Because M+ is an “infinitely scaling system” so things should still strive to be balanced as far as players can push the needle in a given season.
And exodia still has the perfect synergy to remain #1, and your comments show you don’t understand why.
Aug is required to survive higher end, SP is required for PI+Soothe, and mage still benefits the most from big pulls with PI plus their overall utility and survivability.
So no, this just means they’ll do 32/33s while the rest of us do 30/31s.
My problem is when people say “rounding out” that means nerfing the meta. Like my favorite tank in the game is Guardian druid, and i love the thrash build for dungeons. Apparently its “to over powered because of being able to regen rage to much” and “no other tank can do this”. But its fun to be able to not be starved of resources and to pull huge amounts of mobs. Its why I love FF14 tanking because good tanks pull wall to wall. in wow due to aoe limits, survability limits and so on its best just to pull two mob packs but guardians can take up to 4-6. All tanks should be able to pull up to 4-6 mob packs, but the community doesn’t wanna buff / rework the other tanks they wanna nerf guardian druids. Same issue with holy paladins
Reading hard for you?
No, I when I say rounding out, I literally mean they need to round out the tool kit of other classes and specs so that they provide a benefit to the group and have a reason to be brought.
Specs like fire and shadow are what we should be bringing people up to. Not 2% aura buffs to bottom performers doesn’t fix anything.
Pretty sure its partly due to their 4pc bonus. Once that goes away in S3 you may not find them as fun to play, even if nothing else changes.
Specs like fire and shadow are what we should be bringing people up to. Not 2% aura buffs to bottom performers doesn’t fix anything.
This doesn’t really work. If buffs are significant and they unseat the meta, then you’ll be buffing the former meta classes so they’re on par again.
oh i dont even have the four piece bonus, i’m in pvp gear atm and i find them fun to play
Wtf are you talking about? At what point did I say buff anything to a point that it was considerably stronger than exodia?
You think Blizzard can buff classes to where they are exactly equal and not 1% ahead of another?
That’s wishful thinking.
I wish Blizzard could balance classes to where they’re within 5% of each other.
That’s what’s so funny.
(clipped for brevity)
- (2) Set Bonus: Mangle and Thrash damage and Rage generation are increased by 15%
- (4) Set Bonus: Raze/Maul damage increased by 20%
Mangle, Thrash, and Maul?
That’s the entire bear toolkit. The set might as well just say “all damage increased 15%”.
That’s like making Ninja Warrior obstacles that only people 6ft5in or taller could possibly negotiate and then calling it balanced. Guess who’s going to excel at those courses?
Congratulations, this and your other recent contributions have won you the award for most clueless poster of the month. Take yourself out for dinner…and preferably don’t come back.
I’m gonna call you Blizz Jr because you have all their confidence and all their cluelessness wrapped up in one neat little package represented by their biggest mistake of a spec.
/party
We have more than 20 difficulty levels.
Your argument has more merit in the ancient days of WOW where raid only had one difficulty, and dungeons had one and then two.
If Blizzard condenses M+ into 5 difficulty levels or seven, then it would be way easier to find people.
Maybe I tricked you with a poor analogy.
The dungeon design heavily favors a specific set of classes because of the mechanical abilities present when compared to their particular toolkit.
Nerfing damage is clearly not the answer and there are many people in this thread who recognize that and don’t understand how Blizzard doesn’t see it.
The basketball hoop is so high only the meta comp can make dunks.
Instead of lowering the basket, they just made the meta comp jump a little higher, but the other specs still can’t reach the basket.
expletive-laden cry of frustration
So, muh meta for the top 0.1% title which has mostly always been a thing, except for that one anomaly in season one of dragonflight? Where it was more open.
Dealt with priest not being wanted for high keys in BFA Season 2, and went resto druid during eternal palace.
(And yea, no title back then but still fun going higher.)
I’m sorry, I genuinely don’t even know what that response means. I can’t even make up a context it seems so non-sequitor.
Imagine a game that is tuned for 95% of the playerbase instead of the top 5%.
I mean people crying about meta are pushing super high keys for the title. It’s not the keys which still give rewards - that everyone can do.
Just because meta exists at 21+, doesn’t mean it’s that big of an issue in keys below 20.
Imagine a game that is tuned for 95% of the playerbase instead of the top 5%.
More like if you don’t tune it well for the top 5%, 95% of the player base feels the detrimental effects.
People are crying about tuning up to 20 (allegedly) when classes can do 27s.
That’s not a tuning problem. It’s a skill issue or community perception one.
You do not seem to understand the implications of what the particular meta spec brings. It has been spelled out very very clearly multiple times in this thread.
All of the advantages offered by this combination of specs exceeds every other combo by miles. It is not about the damage, nor is it about extracting the maximum potential of the spec to do high keys.
It brings benefits that simply cannot be provided by any other classes or specs. Fortitude, Mark of the Wild, Arcane Intellect and Paladin Auras. Trading for DH magic damage buff or Monk physical damage buff is a net loss based on the other relative pros and cons.
It brings priest grip AND aug rescue. This is so rickroll the song fits. You will never give this up…
It has 2 battle rezzes, 3 offensive dispels, 3 defensive dispels, 2 soothes, freedom, bop, invis, stealth and on and on an on.
There so many things that are subtle but cannot be easily replaced. No other tank has stealth to position for the pulls that bear can. Like stealthing ahead to rez a death skip. Something as simple as moonfire is miles beyond the other tanks in terms of instant ranged engagement on multiple mobs. No other healer has a full immunity phase to fall back on. Most healers pale in comparison with regard to external utility.
Everyone talks about Mass Dispel in relation to the aoe debuffs that exist in certain dungeons, but it’s equally, if not more valuable in cases where 2 or 3 deadly debuffs go out such as the Vortex Pinnacle trash or Wicked Embrace in Underrot. Especially on Fortified Afflicted week any comp without 2 dispels will have the healer and dps in full survival mode because dispel won’t an option. It’s also a powerful for removing buffs like the boneshields in Underrot or any number of heals like Healing Balm from Bonesaws in FH.
There are only a few places I remember our spriest telling us Mind Soothe didn’t work. Otherwise it was invaluable for ensuring certain skips were available. It wasn’t the only way, but it was surely the fastest and safest way. Arguably it’s even more valuable at lower levels where players are more likely to proximity pull additional mobs.
The meta comp covers every dispel necessary. You get 2 curse dispels, 2 disease dispels, 2 magic dispels and a poison dispel. That translates to 2 offensive magic dispels, where Spellsteal can result in a buff to the mage.
So much of M+ this season at all levels is about living through moments of burst damage, having outs like Ice Block and Divine Shield can save a pull and give healers the chance they need to catch up or completely ignore and focus on other things.
I’m sure I could go on, but the bottom line is that while there are counters to each of the individual advantages, like shaman bring a curse and offensive dispel along, replacing any of the specs based on one or two tactical advantages results in a net loss to the group and isn’t worth it.
Someone has probably summed this up far better than I have. I appreciate if you read this much.
TL;DR, the classes are the problem and shouldn’t be nerfed. The encounters heavily favor a specific comp. Blizzard needs to take another look at balance in terms of how many times certain spells offer an advantage against an encounter and do better to prevent obvious outliers.
TL;DR, the classes are the problem and shouldn’t be nerfed. The encounters heavily favor a specific comp. Blizzard needs to take another look at balance in terms of how many times certain spells offer an advantage against an encounter and do better to prevent obvious outliers.
That’s just the meta as is, which can shift based on dungeon design or tuning just as easily.
I’m sure someone can write an essay about why Survival Hunter and Destro Warlock, blood dk and holy priest, mage, was essential.
If you shift one of the pieces of the meta comp, you can then displace others. If holy/disc become more viable, shadow is less so cause of overlapping utility.
Then the benefit of a ret paladin isn’t quite the same as a holy paladin, so you probably find another dps. (Some top end group with a disc priest, opted for a destro warlock at times or a shadow priest still.)
The meta shifts frequently throughout the seasons. In the ancient past, Resto druid was the M+ healer.