The death affix is a miss. It just is. Trying to patch the dungeons to boost the times just highlights that the affix itself is flawed. The other sub 12 affixes were largely fine. Some of them were more annoying than others but I liked how instead of just “things to make the dungeon harder” there was a component of making you stronger in them.
That being said the jump between 11 and 12 is massive. Its basically feels like going up almost 3 key levels. This is also problematic.
From a meta perspective it seems Blizzard has yet to understand why Aug is so great in high keys. Spoiler it is because if you can bring almost the same damage as a DPS while boosting group survival you are going to be key to pushing even higher. Until they address that elephant Aug, which has been mandatory for 4 seasons now, will show no signs of slowing down.
Court was atleast a far quicker run though. CoT is a just a terrible dungeon from start to finish.
You know, that’s something I hadn’t considered before. M+ tuning has been making the dungeons significantly harder, and I wonder how much of it can be blamed on the addition of Augmentation to the game.
Not only does it boost group survival, it brings a ton of additional utility/CC. Knock-ups/backs with racials, Upheavel, etc. They went out of their way specifically to change how CC interacts with mobs, and I wonder if Aug is also partially to blame here as well… I know in the grand scheme of things all of this utility boosts group survival, but it’s in addition to their main kit (Blistering Scales, Prescience, etc) where the disparity continues to grow.
Hardest part of COT is the first boss. I dislike the design, then the roleplay section afterward.
In term of damage or mechanics? I dont find it quite it as hard. My groups that struggled struggled on last one mostly.
I find first boss mechanically difficult to play.
Last boss will be something to figure out if I fail there, but it’ll be a fun process at least. Rotating defensives / healing cooldowns.
Whereas first boss is hoping orbs don’t hit you (more or less.)
Anecdotally speaking, I have had more groups fall apart/fail in COT due to the first boss than the last one.
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Groups fall apart on trash, on first boss, on roleplay segment usually.
I agree. Last boss is the easiest in CoT. Just have to keep moving.
I agree with most of the feedback, but i fear what blizz plans to do in order to remedy the issue… Delves do have a HUGE impact on lower keys, it’s not a bad thing, but it makes me wonder if they’re just going to do a ‘crunch’ and disregard all M+1-6, then just have +2 start at the difficulty of a 7… attempting to put an AWFUL streamline of gear acquisition from world content > delves > M+/Raid. Wouldn’t be the first time they used the ‘blanket’ approach that was objectively worse than the previous rendition.
The 11 to 12 jump is horrible for pugging
I think delves have been really successful with people who don’t really want to do M+. There is still no shortage of people running lower keys, but the ones that do actually want to be there. I really don’t think they should tweak delves except to expand on them. Blizzard has this horrible habit of seeing something is popular and then nerfing it (fun detected)
It’s like if I ran an ice cream shop, and noticed one flavor was selling out much faster than the others. Any sane business owner would make sure they have plenty of stock of that flavor etc. However what Blizzard does is tweak the recipe to make it worse so that people will buy other flavors. It doesn’t make sense
We better see some effective improvements Season 2. It needs to be more fun and easier to gear up through the dungeons for one’s main as well as one’s alts. I feel that meaningful and tangible progression makes it more enjoyable and gives players a reason to want to log in and play more.
There needs to be more reward for doing well and less punishment for messing up.
Catch my drift?