What a dumb, bad faith argument. I hope you’re embarrased for even letting that collection of words spittle out of your slack jawed mouth.
But here, I’ll humor you and put it into simple words so you can understand.
I don’t want vanilla dungeons. I want modern dungeons that feel like vanilla dungeons. Meaning, they’re sprawling and feel like a real RPG dungeon crawl.
Was that simple enough for you?
The timer is the only thing that makes it interesting. You’re just individually bad at the game, this is a diary entry.
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Only if they have the same comically unbalanced tuning and dsrawkcabssa pathing as the old dungeons did before years of nerfs and powercreep destroyed them. It’s not going to capture that vanilla “feel” without you getting one-shot out of the blue by some random mechanic that’s got no tell and wondering wtf just happened.
Way to keep your rant focused there, bub.
Fair compromise. I’ll take it. I genuinely do think an element of randomness is important to the experience.
How does removing the timer and therefor putting dungeons effectively back to how they were 20 years ago modernize them?
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Beyond the obvious semantic quibble, it’s still far more popular than delves and raids combined. I would argue that delves serve a subset of the community that was never that interested in keys to begin with.
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Lets be honest with ourselves though. Addons in the past are not what addons are now. The way content is designed, it makes addons both needed and an absurd hurdle. The amount of visual/information clutter and overload has reached a tipping point. Even the difference from Shadowlands to TWW is quite stark.
So you want raid level challenges in dungeons? Should bosses take 6 minutes to kill and you wipe 20 times learning all of the phases?
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This isn’t the slam dunk argument you think it is. M+ is part of the niche retail has carved out for itself in the MMO space; you’ve said it yourself, no other MMO has something like it. Some portion of the players who are choosing to play retail over classic or other MMOs are doing so because that is where they get M+. Remove M+, you remove those players from the game. Meanwhile players who don’t want M+ can already play the other games that have the things you’re suggesting retail should become instead.
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Love this.
When someone complains about mplus it’s “hundreds of people”
But people that likes comes over and it’s the “mplus bros”
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They tried to remove the timer in Diablo 4, but had to add it back in because it was boring without.
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Diablo 4 is boring regardless. Timer or no timer.
The timer doesn’t even matter in diablo 4 because you make everything die easily. It is not an mmo.
Sounds like everything dying easily would be “paradise” in wow.
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It’s just a copy of D3 greater rifts.
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if anything the timer has to become MORE important. DPS needs to matter, or it’s just about surviving damage and that isn’t fun.
You certainly don’t need anything to find groups. The default lfg works just fine.
And personalizing your ui with addons isn’t a bad thing.
Or, we could reduce how quickly it scales, de-couple HP and damage scaling, and bring back extra mechanics as you go up in levels.
“reducing how quickly it scales” is meaningless. It’s still infinitely scaling. There would just be more key levels for no reason diluting the pool of players for any 1 key level.
The idea here is have dungeons be hard because they ask you to do a more difficult set of mechanics, and not because everything 1shots you.
So instead of the current M0 with 3x HP and Damage, change it to M0 with 2.5x HP, 1.75x damage, and 2-3 extra mechanics or existing mechanics that work differently.