You make a group and add the weekly note. No one will care that you’ve never done it with the exception of if youre the tank. Even then just say that. Most people would rather just instruct thn go back into the q.
As a tank I love zeroes for this week because tanks can compensate for inexperience DPS and healers.
Blizzard created non trivial queued content. Players revolted until it was trivial again. We haven’t had non trivial queued content since, bar the odd LFR boss that still had something resembling a core mechanic.
Sure, but the expectation of what queued content is has been set and reinforced for over a decade. It’d take a huge shift in both Blizzard and the playerbase to change that and have it stick without significant backlash. Even if the people objecting never previously engaged with player formed M0s.
Solo BG Blitz kinda makes that argument moot.
PvE people should just accept failure sometimes.
Cata heroics never felt hard to me, not even once.
Maybe we just need a new queued “M+” mode with “rated” allocation.
Where your rating determines your M+ level, and you gradually improve based on your rating, instead of being gatekept by it.
Ouch. I didn’t realize how biggie this is for some players. I thought that they would just skip it like i skip weekly quest for PvP. I know how awesome its reward for doing it.
On me, this is easy. Since, i would do my Vault anyway, i went straight to do M+6s as i am not favored yet for an M+7s. But i felt i am overgeared for a +6. Got some Runed Crests, got capped again to upgrade some of my slots.
Last week too was easy with 4x Delves. Went straight to 3x Delve Tier 11 to get Delvers Bounty and use it on 4th Delve Tier 11 to get 31 gilded crests and Vault slots. I used that gilded crests to have my ilevel 675 gun crafted last night so i could now handle M+7s for KSM.
PvP by design has to have winners and losers. The average win rate across all players in the match is always 50%.
PvE has no such stipulation and as such no guarantee. It’s the players against the house, and when the house wins everyone feels bad.
Not to mention when you lose to someone else, you have a clear target to prescribe blame or negativity. In PvE that gets directed at the game itself, for either beating you or forming your group, and that leads to building resentment.
believe me, many of us do. the subset of pve players who believe failure should be impossible is pretty small, it’s just heavily over-represented on these forums.
It’s the same thing as PvP, except for the win rate.
In this proposed rated PvE system, the win rates are nearly 100%, reducing as you climb.
You talk as if not clearing a challenge the first time “builds resentment” against a game, and that’s a kinda absurd notion. We wouldn’t have RWF or even raiding at all if that was the case.
If anything, the usual responsible for failings, specially at lower levels are the players themselves, and most do recognize it.
I don’t believe any PvEr is that pampered.
Also
No, you don’t. It may be a specific player, a small group, your whole team playing bad or uncoordinated or the opponents simply playing better, or even gear/role imbalance.
If anything, it’s far easier to pinpoint PvE failures over PvP ones, specially in balanced games.
Oh yes, if we go by the current design even m0 might be a challenge or many players.
What I’m proposing is a gradual system starting at normal difficulty levels and improving as we go, similar to Delves or old M+ with more tiers, but without manual grouping, and with each tier being unlocked per instance instead of overall, allowing for some skips if the player in question has already cleared some M+ content.
It’s simple enough to implement just by using the M+ scaling system.