I'm a fan of mythic+ but

I’m a big fan of timed runs, but no longer a fan of it being a core gearing process. It is zero fun to pug low keys on an alt with people 20+ item levels higher than me failing basic mechanics.

I’m all for challenging dungeons but the timer is a clear defining factor between a good player and a weekend warrior. Im not a high IO, but I know the mechanics and am really only able to go as fast as my DPS can punch out numbers.

Make challenging dungeons and ditch the timer. I personally love it. However it is glaringly apparent a large majority of the playerbase can’t even handle a simple +2. Let alone a +15.

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Here’s a revolutionary new idea coming to a video game near you:

Join a guild/community and don’t pug.

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I just hate when some of the affix turn up mechanics to 20 out of 10. Tyrannical is a good one. Several bosses have unavoidable damage that makes healers life a living hell. When that damage is multiplied it forces only the top end of meta builds/specs to be viable.

I constantly see prot warriors fall over dead in de other side while dps has to fend for itself staying alive. Pair that with glitchy animations and things get real lame. Just did a HoA tyrannical where the first boss didn’t spin during his lasers but the actual damage hit box did. Lotta deaths there when you can’t even see the mechanics to dodge them. Purple orbs in de other side and some green circles in necro wake have been acting up as well.

That’s a known bug. You can’t really blame the affixes for that. There was a bug on Xav in ToP with storming where if his chains tried to pull you through a tornado it canceled the mechanic and you got left up on the platform while your duel partner got stranded down below until the next one.

But the boss fights are SUPPOSED to be harder. That’s the entire point. Every week that tyrannical happens we get a ton of people dying to mechanics making forum posts about how it’s too hard, when they just need to not die to mechanics.

The average player in WoW has always been terrible.

This isn’t a new thing for mythic+ or shadowlands.

Always more reliable to have a stable group from friends/guild/community.

PuGing has the massive advantage of being able to get a run going for anything at any time, but there are some downsides too.

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I’m just seeing mechanics I know how to do end up being overturned or overly punishing. Some bosses are designed around a certain amount damage or having a smaller health pool. When you change that you fundamentaly break some of these encounters.

Its like old fights that look back on and see they were overly difficult due to bad design like the 2 problem bosses in tempest keep in TBC.

There a difference between challenging and punishing.

Did a +2 in HoA about 2 hours ago. The group almost wiped on the 2nd boss because one of the other dps didn’t do a mechanic right. Matter of fact that dps killed the healer & the 3rd dps, I brezzed the healer, the dps that originally killed the healer died & if dreamwavers ability didn’t save my butt we would have wiped. All because one person didn’t know how to kill gargoyles & killed 2 members in the process. All I can say is thank you dreamweaver & thank you PoF & BoS because that saved the group.

It sounds like you are using the words “overtuned” and “overly punishing” as a deflector rather than focusing on how to improve and overcome.

What hope a boss doesn’t put a bomb on me so I have to jump in the air, while having the ark lightning dot on me, and then having the boss also target my landing zone with a laser so I can’t avoid it. All while having a guaranteed 20% hp bar fall dmg? Yup I knew I should have prayed to rngesus to not target me with every mechanic at the exact same time. What was I thinking.

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Sounds like a perfect time for turtle, or a priest life grip/guardian spirit, or life cocoon, etc.

Most overlaps don’t happen like that though, with none I can think of being an unavoidable death.

Already had to burn turtle because the healer had to dedicate a crap ton of their focus onto the prot warrior tank to keep them past 40% life. Same with exhilarate.

The group was doing the mechanics. The problem was the unavoidable damage paired with dungeons overly punishing, no I’m not using that wrong, some classes.

There are dungeons that certain specs rarely get invited to just because the mechanics make simply taking them a liability. Thats bad design.

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Then how are all these dungeons being timed past +15?

Are they playing a different version of the game than you?

Maybe, hear me out, the combination of your teams individual and collective skill/synergy, along with your current gear levels, was the reason a key wasn’t timed.

Not the dungeon.

I’m not disagreeing with that either. But a 7+ done by any combination of classes as long as mechanics and basic roles should be doable.

Things shouldn’t be designed so a specific combination of classes and abilities is the only way to complete it. If that’s the case why should the classes falling outside that paradigm even exist?

I’m not saying hand me a mythic raid or 15 key or up on a silver platter. But at a certain point even when you things right and still fail the question has to be asked is it the players or the game itself that is an issue?

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Every single class has timed +15s.

Your group composition has absolutely nothing to do with not timing a +7.

I would suggest your team isn’t playing as well, both in mechanic handling and how they are playing their classes, as you think they are.

This isnt meant to be an insult, nobody plays perfectly, just a comment on the idea that blaming the game rather than looking on how we can improve isn’t a great way to overcome a challenge.

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I do thanks. Guildied and friends aren’t always online when I want to play m8. Its idiotic to disregard the fact that the large majority of the player base cant even handle even the lower keys.