Each patch they push mythic+ farther out of reach of casuals
What you canât seem to grasp is that thereâs difference between âmaking things upâ and different types of metrics. Both what they posted and the participation numbers shared in this thread can both be true.
If they did all this but then added sharper DPS requirements I think we would be at a good place. Shift some of that responsibility from tanking and healing and put it more on the DPS
Have you played M+ at all this season? DPS currently have a lot of requirements. The reason we are seeing all the crying is because DPS are failing the checks since they made it more difficult to carry a group as a tank/healer.
Yes and I hated it. Thereâs an over abundance of DPS and a shortage of tanks for a reason
Except there isnât. The ratio is nearly identical to DF S3. As seasons progress thereâs always a âshortageâ in queued content and low keys as competent tanks move up the ladder.
I meant DPS checks as far as numbers not mechanics. I hope that clarifies
Iâm not following.
Iâm not wanting DPS to handle more mechanics like interrupts. Just that timing a key should be based on damage and not how successful a group was at not dying
The added difficulty of other players isnât something a developer can tune around, short of nuking the impact of dungeon mechanics. But that wasnât even the statement.
Iâm saying that I donât find 2 keys and 8 delves, or 8 keys and 11 delves to feel much different as far as playing my role to complete them. If that implies other people also doing their roles well enough, so be it, but thatâs also an environment I have in the delves, just like Iâm not in keys with people who arenât at least relatively decent.
If weâre going to compare how other players could potentially affect content and say thatâs the difficulty of it, then I guess? But why would I be using groups of people who donât know content as my reference?
They can. They do it for queued content.
2 and 8 may match up, but 11 delves are considerably easier than 8 keys. I can take hits in 11 delves, but screwing up in an 8 is pretty much a death sentence
They certainly do balance difficulty around groups. They adjust based on success rates and want people to fail keys as they get higher.
Thatâs probably fair, Iâll have to plead ignorance for having not tanked any meaningful content since BFA. But from a DPS perspective, Iâm more or less doing all the same stuff minus having less priority kicks. (Moving out of stuff, using defensives on unavoidable damage, using CC to mitigate group damage when I do AoE pulls, etc.)
Iâm not even trying to be argumentative, I just find both to be relatively chill and I can make mistakes and die in both.
I agree 1 drop per player. That would help quite a bit. I get those unlucky strides where I run like 4 of em and get nothing. Depressing
M+ used to drop 3 items (maybe more I canât remember) but they changed it in SL because raiders complained.
The only reason I donât find Delves to be a major offender is the 603 gear is basically starter gear, but I do understand that it makes 2-6 keys basically useless minus for low crest/trinket farming. I donât know what the happy medium is that could be changed there.
They should revert this change. 3 drops is so reasonable
I would be fine with it. I donât know why raiders complained anyway, the sooner they gear from keys the sooner they only have to do 1-8 weekly for vaults if they arenât raiding mythic.
No, but the world is just not this binary that everyone is either a fine upstanding citizen or evil.
So first, with the information we have, I wouldnât blame raider.io for anything here. They provided data and gave interview answers around that data. There is every reason to believe they simply fielded a request for interview without any knowledge how that data and interview responses would be used.
PC Gamer, on the other hand, used a lot of misleading tactics in the article. In a strictly legal sense, Iâm certain everything they did was fine. But anyone with even a basic understanding of human behavior would realize that many people wouldnât pay attention to things like the label on a graph that denotes the data set being used when the graph is next to text discussing an issue; they would just assume the data set supports the conclusions being reached. So when PC Gamer talks about how a strict meta inhibits players getting KSM and portals and put up a graph of +16 key data, they know a good chunk of people will just assume theyâre looking at +10 data since thatâs all that would make sense in that context.
I gave a summary of several other things in a post on another topic if youâre interested:
What the hell is going on in the development room?
Itâs probably Blizzard trying to appease too many different groups and reaching a state that is dissatisfying to many (if not most). It canât be overstated just how high our charactersâ potential is with the talent system. We have access to multiple abilities that were previously hard locked to one or two through borrowed power systems, we have access to multiple CC options that were previously exclusive choices, our defensives are through the roof, there is a support spec that further bolsters our defensive capabilities.
But since most of these things arenât simply passives, the gap between players who use them effectively and those that donât is large. This makes it challenging to come up with engaging encounters for players who make good use of these tools without making it frustratingly difficult for players who donât.
Genuinely donât see why people keep saying this.
A +8 Delve and +2 key arenât much different in difficulty.
A +11 Delve and +8 key arenât much different in difficulty.
Talk about cherry picking, good lord. A T8 bountiful delve drops a guaranteed 603 champion item with 616 hero gear out of vault. Meanwhile a +2 key has a 40% chance to drop a 597 champion item from the end of dungeon chest with 606 champion gear out of the vault. The issue isnât that a T8 delve is easier than all keys, itâs that itâs significantly easier than a +6 key, which is the closest thing that exists to gear parity across the two modes (a +6 drops 606 champion gear with 613 hero gear out of vault).
Now for the rest of us casuals and I consider myself casual these days, mythic plus difficulty is unacceptable
Iâm assuming youâd prefer the game just mailed you some mythic raid gear when you log in?
Why should spammable 24x7 content that rewards inflated ilvl loot when you donât even time it not be difficult and challenging?
If you want it trivialised, it needs a weekly lockout. And to stop rewarding failure with mythic raid gear in the vault.
Blizzard is trying to stop bleeding before TWW S2. The tank being not fun to play is the biggest open wound.
I always say if the tank doesnât have fun, everyone wonât have any fun. Both healers and DPS have to play queue simulators to find tanks. You would need 1 tank / 2 healers / 10-12 DPS to remove the bottlenecking in LFG for M+. TWW S2 will be bleeding faster than TWW S1 because everyone knows itâs not fun to play tanks in TWW S1 and we would be in big trouble for TWW S2.
You have so many DPS to pick in LFG and you can invite the 630-635+ meta specs with 2800-3000+ for +10. Gearing alts via pugging M+ is a big-time waster because you have to do a lot of low keys for runed crests and then gilded crests. You still canât compete against 635+ meta specs with 2800-3000+ for +10. That completely killed any motivation for rerolling and alts.