Deleted due to gatekeeping and the inability for people to have a normal debate.
Presumably because delves are supposed to be what amounts to solo “progression content.” Systems like that are there to keep you from just mindlessly zerging your way to victory.
If you’re shoving all the responsibility off onto the tank and healer, you’re already ignoring most of the mechanical difficulty of mythics anyway…so asking for more seems counterproductive.
There could be a better way to “force” people to learn how to play between the zergfests of heroic dungeons and getting your teeth kicked in in an M+ where mechanics actually hurt. But at the same time, players themselves have to take some responsibility to…you know…learn how to play.
“what if we made everything easier, and removed almost anything challenging”
The timer is fine.
Keeping boss mechanics the same promotes people learning the content and progressing.
Lives in delves are fine. Its so easy there has to be some bare minimum level of “failure”
The dungeons still need less mechanics on individual mobs. They need to stop giving them so many abilities and ranged casts.
Blizzard isn’t wanting to accept or is in denial that more mechanics doesn’t equate to more fun and actually is the opposite. I think they realize it with the raid, but in dungeons they are very obtuse about it.
The Halls of Atonement was criticized for mob count in PTR. It took almost a month to do anything.
This is exactly what I am talking about.
Out of that you somehow came to “what if we made everything easier, and removed almost anything challenging”
Really? Did I? the only thing I removed was the timer… lol the timer is artificial difficulty. It’s not even interesting or meaningful in any stretch of the imagination of progression.
It’s in fact the lowest form of “difficulty”. lol
I never removed boss mechanics, I just changed where they start. mythic 0-2 is such a minor difference… it’s not even remotely interesting. So hence why bother with added boss mechanics?
The idea is to teach people how to play and progress in mythics… Rather than it be going from Mythic 0 to teeth kicked in. Because the change in difficult is disjointed.
first damage/health boost then boss mechanics then add in other difficulties.
Having a timer is literally the primary reason people just leave after 1 wipe and why blizzard has struggled to deal with the leaver issue. My solution combats that directly.
Why does there need to be a bare minimum punishment for failure of something… Nobody takes seriously? Delves are a solo progression… But still require healers and dps to group with a tank to do higher tiers?
Doesn’t need to be punishment for the sake of punishment. That’s bad gameplay.
Yeah that’s a non-starter. The community complained incessantly that heroics were too hard already.
The biggest issue is the challenge? Shocker. No.
I think Mob mechanics at a higher tier should be more… meaningful CCIng something or interrupting would be cool. But seems to be far less of that currently.
Im also not asking that my idea or changes be implemented in todays dungeons but the next opportunity. To design around making specific mob pulls actually require some thought, not so much to slow it down at snails pace but enough that people pay attention to specific mobs.
So, you don’t have a clue then. CC and interrupts are already a thing.
I haven’t seen complaints about heroic… I just seen people running heroics exactly the same as normal. mass pull cleave down.
“the biggest issue is the challenge? Shocker. No.”
I mean… If you think the lowest and laziest form of creating artificial difficulty is a challenge… Maybe there’s room in my solution to add a timer and tie it to rewards rather than progression?
Everything is “artificial difficulty”
The time and death count for delves/m+ both ensure you play at a consistent level.
Yes. This means its harder for “casual” people to progress
Yes. Your are removing the ability to learn harder mechanics at a lower level.
Why does there need to be a way to fail?
Why have progression then. Just give us loot for free. Since there should be no way to fail the content. Why bother having the content?
Its not punishment for the sake of punishment. Its the basis of like. The entire RPG genre.
Risk vs Reward. Not “Do the content, you cant possibly fail”
TLDR: Blizzard I am bad please make everything in the game easier
I’m quite certain that a tank could solo 7 of 8 current dungeons at +10, and Tazavesh is only an issue because you need two people to pop orbs on So’leah. Yes, having to actually perform in order to succeed is the challenge. It’s why almost every raid boss since Naxxaramas has had an enrage timer as well, it requires performance not stacking 15 tanks and 5 healers to handle the dispel.
They are certainly a thing. It’s a matter of how much of a thing they are…
Having watched many videos on Mythic 10 runs of various dungeons… Looks the same as any other tier under 10. pull cleave down. Sure maybe some things are being kicked but not much beyond that.
What other CC are you expecting besides interrupting, knock ups, stuns, etc?
That sounds like an tank balancing issue. Which is very much an issue… I play a blood DK , Prot Paladin and a Veng DH and it’s not even a fair comparison to what can be soloed by any of them. Which is why more meaningful mechanic implantations would be a great way to actually make things a challenge rather than… Pull and cleave.
Certainly have boss enrage timers… I am not saying take all bloody day doing the dungeon… lmao
Respectfully, people who don’t even have a M+ dungeon logged for the season, let alone an achievement for 2k (or 3k really), have no business discussing mythic dungeons.
I suppose when I think about CC and pulls. I am thinking of a time in WoW when pulling 2 groups or 1 group incorrectly without proper CC drastically increased the risk of wiping.
I would love to see that form of difficult brought back for higher mythic tiers. Not so much so that it’s slow… But maybe a mage can sheep and a rogue can actually use sap? lol
But if that happened we wouldnt get to laugh at such hilariously bad troll takes from world quest heroes
Again, no idea what you are talking about. Raid encounters come with enrage timers. Most dungeon bosses can last effectively forever. The time pressure is handled by the timer on the keystone, which works well as M+ is treated as a single encounter.
What does this mean though?
What is “proper CC” you are looking for?
Sheep/sap/etc is the absolute laziest and most boring from of CC in dungeons ever.
Hard CC in old WoW dungeons was the worst.