Keys are far too easy, timer wise. People are timing +22s with 20+ deaths. These people are in 23 keys with no idea what’s going on.
These bosses are SO messed up at the moment. The fact that everbloom 3rd and 4th boss exist in it’s current state is wild. Not even to mention the DotI bosses.
People time Fall with 30 deaths because they’re dying 30 times in JUST THE PORTAL AREA alone. But the timer is cosmetic.
I get that people like the “ease of the timer” this season, but it means that we’re bound to timing keys by living and surviving rather than dps (hello aug is wonderful for living) but the tree boss in WM is a perfect example. These are fort bosses, in a 23, doing ~60% of your health with a defensive in one game tick.
When the timer is tighter it allows for less punishing game mechanics but tighter DPS checks. Which I would rather prefer than just relying on your healer/aug to carry the key because your damage legit doesn’t matter whatsoever. You can time any of these keys with 20+ deaths in +20 keys.
I’m normally pretty positive about M+ in general, but this might be one of the worst seasons in terms of dungeon balance I have ever experienced in the mid 20s range.
The skill gap between players in pugs is wild. People don’t press defensives and now they’re hitting a hard wall at the 24 range where they didn’t learn legit anything from +20-22s and are getting stomped because the key is legit just too easy in the lower 20s.
I don’t see a problem with this. Eventually, players will get to a point where the key does pose a challenge. That’s the nature of infinitely scaling content.
Could you elaborate on this? Why is this a problem?
One key level is impossible and the one before is FAR too easy. And at current progression it’s at 27s for some odd reason. You can EASILY get to 25s, this is the problem. There’s no journey, the dungeons don’t push back. But then u hit 26s, and your just dead. There’s no inbetween.
These people should not be in 23 keys when they timed a 22 with 40 deaths because the timer doesn’t exist.
S1 had nice progression minus CoS / SMBG.
The keys were tight timer wise. Nobody wants to play a key that is bound by surviving specifically and NOT damage. It’s why they can’t nerf dungeon bosses because then the dungeons legit don’t push back.
I don’t know what you mean by Everbloom bosses are fine but I assume you haven’t done it at a key level that pushes back yet.
Oh, the salvo just kills people. On the third boss. The fourth boss there’s an overlap with the ad swipe + the colossus smash that just kills people on FORT.
But yes, in general currently keys there’s no inbetween. That’s what the 25 key range was generally in last season.
20s are just too easy imo. It’s not really a problem for any reason other than blizzard can’t nerf these bosses or else the dungeons just fall over. That’s the main problem with the season imo. Survival being the main issue doesn’t allow blizzy room to nerf the dungeons to make them not demonic. Because the timer just doesn’t exist.
Even in 27s last season I could live thru unavoidable damage. And that was a 27 key. The bosses just didn’t do ~60% of your health in 1 unavoidable tick on fort.
i am only breaking into the teens this season, but people are doing so much damage that mechanics hardly matter outside of the chromie first soak bubble, which you just cant escape, or tyr’s orbs in Rise.
but complaining about mythic pugs is sort of ridiculous. pugs are pugs. windshields and a bugs.
It feels like if the group has a good comp that uses CC well and locks down mobs, healing is easy and maybe even fun. Then it suddenly gets super hard and stressful (and usually someone just dies) once casts start going off. It seems like aug is still required for both the healing buffs and zephyr but also because they increase CC taken, a group without aug is now unacceptable for me as a healer. So I agree with your post. I would add that dps can no longer tunnel, they must CC extremely well, top priority, or die. If you get two tunnel dps in the group, it’s over.