Viable isn’t the same as required. The correct solution to that scenario is to save the Bloodlust for the encounter where it does the most good.
Nope. I know it sounds super smart to say “damage profile” but it’s just because you wildly outgear the key level you’re doing, which is already easy.
Nope, you are jsut refusing to see the connection, I.E. peopel won’t do rely on websites later because they adust, but not everyone will.
Correct, but that is not going to be the same fore every group.
Uh, you are aware I am talking abotu the upper end of acheivement levels, right, the zone that, until reset, is hard to out gear unless you are doing mythic raids or have been doing high M+ since the start, right?
I know it “sonds smart” to say you just out gear, but some of these thigns are based on what the poster actually lived in.
System is perfectly fine as it is.
If you blow Bloodlust on trash, then wipe on the boss because Bloodlust wasn’t available, the solution is to hold it for the boss. Especially if you’re only lusting the trash so you can burn it down a little faster.
Then they can do that now.
Oh, it might be, but it also rewards adaptability, which most don;t seem to think ahout
again, correct, but it falls to the group make up and everthing, whcih is all I am trying to get acroos, lust usage should be based in part on group situation.
Yes, they CAN, but thye WON’T, even my idea might not make soem of them change, but when faced with a more tangible reward for adapting, more might just do so.
So, in summary, you acknowledge that your idea is bad, and unnecessary, and won’t solve anything.
What is the tangible reward?
I feel like that would make it so that only Hunters, Mages, Evokers, and Shaman could get invites for DPS/Healer slots in pugs, thus making paladins/druids/DKs as the only tanks.
Nope, that is just your take, at most I wil admit my idea is not the best, but is born ot of the idea that everythign you listed or said people can do, most people DON’T, they follow the static plans from sites liek raider. io and don’;t even think of adapting them even a little to theri group. To put it one way, I likley would not suggest it if people did as you said.
better pulls, better pacing, more timed keys so more rating
Good point Caps, but that also leans into the fact that some of the issue is how lust is treated by the community, but then how many groups try for at least 1 lust class as is? even with the idea, you don’t relly need more then 1 lust class in the group unless you were tring to game the system.
In another topic, I posted 4 As about running dungeons:
Assess the situation
Adapt on the fly
Adjust for future runs
Acknowledge that dungeons are more dynamic in execution in that there might indeed be a “best” way but other ways can work just as well, or better, depending on the group.
If these 4 As were followed, ideas like this one might not see the light of day, but since most don’t follow them, and are more likely to follow BAD
Blame
Accuse
Distract
Ideas like this one, for all their faults, come into being as most see that the only real fix,since players won’t think a bit outside the box, is to change the system in some way.
Something can’t be best and “work better” for different comp. There is optimal and there is what is viable. Plain and simple.
Mythic+ is a gigantic math problem. Trash gives X percent, has Y health, does Z damage, has Q mechanics that need attention, etc. There is absolutely a “best” route and a pacing for that route that can safely be handled by groups until it is, quite literally, mathematically impossible to “win”.
And then there is what is viable. A viable route can absolutely include the “optimal” packs but done slower or extra pulls or suboptimal packs and at low enough key levels gear and skill can brute force past the suboptimization of the route.
There is no confusing this fact and accepting it as truth builds the foundation for players, pugs and static groups alike, to get better and push farther than what simple brute force and “YOLO” tactics would lead to.
I 100% agree the content the literal 99.9% play at (well less but certainly an extreme majority) can ABSOLUTELY have your cute acronyms in mind and largely be successful but there is a reason why “the meta” is the meta and why the top runs WILL look damn near identical to each other…because it works.
No different than MANY different games that speed running communities build around. True new tech sometimes gets discovered and even new strats evolved but EVENTUALLY a game more or less gets solved and speed runners get down to microseconds of optimizations that lead to a cumulative seconds, if that, of difference between top runners and their times.
And hero/lust, as a tool, needs to be treated as such. 100% MANY groups are just lazy AF and hold it for bosses because that is what has been ingrained in their feeble little minds since their earliest days and indeed in most any given key, that is “viable”…meaning it CAN work because their is so much potential slack that suboptimal hero/lust usage is NOT the breaking point…but indeed even at resil key levels, most groups WILL be pushing it on first pull and WILL reset the run if it goes south because the entire flow of the dungeon is just gone if that one singular pull doesn’t go as the simulations foretold and trying to adjust or compensate is just juice not worth the squeeze…especially with resil keys which are just free to run back.
Sure it can, optimal or best tends to assume perfect execution, that is all. Works better for a different comp can just mean that, for the group, it is easier for them to execute cleanly.
Meta pathing for meta groups, not saying this is true across all high keys, but like yo usaid, the higher one goes, the more not jsut the pathing, but also the gorup make up, starts to look the same. For most, Meat is not an issue till 14s at the lowest, and more likely to be 16s and above.
Agreed, really, I have little issue with lusting 1st pull it is just I tend to notice when such is used, and that pull goes fine and seems like it would have gone similar without lust then something happens later on that spoils the key that might have been prevented if lust was held.
Oh, and as far as my “cute acronyms” as you called them, sure they might be more for keys up to 13s, but they can also show why sometimes the meta shifts in execution (the 4 As) and the other one (BAD) is just pug culture in a nutshell,
Just adding this to my last post, instead of making another one: Fact of the matter is, on any 1st boss this season, if there is a reason for wanting lust, it is based more on lack of group discipline then actually needing lust as more then a speed up. Only 2 bosses are potentially more then a slog without lust, Halkias and Avanoxx (1st boss of Ara’Kara) With Halkias, it is lack of discipline with the glass shards, witn Avonoxx it is more due to the adds, eithe rredicing poteantial add spawns or failing to get them down in a timely manner,