skews the timing and everything. The current paths on sites like raider. io are a bit too rigid and assuming ideal group make-up and that e ery thing is in line with how it should be at the key level.
Yeah, but they still have no effect if sated/exausted/etc
It seems some are reducing the idea down to “use lust more often”, which is normal for the forums. I even stated, using an example, that ideally it would NOT result in more lusts, just enable people to shift the timing of it to fit their style or pacing more. If 3 lusts are available due to the timer, it could still easily be 3 lusts but tied more to the pacing of the group more then a stopwatch that says “yo should be here when lust is up again”.
Better idea: Take hero/lust out of mythic+ and scale trash bosses down proportionally. It is too potent an ability groups “need” to build groups around giving the handful of specs that bring it an unfair advantage.
You learn when to use lust real fast playing sham/pres heals because on some pulls if you don’t press it you just die and I think it’s bad game design. I dunno if it’s the needing the mob count that’s the bad design or if it’s the bloodlust.
If I came across that wah, that is either my bad or a misread. My arguement was always less “use lust more:” and more “let lust slot in naturally based on group”
There would still be timer and % needed,
This comes down to balancing, which is better left in the hands of Blizzard
A bit of an extreme, and there are still drums.
This is more why I came up with the idea in the first place, sometimes the gorup pacing leads to misjudging when lust is needed or you wind up blowing it at the wrong time. I still don’t want more lusts in the dungeon, just want the expectation for its use to be more fluid then rigid.
Lust on big dangerous trash pull, which usually is done near the start of the dungeon. Then lust on every boss you can thereafter. Whatever tweaking M+ needs it’s not this.