“Make it easier because I’m bad” is not improving.
You’re bad. Accept it and either get better or move on.
“Make it easier because I’m bad” is not improving.
You’re bad. Accept it and either get better or move on.
you’re just proving my point. okay I’m bad, cool. Fun talk
Imagine the level of entitlement you must possess to make a forum post saying “hey I’m bad at your game and you should change everything to make it easier for me” lmao
That’s like going into the 100m sprint at your local college and asking the refs to break the other peoples legs because you can’t keep up.
I still don’t get it.
If +8s are too hard because somebody is a self-proclaimed casual player… why don’t you just do lower keys?
It definitely can, it’s a priority kick for reason. Maybe a group that comfortably outgears the content can survive it, but not always.
Then run a +4 or Mythic 0 or whatever you find fun. There are people who enjoy the experience of high keys, and there are people who don’t. They shouldn’t ruin the fun of the people who do enjoy them just because you think it’s too hard.
As the player who stands in too much bad in +8s and dies instantly, sorry
But you know what, that’s the game. There are mechanics, DPS have to do them too. It would be boring if we just sat there and tunneled the boss while the healer kept us up through everything.
I think your troll brain is working overtime on this one. It’s having a hard time listening if that’s what you’re hearing. Allowing more customization to be set before using a keystone is not entitlement since the group would all have to agree on it like a ‘ready’ button before the dungeon starts.
Here’s whats going on.
Solo 8 delves reward 603 gear. Lots of people are in full 603 and want to go from delves to M+. People are jumping in at 6,7 and 8 because that rewards 606 and hero-track upgrades . It is the logical course of progression. They’re not running lower keys because there are not upgrades. Unfortunately, their experience is immediately met with gate keepers, troubles finding groups, dying to outrageous damage mechanics that they don’t know, and it’s a miserable experience. They might not even try M+ ever again after that. Players are not kind and the mechanics are not forgiving and Blizzard is responsible and fosters this whole toxic environment.
So all of these hurdles exist for the community to solve. This is why people like this troll exist. So he can gate keep and study your toon and tell you to get good and feel like a PRO. (lol) instead of just removing these poor design artificial barriers to entry there and making the M+ experience be customizable and more approachable for more players to join in on.
I mean, there’s a dungeon tier where this is possible. If you’re running keys that you find too stressful, run lower keys?
It’s weird how you explicitly identify the issue while missing it entirely. Delves are overly rewarding. If they were appropriately difficult or awarded gear that matched their current difficulty, the sub-hero track wouldn’t get blazed through and players would have a more sensible progression curve.
Try getting better.
Then the game should stop giving them what they’re upgrading from for doing trivial content.
You’re conflating gear progression with player progression. People should be doing the content that they can handle, but is challenging. If they’re overwhelmed, then they should take it down a notch to practice improving their skills. And whether that gives gear upgrades or not is irrelevant.
that’s very true Brewa and a good point. But I think that’s just going to result in most people just not engaging with the system at all. I actually think that’s what were seeing, isnt M+ at an all time low or something?
My point is it’s bad design and could be made to be much more approachable and appeal to a lot more players. Why can’t they just allow players play through a +8 without a timer or back-fill if someone has something come up and has to go? Why can’t I run it with 2 of my friends and I need a full group of 5? What the hell difference is it? and look what current design is doing. player frustration and a feeling of being punished for minor errors. let’s not even get in to the ridiculousness of some of these annoying affixes too.
Okay. So?
So what? If people don’t want to do it, don’t force them.
It’s what M+ is. If M+ isn’t your cup of tea, don’t do it. I hate it, most people I know hate it. Don’t do it.
As much as I loathe Mythic+ and what it stands for, I can acknowledge that is probably feels bad to have one’s preferred progression path made harder for no good reason. For that I sympathize.
I think delves make lower m+ not fun, and if whatever your suggesting simply results in people being bored at even higher ilvl, it’s a bad change.
The problem is delves are too easy. M+ is also too easy compared to raid.
Lowering +8 difficulty because its your current wall is not the solution because it’ll result in you being bored with higher ilvl.
It’s totally fine if you can’t reach the pinnacle for rewards. It’s fine.
What boss or mobs did you die to? Probably some mechanics were not done. If you can elaborate further perhaps I can help.
(And yes, this season is pretty boring, I know.)
I’m so split on it.
I’ve done both keys and classic with the boys.
I like the euphoria when we do something cool in retail like kill a raid boss we had struggles with but I think just casual play in classic was quite fun. So I think you might have a point OP. I think the esports route is cool but I do think it’s gone too far.
Lie? Yes, of course you do.
See, I just caught you in a lie.
If you do that you do 1-3 runs a day or waste like 2-3 hours forming your group.
It’s not a difficulty issue. It’s a gameplay design issue. The number of one-shot mechanics is not the only factor available to determine dungeon difficulty, nor should it be the main factor.
Maybe you’re new to the game, but M+ has actually been around for quite a few years at this point. There have been plenty of seasons over the years where you did not have to endure endless one-shot mechanics at the key levels that gave max gear rewards. Every one of those seasons had higher participation levels than what we have now.
For the majority of the time that this game has existed, the primary variable that determined success or failure in difficult PvE content has been your ability to perform your role at a high level, not where you are standing on the ground at any given time. If your DPS was bad, stuff would not die quick enough. If your healer was bad, people would die from lack of healing. If your Tank was bad, people would die from pulling aggro, etc.
There has always been stuff to avoid standing in but generally that used to be more about rot damage, or at worse, taking a big chunk out of your HP to the extent that you’d be in big trouble if you messed up two mechanics in quick succession. Mechanics mattered, mistakes were punishing, but the focus was on playing your role, not dancing around.
Of course, being an infinitely scaling system, even in the past you could scale your key to a level where most mechanics would one-shot you, but that threshold used to be far past where relevant rewards ended. That’s where it should be.
Lmao what? It takes 5 seconds to copy paste a RIO link, and 30 seconds tops to scan through their history.
If you’re gonna troll, try a little harder kid.
You know the easiest way to not get killed by a one shot mechanic?
Dodge it. It’s really not that hard.