Mythic+ dungeon tuning with 11.0.7

Because of the squish so lower number feels bad and they’re harder and more lethal now…?

Resulting in smaller pulls and less fun. Everything that m+ is not.

You do have a point about practicing when it comes to the ability in general.

Is there somewhere I can practice timing it perfectly, along with finding a place on the ground to stand in if needed, for this kind of boss mechanic outside of attempts on this boss fight?

Yes, I even quoted you with “forced.” I’m trying to figure you out. Are you one of the healers that complained about free globals to DPS? If so, thanks for ruining the game.

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yeah people dislike anything in the game that hints they’re not as amazing as they think they are :angel:

You are taking the topic of my post to a whole other place, I’ve pinpointed and addressed the issue with a specific boss in a specific dungeon while never have I said there should not be one shot mechanics in anything below a +10, that is an entirely different conversation. I inferred that I don’t care if there are one shot mechanics in +10s, that is not to say exclusively.

My experience was real and seems to be shared with various other folks. I am not an idiot, I’ve ran (and timed) over 100 10s keys accross 4 toons this season and newsflash: I am not the type to tell people to simply git gud. I understand how bad tuning can turn people off and we lose players in the gamemode we enjoy, that is bad for everyone, we all lose in this scenario and I will never understand people like you who can’t comprehend this.

Horrible scaling and tuning has ruined this season, if you read only 10% of the forums you would know that, in fact, I think you do but for some unknown reason choose be a contrarian for the sake of it. AK last boss has been an outlier in its own dungeon at low M+ this entire season.

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What :dracthyr_hehe_animated:

Yeah, harder pvp/keystone seasons always have people a little distressed

I’m sure when we have like 20% more damage with actual good tier bonuses and trinkets in s2-3 people will get their peak scores and be more content.

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Buff tanks as well?

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By myself putting ‘forced’ into annotations as I did it should be obvious to you how I viewed it lmao.

They’re gonna just tell you that you suck if you’re having trouble. Completely disregarding that everyone feels super weak

Got it now :slight_smile:

I have ran several characters to 2k+. I am well aware of how people flop on this boss, none of this changes the fact that it is a very simple boss and wiping on it is misplay, not overtuning.

The 1 shots are intended to be there for groups at an ilvl corresponding their character’s progress.

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Or, get this. If you get hit by the suck on a +3, you take 2/3 of your hp, at a +5 4/5 and a +7 its a oneshot.

Same for the stun mechanic when noobs fail to cc the goo in time, maybe next time.

All of these “skill issue” and “learn the mechanics” arguments are great until you remember you’re telling them to learn them in a timed environment that punishes deaths.

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This doesn’t train players to do the fight correctly. It would instead become “eh I’ll just use a personal” and then at whatever arbitrary key level it becomes a 1 shot no matter what it goes back to ‘wtf overtuned no one prepared me’

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As someone who’s always mained healer I have dropped it all together this season. Its a hot mess that’s pushing away their casual base. Even being over 2500io on my ret I still will sit for 30/45 min trying to get into keys. Pugging is absolutely atrocious.

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Having gradual on-ramping damage scaling through 7 key levels that would teach players to hit defensives as a last resort to survive if they miss the mechanic isn’t “training players” in your eyes? Dude you’re actually trolling lmao. It’s a good suggestion and you’re just here to kick sand. Log off.

what do you mean it wouldnt ‘train’ people? folks may start understanding goo in the meantime, may start using personal tps as escapes (ie: leap), it may start letting them know save a cc for goo after suck. Progressive and correct tuning for ramping key levels is missing from the last boss in AK, thats the point.

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You kill the very small adds running around the arena, the adds drop a blue puddle when they die.

Right before the pull-in mechanic, you walk into a blue puddle and it spawns an add that roots you. After the pull-in mechanic has ended, interrupt the add that roots you (or stun it, knock up, etc)

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Wait, what??? Are you serious?? :astonished:

Tanks and healers are at a premium these days.