Legion raids not soloable

i thought there would be a legacy buff for the raids but im doing normal damage and cant even solo heroic anymore

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I’m quite certain that the legacy damage won’t be coming until SL drops. They only have the legacy loot enabled.

I’m confused by you saying you’re doing ‘normal damage’, because when I’m in Legion instances my damage is about 8x higher than normal. Stuff’s definitely dying more quickly than it was in 8.3.

A lot of enemy abilities still seem to be hitting harder than they should be though. It’s probably tuned for level 60 so I don’t expect much if any of those numbers to be changed because players will quickly forget about the problems once they level up in SL and things are back to missing and they have more HP.

I dont understand how youre apparently grtting much higher numbers but im hitting the same numbers i would be on an enemy thats the same level as me. Im pretty sure blizzard said that we would be able to do all the old content we did before during pre patch. Raids on heroic or higher difficulty are now impossible to solo which was easy to do before

Sounds like something’s broken for you then. Simple comparison for me. Breath of the Dying hits for tooltip damage in BfA zones which is about 2400 non-crit. In Legion instances, it hits for 20k non-crit. That’s obviously a damage difference that can only be explained by the legacy buff.

But again, it’s not damage dealt that’s the issue with Legion right now. Like I said, it’s the damage you’re taking that’s the problem. You’re getting hit by more abilities and damage is generally higher than it ‘should be’ because it’s most likely tuned for level 60 instead. And for most players, they’ll be able to do it just fine at level 60 and won’t care if the scaling’s screwed up. It’s how Blizz got away with these same problems in the pre-BfA squish. Folks leveled up and no longer cared because it didn’t affect them anymore.

Per normal rules, there won’t be any Legacy damage buff enabled for Legion raids until we hit level 51.

In the old system, Legacy damage buffs would kick in at 11 levels past the content (so at 120, we had nothing, at 121, we would have). AFAIK post-squish they’re still following the same rule.

It’s probably tuned for level 60

This is utter nonsense that you’ve pulled out of your backside. Why the hell would Legion raids, which are now level 45 content, be TUNED for level 60?

Feel free to make the argument that they’ve missed a few things in the squish, but this ain’t it.

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When I said ‘tuned’, I obviously meant in the context of it being old content. Or to put it another way, it’s ‘tuned’ to be effortless for level 60 players. Level 50 isn’t the max level anymore, so they don’t really care about making sure that things got squished 1:1 relative to level 50s. Most of the players who run old content won’t care either, since they typically do it at max level. A lot of the current issues won’t be issues at max level.

As far as the legacy buff goes…you read the top part of my post, right? Clearly, the damage portion of the legacy buff is active in Legion instances right now. But if you can find another explanation for why my stuff hits 8x harder when I’m running a Legion raid, let’s hear it! More likely you won’t come back with an answer for that one though and just pick one sentence from this post to pick apart again.

isn’t intelligence supposed to be your main stat? :wink: the point of this post is that blizzard said we would be able to do the old content we already did during pre patch. we cannot do the content so there is a problem, i honestly dont care about the numbers and the technicalities and who its tuned for.

ps. since you think damage isnt a problem and its just the damage youre taking that is the problem, go into heroic or mythic tomb of sargeras and tell me how long it takes you to kill the first boss, the low damage we’re doing is definitely a problem.

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How exactly are you envisioning this worked out?

I’m a dev in charge of the squish, so to do this and test it out I create a level 60 template and go one-by-one to go “Let’s make sure these things don’t oneshot this character”? But wait, I’ve forgotten the simple fact I could have just created a level 50 template and done the same thing, and by extension it would have been effortless for the level 60 as well?

Or even better, done this for level 45, so by extension that would have covered the actual level range, as well as level 50 and level 60?

(Mind you, this isn’t how devving actually works, or how a dev would have done it, but I’m illustrating the point).

As far as the legacy buff goes…you read the top part of my post, right?

The post which I didn’t quote, which you seem to have posted 2 minutes before mine, so quite probably after I started typing on the new post? Damn, how could I possibly have missed that?

If there is a Legacy damage buff active, that’s probably good, but I probably wouldn’t use Breath of the Dying to test that. It’s an ability that scales with procs that tends to activate at the start of a fight, and has a 200% damage modifier under a certain condition. That could easily account for skewed numbers.

If I’m free later, I’ll probably go check using Ret Consecrate ticks or something.
Of course, if there’s a bug causing it not to apply for certain people, that’s going to change things up too.

I already pointed out that we’re not doing ‘low damage’, and I’ve seen it myself in-game. Damage relative to enemy health is more or less the same as it was in 8.3. Depending on gear level, class/spec changes, and how invested the character was in the corruption system, there’ll be some variance. The one thing I’ll concede is that Blizz most likely didn’t bring additional ‘nerfs’ to old content to account for players being used to corruption, unlike what they seem to be doing for BfA/8.3 content. But outside of that, the scaling as far as use dealing damage to stuff seems to have been done pretty well from what I’ve seen over the past couple days when I’ve been running through Legion content.

What isn’t right currently is the damage we take. It’s harder to survive because of the increased damage intake. Another example! Been running mythic Antorus with a few guildies for the past several months. Aggramar’s a pain in the butt (or at least, the biggest one in the instance). If we let all the adds explode on him in 8.3, big damage, but survivable. Now in the prepatch, that’s a wipe for sure. It doesn’t even take all the adds exploding to kill us. But the funny thing about it is, I look at the numbers and realize yeah, at level 60, it’d be pretty much back to how it was in 8.3. Big damage, but survivable. Of course I’m just speculating and have some confirmation bias going on here, but it really looks like damage only got squished to make sure it’s not an issue for max level players, at least as far as old content goes. Whether or not that goes against what Blizz said…well, they said the same thing pre-BfA, and the reality was pretty much the same as it is here. Stuff didn’t get squished properly for 110s, but it was no longer an issue for 120s. Wasn’t really an issue for players either, once they were able to start leveling again.

You’re right, my response to that bit was under false pretenses. Turns out I should’ve read more closely myself, as the bit you quoted wasn’t from the post directly above yours.

Both of the casts were openers! The r3 proc wasn’t active for either one, and in any case, there isn’t really any normal combination of buffs that’s going to let BotD hit for 20k in BfA content. Especially not while solo!

Probably one major difference from previous squish failures is that we had a limited-time pre-patch. Right now, this one is indefinite while the expansion continues to be worked on, so issues at level 50 are going to be the foreseeable future.

As far as the examples like Aggrammar, I think that’s probably effectively coincidence*. Especially in combination with the fact that level 50 to level 60 scaling is going to be the weirdest for player health - we’re currently using Azerite that has inflated Stamina values, as well as inflated ilvl Cloak and Neck, but we’ll be swapping those pieces out at level 60. This expansion is going to be the lowest increase in survivability while levelling of any expansion.

Bear in mind of course, that just because a Legacy damage buff has been activated, that doesn’t mean we’re NOT doing less relative damage. If we’re actually getting 8x damage, but the Legion raid boss has 16x more relative health, that breaks the balance.

*Especially considering a lot of the other squish issues work downward, e.g. Sha of Doubt at level 10. Or are a bigger disparity, e.g. Flame Lev being broken.

Both of the casts were openers! The r3 proc wasn’t active for either one, and in any case, there isn’t really any normal combination of buffs that’s going to let BotD hit for 20k in BfA content. Especially not while solo!

Oh yeah, I’m not doubting you at all. Just offered a possible explanation, and a reasoning for why a different spell is best to rule out any unintentional skewing (and depending on class I’ve seen huge variance on that ability). That’s why I went to Ret Consecrate, it has basically no modifiers, does piddly all, and has almost no variance. Other things I’ll probably test are whether it’s applying to pets properly.

I dunno…as far as being able to damage stuff, it really does seem to be more or less the same. Of course, I’m saying this as a shadow priest, one of the most modified specs in this patch…but I figured taking a look at a group activity as well would somewhat account for that. The only stuff my guild group noticed in our weekly mythic Legion runs is that we had to pay a bit more attention to some mechanics because of the damage, but stuff wasn’t really taking any longer to kill. It’s really unlikely Blizz got it exactly right, but in a practical sense at least, kill speed doesn’t look like it got any worse.

The survivability/defensive side of things looks like the real sticking point here. Most damage could just be shrugged off in 8.3, outside of explicit one-shot mechanics and stacking/tank swap debuffs that some gear levels might not be able to outpace. Now, pretty much everything has to be considered and avoidable mechanics in particular seem to be the most painful stuff. Those exploding adds on Aggramar; Imonar’s (red) mines during his bridge phases; even the DoT from getting hit by Argus’ scythes in the last phase killed a few people after the fight was over because we weren’t expecting it to tick so hard. This was just Antorus though, and just one run at that. But even that one run was enough to see that there’s definitely a huge gap between damage output vs survivability compared to 8.3, which is why I’m trying to point out that only half of the squish seems to be the majority of the problem here!

Also, good point about the stamina! Perhaps being level 60 isn’t going to be the ‘solution’ I thought it would be, as I’d forgotten to consider that. SL doesn’t have similar stamina increases anywhere? I’m not planning to play, so I haven’t really looked…

I think that’s going to be even more of a distraction. In doing stuff as a group, you have access to tools that a solo player probably isn’t using ( class buffs, Hero unless you’re a Hero class, a greater range of interrupts/stuns etc.), as well as damage being focused on tanks or mechanics being spread out among people as opposed to being solo and just having to eat autoattack damage and both mechanics aimed at tanks and mechanics aimed at other roles.

And especially if it’s a class that has to sacrifice resources/damage to boost survivability, it’s going to take even longer, so it’s not a 1:1 on saying “Damage is fine, survivability is not”. Similarly, the more you do damage, the faster you can push past mechanics or phases and never encounter them, so when solo a relatively smallish decrease in damage can mean a large survivability hit, which if you compensate for could mean even less damage dealt, leading to a larger mechanics deal, etc.

Like I said early on though, I’m not just looking it it after the squish. I’m comparing it to before the squish as well! This guild group has been running this stuff for the past few months. Going into the prepatch, we aren’t noticing any negative differences in kill speed, only in damage taken. If it was the case that, say, now we have to deal with Aggramar’s Taeshalach Techniques because we can’t do enough DPS to skip them anymore, or we wipe on Gul’dan now because we all get chain-stunned by parasites in the Demon Within phase instead of killing him before they go out, I could see that maybe some damage was lost. But that’s not the case! We’re just losing more health along the way while we’re killing stuff. That’s why I think it’s just survivability that’s the problem, not damage. Damage output seems relatively the same between 8.3 and 9.0.

Damage output seems relatively the same between 8.3 and 9.0.

You’re missing the point. I’m throwing out the possibility that as a group, you have a greater variety of tools that allows you to use group synergy to do a similar amount of damage, or have a more even spread of nerfed/buffed classes, which isn’t the same as when you’re solo. You also have a more even spread of variance, e.g. luck with procs.

And, if you’re measuring based on phases or mechanics encountered, you may be having an effect that isn’t noticed, e.g. If it takes 30 seconds for a phase mechanic to pop up, and you previously did it in 22 seconds, and now you’re doing it in 28 seconds, you’re still slower, just not to a degree that affects you.

To illustrate a different aspect of that too, let’s say you have a mechanic that stuns 1 in 5 players. As a group of 5, one player gets stunned, the others are doing damage, so you’re keeping up ~80% of damage. As a solo player, you’re losing 100% of damage. You can’t use a comparison of the former pre/post patch to the latter pre/post patch, because the two are affected very differently.

So…for reference I was able to solo M NH in 8.2 and and up to M Avatar…I can no longer solo M Guldan and I barely beat the easy TOS bosses now…

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ran normal antorus last night with some guildies. all of us are 50. was doing 15k dps on the bosses as a bm hunter. that’s not what i normally do obviously.

The only boss I get up to and then stuck in Normal Antorus now is Coven of Shivarra, and that’s because of the 99% damage reduction buff. Heroic Kil’jaeden was a lot more sketchy in terms of damage taken, so I’d imagine a class without decent self-heals and mitigation might find it troubling.

Mythic EN worked out, but I skipped a few bosses because I have the skip available. Xavius was a bit dicey, the burst window is fairly tight and I made it with <1 second to spare. Haven’t tried Mythic Nighthold yet.

I didn’t read the whole conversation, so I’m sorry if this has been brought up.

Make sure you’re not in Chromie time version of Legion. I made this mistake the other day

Chromie Time is not relevant to level 50’s. In fact, alts that hit level 50 are pretty much instantly dragged out and ported to Stormwind.