And yet⌠they swing many buffs / debuffs / mechanics wildly all through the season AND the feedback is almost always given ahead of the launch and ignored. This vicious cycle repeats EVERY time.
The point is simply that whilst this makes it easy to criticize any developer (do note that this is a standard in games, Blizzard is not the unique in this regard) taking this route⌠it is more unpopular to have a game change on you weekly.
So whilst it is popular to meme and pretend to call it âtoo lateâ, the reality is that it is done at what is (usually) the best possible time to do so.
Feedback isnât ignored. If it was, we wouldnât have had any changes ever.
Actual data that players provide is looked at and then compared to what Blizzard has, to see whether the data can be corroborated or if it differs. If it can be corroborated then that feedback is likely to be regarded as a trusted source (for that particular feedback in question - hint: this is why class specialists and guide writers are a thing), whereas if differences exist, then that has be looked at and figured out whether it is faulty data, different data no one considered, or just an anomaly.
No idea if this is exactly how that works at Blizzard but thatâs in laymanâs terms how analyzing data works. Which also helps explain why launch feedback is generally speaking not acted upon: there quite literally exists no data yet, except for what Blizzard has internally. When players get access to the beta and launch, at that point it is a question of priorities and ⌠if stuff isnât broken enough, it is generally speaking better to leave it alone until the next overhaul, which may be a significantly large mid-patch or, whatâs more likely, going to be around the season change.
A tank bust is suppose to be impactful, but not deadly. The tank busters now are deadly if you have zero defenses up. So really the tank buster needs to be built around the idea that no defensive is used but then when a tank buster happens while using a defensive it tickles.
The other side of this are tanks are tanks any more they are wet noodles unless they are using defensives. They should really take a look at the number values of raw mitigation, or just give each tank like 5 more defensives
TBH the only dispel i felt was oppressive to deal with as a healer was the poison on the last boss of Ara Kara. Partly because that boss encourages people to spread out around the room and i main an evoker.
You (meaning anyone, not just OP) would have a really, REALLY hard time convincing me this wasnât done on purpose.
It just feels like the Raid/RWF equivalent of slow and steady nerfs to the raid ⌠just done in M+.
They knew in week1 there would be HUGE nerfs-- it was just a matter of WHEN.
And while any sane, rational person would have said âweek1? week2, at the LATEST!!!â, Blizzard has quietly sat back and said âoh no⌠give it 10+ weeks or so. Drag it out as long as possible. LET THEM SUFFER.â
And people wonder why I donât get all sweaty and push push pshuhhh! early on, when you know the ârealâ version of the game is coming 8+ weeks later.
Itâs a matter of the devs thinking they know better, and now that people are quitting, the stakeholders are forcing the devs to make the changes the playerbase has been asking for
There is a fundamental issue in M+ scaling thatâs preventing Blizzard from understanding and properly testing their own stuff.
They believe our characters improve equally in dmg and survivability with every ilvl we gain, and they make mobs in M+ gain the same buff to their HP and dmg with every key level. In reality our survivability barely increases while our dmg goes up much higher. When blizzard tests in +7, which is the highest they do on average they do not test high keys (if they did we would see changes faster, so they objectively do not do high keys), they think the game is fine because it does look fine for the most part in a +7, then as keys increase the problems become more obvious, but blizzard doesnât see that they just imagine that doing +7 at 610 should perfectly proportionally work fine when doing +14 at 630.
M+ levels should increase monsters dmg by way less than the increase to their HP. And we should reach a point where playing with perfect top imaginable dps and no death doesnât time a key LONG LONG LONG before any unavoidable and/or random one shot happens.
Itâs probably one of two things. The refusal to admit that they made a mistake (which is the main reason Shadowlands was awful), or they knew it was bad but didnât have the resources to make changes. Stubborness or money or a combination of both.
You tanked 10s at 580 ilvl? The only logs I found of your paladin doing your first 10s you were around 620 ilvl, may I see your warrior perhaps? I am just really impressed if this is true.