Megadungeons always serve as a reminder

Blizzard doesn’t shift content onto legacy rules for one expansion after its launch. This is the same for everything.

I mean it is very puggable, maybe difficult to pug for 5 people at 420-425 ilvl, but still. It’s tuned for a minimum of 425 ilvl but at that ilvl you have to execute the mechanics of the bosses to complete it.

People finding they need 435~ are brute forcing it with damage, either massively reducing the number of times a boss does something or skipping the boss mechanics entirely.

I agree. The first week I went in with my main who is 441/442 and it was a struggle. Probably because I went in yolo style and didn’t read anything about the fights. Kept wondering during that run how in the world a 420 ilvl could do it.

It is now mostly a breeze because I know things, so maybe 420 ishs can clear it if they knew things.

For funsies, the other night I went in with a group of peoples I knew and our average was 414. No one was over 425 and 1 was under 400 lol. We were able to clear a few bosses before sleep called. But it was rough and we had to keep changing our talents and came up with goofy strats to survive and eventually win.

In relative terms you are wrong. People dont leave m+ if the run is going great when they are after a piece of loot, having the loot be at the end of the dungeon is undeniably better. And a way to keep the run from becoming a revolving door where there is always a chance the group completely drops and you are annoyingly left scrambling to reform.

M+ is also just a bigger challenge and has its own set of rules that promote leaving, but the dungeon loot being at the end is undeniably a better system -in terms of loot and avoiding leavers due to it- which is op’s point, not sure why you deny with an entirely different subject.

If you compare mega to regular completion runs for weekly vault, like you should, m+ is better because its easy like mega, and no one mysteriously dissapears due to loot

I’m down for it. Let’s accelerate wow’s timeline and turn it into a 4 player MMO-lite like warframe

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I always try to follow it all the way through, even if the group sucks or it’s not what I thought I signed up for. I understand how hard it can be to get a tank and out healer that will stick around. Players that don’t know mechanics or just want to finish deserve to get through it just as much as the elitist or a holes who do their best to ruin the experience.

I usually don’t wish to replace a group member. When someone is underperforming I just leave. It’s that easy.

Im meaning the whole point much matters in m+ is around the timer. Its the only real reason why it can actually be competative in any real way.

Also replacements would get abused severely.

It all depends on design and implementation.

M+ can be competitive up to the + number alone, just like raids.
It’s enough to be “first to #28”, instead of shaving seconds at each tier, like speedrunners.

Raids have a timer you are required to meet for each downed boss, which is how raid progression is measured.

Loot at the end of the dungeon is absolutely the system that should be mandatory in PUG groups. All guild groups could have something different. But blizzard shows historically that they are completely out of touch with casual / pug loot and how it should be handled so it will continue to suck.

You don’t rank guilds on raid time completion.
You rank them on when they finished the raid.
That’s the point I’m making here.

After RWF raiding is done, we have a winner.
With M+, each new M+ # would have a winner.

Yes and you dont finish the boss fight if you dont meet the timer requirements.

You rank guilds based on progression. 5/9 mythic. 8/9 mythic.

Each boss has its own timer.

I am just saying there is still a timer requirement almost all of these guilds are trying to achieve for their ranking. There is a ranking beyond “first in the world”.

Yeah, second place, third place, and so on.

And I’m saying that a strict timer for the run is not what makes the raid, but one for each boss.

And that ranking does not take into account how fast you finished the raid+trash, only how “fast” (in days spent) you killed all the bosses from their release date.

That’s a much healthier RPG ranking.
Timers are for arcade games (and challenge modes, which are sorely missed).

I don’t understand how you’re not grasping this super simple concept.

I think this is a part of the problem some people have with it.

It’s tuned about +16’ish. And given the rewards you get from it that’s about right. It can take a couple hours and rewards right around what you would get for doing four +16’s.

Which is what a lot of people asked for. Non timer dungeons with relevant rewards.

It’s a strict timer for each loot awarding event. 1 raid boss or 1 key.

You make good points, but you are dead to me until you become a goblin again.

Do you rank guilds on time for full clear completion?
Or on time to defeat X bosses from release?

Which is better for a Role Playing Game (implies random enemy placement/skill usage/group composition):

  • First/second/third/etc. group to clear a +30?
  • Group who cleared a +30 in less time?

This is not Megaman.

I don’t see the relevance of the question.

Can you kill the boss if it enrages and one shots your group?

I mean. It should be normal for someone playing an mmo to find a guild of people that share similar interests and run together. Pugging and solo players ruin mmos

At least you can find a replacement and keep going, if someone leaves a m+ 99% of the time they key is dead, and you’ve left feeling like your time was wasted.