Thats the problem the end goal moved so far form the start it lap itself into a more complex road every lap. Its gotten to much and it loss that simple feeling of you figured it out without worrying about being call out for standing 2 yards out a aoe
This is basically every game. Its not easy to predict how a meta or âcorrectâ way of playing your game will be like.
The thing about wow is that its players are very reward oriented and the difficulty is largely knowledge checks. If you dont go and research the instances youll fail the knowledge checks while playing the game and in pugs thats not really acceptable.
Since the assumption when joining a group, unless stated otherwise, is that you are capable of easily clearing the content. It creates a lot of friction between people willing to do outside research and those not.
The game is âknowledge checksâ over learning the content. The game shouldnt 90% reading about the content to do it the âcorrectâ way.
the game should be doing the content to be fun part and learn to do it.
This why people dislike M+ because its knowledge hole that you canât jump in and learn on the fly. People expects people to know ahead of the time. Even if its your first 2.
Itâs incredibly ironic to me that you used smolderon for this example of long choreography fights when the entire fight just repeats itself 4x. Youâve seen every mechanic 1 minute into the fight
The problem is that your first time running +7 x dungeon is someones 20th and they dont (understandably frankly) have the patience to see someone mess up y knowledge check that takes 0 mechanical or logical skill to solve.
Like tbh its a bad situation for new or very casual players but the game could never evolve in any other way.
We have to do these instances dozens of times to get the rewards we want. We get good at doing them efficiently, we play with others like us and expect that efficiency as a baseline.
You donât solve this problem by changing how instances or specs play, but by changing the reward structure and the stakes of the content.
Unfortunately that is not really possible considering the clear goals of maximizing statistics by whoever actually controls blizzard game design.
You donât solve this problem by changing how instances or specs play, but by changing the reward structure and the stakes of the content.
Having better stepping stones to have people learn early on in heroic dungeons that mechs matter. than having m+ higher in difficulty where those causal players canât jump into content they clearly not ready for. Because delves let people skip the 2-6 range all together never understand the knowledge needed to do them.
Yeah imo the problem is that low level wow content is digustingly easy. And requires basically one player to know what to do to carry an entire group.
Every few levels of m+ people discover a new mechanic that rekts them because they were allowed to ignore it in the previous difficulties. Im not sure how that gets fixed or if it needs to be but it definitely contributes to this.
Its not a good system for people who want to just play the game because dying is such a massive loss to ur group.
Its not a good system for people who want to just play the game because dying is such a massive loss to ur group.
thats true. Someone id a post that seem good on paper and has the best idea i seen on here
With the news of the timer/Death counter. Than they should move everything together. It would fix most of the hard set problems with M+. After you hit 70 Normal dungeons should as hard as M0s. The only gear you can get form T8 delvels to fix the jumping in at 7s for the casual players. Heroic dungeons should be around (M+6-8) M+ now. You have to unlock each level of dungeon before you move up for EACH dungeon. Mythic 0s starts at (M+ 10-12) Every level of difficulty have the same mechs just âŚ
its not perfect but fixes some the âknowladge checksâ and jumping .
Thaddeus was much more satisfying to me than Smolderon. Itâs been years since I killed a mythic boss and felt anything besides relief that it was over.
Their new âprivate aurasâ bugaboo isnât helping.
Ion just seems determined to make raiding as miserable as possible. Heâs been doing it since he took over.
Having better stepping stones to have people learn early on in heroic dungeons that mechs matter.
Or people can just do Mythic 0 since actual mechanics between Mythic 0 and Mythic+ are exactly the same lol.
Without the Chinese website âwowheadâ, the game would have died a long time ago.
It was mmo-champion before that. I mean, most MMOs have a version.
Yes.
Mastery is poorly explained and stat importance is not readily available.
The reliance on third-party tools such as SimCraft, WeakAuras and DBM to parse information an understandable manner to the player is another sign.
When it comes to non-combat related issues - the crafting system is not very intuitive, poorly explained, and so easy to mess up with no recourse to correct it without massive effort to undo the changes, to the point theyâre largely irrelevant.
The game lacks standardization when it comes to many things - some classes get an interrupt baseline, some donât. When they get it also changes - 6, 8, 14, 28, etc. And because all zones are level syncâd, and they canât guarantee youâll have a certain ability, all levelling content is therefor trivial and doesnât strive to teach you the importance of CC, interrupts, and so on. This leads to players incorrectly thinking they only matter in PvP and forms bad habits.
In game resources exist, but thereâs no actual signposting to tell you where they are and how to understand them. You arenât even shown the Adventure Guide which contains a wealth of information in mostly understandable format.
Useful skills are rarely referenced or ingrained, like kiting, strafing vs backpedalling, and even nuanced things like - Outlaw rogues want a dagger offhand for energy procs because speed = energy = more damage.
I donât think thereâs anything wrong with the endgame being arcane and difficult to figure out. If the game is fun players will be naturally inclined to learn more about it and learning more is fun.
But I understand your frustration though because we jam every new player into the endgame and most of the playerbase are twenty year vets who expect everyone to be on their level.
Or people can just do Mythic 0 since actual mechanics between Mythic 0 and Mythic+ are exactly the same lol.
Because the difficulty and reward is over when m+ starts so no one need to do m0s. Making all difficulties the same mechs and require some skill earlier on will made people learn over more longer pool and not just in a timed run.
Yeah but that will never happen so itâs kind of pointless to even talk about. Anything that is queueable is push over because otherwise the âcasuals,â as they like to call themselves, cry bloody murder. If they die or have any friction to leveling their 87th character, itâs straight to the forums/social media to cry and complain to Blizzard.
If they die or have any friction to leveling their 87th character, itâs straight to the forums/social media to cry and complain to Blizzard.
they do that now. The idea is that only max level will change. Pointless? So you want people to have a deal with people yelling at them in content they are clearly not ready for? The knowledge check for m+ is ready an outside website. Thats not content or fun for anyone.
Any queueable is where the causal player should be but still be challenge for them. M+ should be for the people who has the knowledge form the context form the early difficulties. If that person never learns than we have those people who donât interrupts or stuns. They donât understand the oneshots because they didnât learn it early. We all seen that player and becomes toxic on both ends.
With the news of the timer/Death counter. Than they should move everything together. It would fix most of the hard set problems with M+. After you hit 70 Normal dungeons should as hard as M0s. The only gear you can get form T8 delvels to fix the jumping in at 7s for the casual players. Heroic dungeons should be around (M+6-8) M+ now. You have to unlock each level of dungeon before you move up for EACH dungeon. Mythic 0s starts at (M+ 10-12) Every level of difficulty have the same mechs just âŚ
not fully finish but has the best outcome for the casual player and the pushers.
Imagine making a game that employs 3D modeling to render objects on your screens, designing all the pretty animations, programming all the visuals for the spells, and after all that effort, failing to design in such a way that communicates how the mechanics work.
Like making a 2-hour movie that just says go read the book.
The Dungeon Journal seems to have become an excuse for designers to get away with making convoluted, poorly conveyed mechanics instead of figuring out how to design challenging encounters that donât lean on 10 people trying to play co-op musical chairs within unreasonable execution windows.
Voice comms is not a good tool for making 8 people simultaneously communicate random positional choices inside very time windows. I feel like Iâm taking crazy pills just having to point that out to the encounter designers. How they expected that to work consistently on Broodtwister boggles my mind.
Itâs incredibly ironic to me that you used smolderon for this example of long choreography fights when the entire fight just repeats itself 4x. Youâve seen every mechanic 1 minute into the fight
I wish I was as equally amused by being paraphrased incorrectly if not completely misunderstood, at best, or at worst misrepresented.
Smolderon is a 6 minute fight dominated by positioning and dodging in time, and all the cues are red on a red background with a red floor in a red room fighting a red boss. None of the mechanics are particularly hard, the âdifficultyâ is dealing with the constant deluge for the entire time without mistake. Without missing a beat. It is exactly the kind of fight I referenced in the middle of my statement. The âuniquenessâ of the individual mechanics was never mentioned, as itâs completely irrelevant.
But thatâs not how I used it in the paragraph where it actually appeared. It was a contrasting example to an older boss that took a lot of guilds a while to âget rightâ. Thaddeusâs mechanics were intuitive and interesting, and completely doable at competitive kill times without addons of any kind, compared to Smolderon, a recent âlate tierâ boss whoâs mechanics were handled by a macro manually triggering a weak aura to coordinate a pass/fail timing mechanic and a healing check that all but required a very specific comp (we were world 4th to kill it without a disc or Mistweaver, for example, and we were like ~800th to get there).
Their new âprivate aurasâ bugaboo isnât helping.
Ion just seems determined to make raiding as miserable as possible. Heâs been doing it since he took over.
They should just design and playtest the fights with the stock UI. This ever evolving fight with addon developers sucks the life out of raiding. âToday, weâre gonna pull the boss a bunch of times so we can make sure everyoneâs weak auras work togetherâ is the worst kind of progression.
Iâm interested to see how much they âclaw backâ with this tier. Private auras were a bust for predictable reasons.
Either way, sites like this are pretty much required to complete a lot of quests/etc.