S4 M0 brick wall intentional?

I don’t know how many people there were that could only do up to a 9 but couldn’t do a 10 but it’s gotta negligible. Those key levels were pretty much irrelevant. Up until that point you were still only doing 1 affix and the % scaling is not large enough that it is properly delineated from anything below that. All the way up to 12 and 13 was chill casual hours. I know this because I am relatively new to healing and I was able to heal up to that with pretty much no issue.

Why are you latching so hard onto this ‘smooth transition’ stuff? People wanted challenging dungeons with no timers, they begged constantly on the forums, and this is Blizzard listening. This is -meant- to be challenging. Period.

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The motive here is as time goes on, and players get more geared, then heroics/M0 will start to feel easier over time. This happens pretty much every season.

Would like some evidence of that. What % of people get KSM each season? Pretty safe to assume the others either can’t or have no interest in trying to hit that difficulty. And you needed what, 13s across the board for it? Meaning that last affix wasn’t present and the majority still weren’t reaching it/attempting to reach it.

I have no idea. I wasn’t even paying attention to the meters until we wiped. I had the same question you do…just how…

Congratulations, you’re a very rare occurence.

I’ll post whatever I want and however I want. If you don’t like that, that’s too damn bad.

Casuals are a plague.

It was a rebuttal to:

“The curve is gear. Spam heroics until youre 475+”

By showing how this was just clearly wrong. M+ is overtuned for the gear available prior to running them. Hell, gear rewarded in low M+ keys isn’t sufficient to progress. As a general rule, mobs simply don’t die fast enough, tanks can’t safely pull large enough packs/chain pull packs at the frequency necessary to complete keys.

To which the response is always “well, they’re not good.” Pure tautalogy, no argument. “The dungeon is easy at gear level x, not based on any facts, but because I said so!”

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“Casual” means different things to different players. If you think the only true “casuals” are players like you who pug lead heroic raids, do +20’s, and get KSM every season and sometimes KSH, and you’re saying anyone who doesn’t do that is an “awful player”, I’d say your attitude toward the game and the other people who play it is anything but casual.

I think you should probably stop commenting. It sounds like the definition you apply to yourself, that qualifies you to claim to be a “casual” is “But I’m not on a world first raid team or MDI, therefore I’m a true casual and the overwhelming majority of players are just baddies.”

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I mean flex raids and low keys are pretty casually approachable.

You wouldn’t have wow to play if casuals didn’t exist.

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A handful of players. I don’t recall those players asking for a giant difficulty leap between heroic dungeons and mythic 0. In every thread about this topic, the players asking for untimed dungeons were far outnumbered by players who responded saying what they really wanted was OG dungeon crawl type dungeons. Why did a few players get what they wanted, a large number didn’t get what they wanted, and players who ought to be moving up through a graduated learning curve had that removed entirely?

Answer: Blizzard planned this change in advance for their own reasons. We will see how well players who come out of heroic dungeons stay with dungeons, stop doing them because the learning curve was intentionally removed to make it harder for them to learn, or will take a break to look for another game.

There isn’t much to be learned from extremely low tier content that explodes in three seconds or doesn’t do damage.

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If you use details you could have seen what he was doing. I’d have called that out.

Blizzard doesn’t need players to ask for changes for changes to be made.

Last season, which was the first one I fully played in DF, I completed like 5 dungeons between 0 and 9, 12 dungeons between 10 and 15, and then dozens of 15+ dungeons.

The low keystone levels were easy to totally bypass.

They changed the classes almost every expansion where I have to relearn or just level a new character of a different class to be able to play. I truly actually believe anybody can learn to do mechanics better.

Wanna know what did take a longer time for me personally to learn was “raid awareness”. That unfortunately did take a lot of practice to get better at, at least 2 years for me to start being able to raid normal mode after the time I started playing in wrath.

But you have to get used to it and find the stuff that works best for you. Purchasing a mouse with buttons on the side made that possible for me to play with more time with my eyes on the screen because I am a clicker. Helped me so much.

I really don’t know what average player is either. I think most average players are able to do mythic 0 today, because most average players have been playing for so many years. But I dunno. After a little time into the new season, I think the gear from vault and weekly quests are gonna help people push their way up.

I can’t wait for the new expansion and to see the work they’ve put into outside content. Feel like this is what is missing in wow, and help make the game feel more interesting. Will be less revolving around these dungeons finally.

There is no skill issue at all. Im sorry to break it to you. In Nokhund offensive, depending on your luck if you get two charges from war spear NPC’s healer can’t keep your alive if you don’t have 800K HP

Charge deals 300K damage plus the dot deals close to 50K per tick. And that is not avoidable damage. This season has put a brick wall for lots of people. I’ve failed 4-5 keys with people who have 490-500 ilvl

ilvl doesn’t equate skill. There are a lot of really bad players sitting at decent ilvl’s right now, given the fact that it’s early in the season. In another couple of weeks this will be less of an issue.

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Nice name and vulpera!

All I hear is womp womp

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