I started reading through the thread and came across this comment and couldn’t help but laugh. The mentality of “The only way you can only count yourself as x, y, and z is if you participate in the top ~0.5% of the community” … lol. What logic. And I say ~0.5% because this is the percentage, on average, that gets CE before nerfs. If we’re gonna lean into the “elitist attitude” might as well lean fully, yeah? “I think it’s cute that you call yourself a mythic raider when you only get CE after they nerfed it into the ground.”
Imagine the percentage if Blizzard didn’t already nerf Broodtwister and Ky’veza.
If teams are jumping into the Mythic raid and downing multiple bosses then they’re mythic raiders.
Why are you using this strawman argument by only counting .5% before nerfs? That was never something I stated or implied. Regardless, you are taking things out of context and trying desperately to paint a fabricated picture.
Maybe it’s the phrasing of “I think it’s cute” that automatically sets the tone of your statement. Most can derive the implication from such a phrase. Perhaps you meant it in jest, though.
Just out of curiosity, would you call a team that gets CE the very last week it’s available “mythic raiders”? I’m just wondering where your range falls. Killing mythic bosses, by your statement, isn’t enough to constitute a player being a mythic raider. In your opinion, what metrics must a player fall between to be considered a “mythic raider”?
To me, CE is CE. I get that it’s much easier late season, but it’s still an achievement that many players can’t get even if they tried.
I don’t think there’s one metric, but an assortment of sorts. Some people might have been mythic raiders in the past and have CE feats of strengths. I would consider them mythic raiders, but at the same token if their latest CE was 3 expansions ago I think their views and opinions of raiding today would be weighted less than someone who gets CE now.
I would also consider someone a Mythic Raider if they are actively raiding Mythic difficulty regularly and getting beyond the usual 3 loot pinata’s, but not someone who intentionally only joins for the first few bosses for vault.
The definition is kind of fluid, but someone who comes at me saying they dabbled in some mythic raid encounters to me isn’t a mythic raider. They pretty much articulated that they do the bare minimum to get gear and crests for upgrades. This person plays for gear and stops, not for skill progression or the challenge. Where as a mythic raider pushes past those challenges and gearing is a secondary result of their success.
Normally if someone has over 2,000 posts on a forum, I think they just wanting attention, and may be best to just put them on ignore. I try not to feed the trolls the attention they desire.
A lot of people do not realize that there was a major change in season 4 DF.
They made heroic dungeons more relevant by increasing ilvl reward and by also making Mythic 0 dungeons equivalent to Mythic 10’s. So if you are completing mythic 0’s in heroic dungeon gear that’s actually quite good!
People that are complaining about not being able to time lower keys maybe don’t realize that these are 10 levels higher in reality. So everything does feel harder and that’s because mythic 0’s before really didn’t mean anything and anything below a 10 was more a waste of time.
Rewards may need adjusting but difficulty seems appropriate and this is from someone that hasn’t done PVE since last season of BFA.
You need to save triple spear (no other good place to use them), and send it on Stitchflesh. On a 9 the boss fight lasted a whopping 42 seconds, a third of which was waiting to have him gripped, and on a 10, 1m and 39s. This fight should basically last the duration of lust for key levels below a 10 and be a one phase fight when done properly.
I’ll deal with the ridiculous xal affixes and their absurd spawn timings and spots.
What I resent is the -15 sec penalty from deaths starting at +7, it’s a total PuG stomper because you have zero control over other people not being stupid and using their defensives or some dumb mage dying to a swirly despite having all the implicit positioning space ranged have on top of ice block, blink, slipstream, and either shimmer/ice floes on top of alter time warp-backs.
who cares? most players will quit and come back in a season or two(or expac) anyways.
it literally does not matter except they might squeeze 1 more month of sub out of someone who is the right balance of persistent but also will get burnt out and quit.
Thats how I know you are clueless, Capping crests so low is garanteed to make people play LESS. Even more importantly: stop helping lower geared people sooner.
To most players: boring is capping runed crests in 8 dungeons and logging off for the week because they cant upgrade their hero gear.
To you: boring is being to do about 52 +7s to gear up to 619 in every slot then moving onto 9s and 10s to have to complete over 100 dungeons timed to cap in the high 630s.
How long do you think the casual player will take to complete 105 10+ keystones timed?
These caps being so low do literally nothing to encourage people to log in, and are much more likely to cause people to quit until an easier season.
Ohh well, not wasting a single ounce more energy arguing with a peasant hiding behind an alt. Especially when your perspective on your actual character is vastly different and does not see the same problems.
You mythic raid, have access to high base loot in many slots, saving you a ton of crests - while also providing you with plenty of well geared players to run high keys with. As a healer you can also get into keys much easier than the bulk if the player base.
So basically you like it the way it is because you dont have the problems everyone else does and people who cant set aside a time to mythic raid would catch up to you in ilvl.