Dragonflight was casual?
Have we forgotten about the horror of those already?
Dragonflight was casual?
Have we forgotten about the horror of those already?
Less then 1% of people did something, its fine!
I’m new to M+ and I’ve made my own pugs for +4s and +5s and within the past 2 days, each of those groups have fizzled. This is too aggravating to want to continue, Delves have been way more chill and provide 603ilvl gear.
There are far more than 1% clearing 8+ right now. You’re just actually inserting a random number.
There are 649,351 keys TIMED 7+ key runs right now.
https://raider.io/mythic-plus-rankings/season-tww-1/all/world/leaderboards-strict#role=all:mode=unique:minMythicLevel=7:maxMythicLevel=99
You can find the sample size in the bottom right of the bar graph jpeg.
4,073,588 total 2+
^Thats about 16%
Again this is week 1… seems like a healthy number for 7+ keys.
And the goal post is now moved lol
Also 16% is low
This gets me killed so often. I’ll pop a few bloods on the ground to make sure we have plenty, then out of nowhere people will sprint to my side of the room and snag the blood I’m rushing to. My bro even throws glaives to make sure we have extra bloods in case some disappear early, but even then it’s like Black Friday everyone just rushes into one spot.
Because we have been doing Mythic Plus dungeons now for how many expantions?
We know when something is working and we know when something is horribly off, we dont need to spend weeks and week and weeks on end doing this to discover that something is not working the way it should be, and or it does not feel right.
I dont need to be a mechanic to know when my car is broken, i dont need to be a doctor to know when something is wrong with my body.
We dont need weeks of this to know that something is horribly off with the system at hand.
I cannot agree more with this comment.
My main is holy priest, and I’ had been playing and enjoying as casual PUG healer but this is absolute torture at this moment of time.
Tons of “move or die” mechanics with unavoidable insane AOE damage even in M0, and single failure on mechanics easily brings the death especially during AOE damage phase.
If M0 is the place for the learning for M+ contents which I want to believe so, “margin of safety” is required to allow some mistakes on the mechanics and behavior to learn the important mechanics and tactics which is never covered by heroic difficulty.
Learning on the Mythic mechanics now is really stressful as I experience so much wipes and break-up of groups.
I feel the adjustment of difficulty is required on M0 to be more error friendly, OR heroic should be changed to introduce important mechanics. At this moment the gap is too big between twi difficulty.
Average PUG players including me are not so great in terms of skills, but we had been playing and enjoying Mythic contents even with lower keys.
I really hope there are some rooms for casual player to enter into Mythic contents.
We had a hook get stopped by one of the affix orbs when it spawned a millisecond before the hook fired. Good times.
Step one: people stand in mechanics because they live.
Step two: people die to mechanics because they suddenly matter.
Step three: complain on forums.
have you tried totemic? a lot of the heavy lifting is carried by your totems shooting out free chain heals or you blasting off instant chain heals. It’s much more mana intensive so I have to take micro drinks constantly but I find it much more enjoyable.
Goal post is the same. Quick use more key words to try to discredit.
Same? And outside of the stop changes this season doesn’t feel that bad…
I actually wouldn’t know if you’ve done them for years. You post on a lv 58.
that’s the big thing that’s confusing the conversation here. there are people making sensible comments about real issues with dungeons, but there are lots more people complaining that “everything is overtuned and impossible”.
if you weren’t doing 15s week one of SL or DF, i don’t know why you’re expecting to be able to stomp 5s with a bunch of randoms today.
to be fair S2/S3 of DF or SL were easier, S1 was harder for all three.
People are prob comparing s2/s3 difficulty with S1 and being upset over it.
agreed, i’m talking about week one of the expansion. i have no idea why people think getting KSM a week before s4 of DF ended means they should be +2ing 8s this week.
Like the giant list of complaints here:
And then for the poster, they’re further now compared to S1 DF.
And some changes are just “let us ignore mechanics.”
- Skarmorak’s crystals need to do much less damage on death than they do; it’s way, way too easy to kill them with just incidental cleave.
Is just hilarious. instead of maybe increasing crystal’s hp, so that they don’t die to incidental cleave.
the main reason is that blizzard inexplicably nerfed the rewards so you can very much be forgiven for thinking that a +2 is still a +2.
like you have to do a 19 now for aspect crests (was 16) and mythic 0 (which is apparently mythic 10) drops veteran gear.
A mythic +2 gives the same rewards now that a mythic +2 gave in season 3 DF, despite being apparently 10 levels higher
they also brought up some legit complaints and some of those are definite bugs – xal orbs spawning out of the combat zone on first boss of DB, for example!
yeah, i think that fix makes much more sense.
It’s not inexplicable, Blizzard overbuffed them and they realized they went too far.
DF S1 vault gave best ilvl.
And they slowly buffed rewards more and more because people complained.
This has serious negative implications as key levels increase and crystal HP scales up, since you’re eventually reaching a point where Skarmorak takes 6+ minutes because you’re spending the vast majority of the fight just killing crystals and burning through the boss’s shield.
There’s a reason why bosses like Hakkar (SL S1), Nalthor the Rimebinder (SL S1-3, and TWW S1), Surgeon Stitchflesh (SL S1-3, TWW S1), Ingra Maloch (SL S1-3, TWW S1) Iridikron (DF S3), and Viq’goth (specifically BFA S1-4) are infamous for scaling super aggressively as key levels increase. When you have percent-based shields or perpetually-respawning adds that urgently need to die to progress the encounter, HP increases can and will cause the fights to take an extremely long time. This was a problem shared by every single one of these fights, and it’s a problem Skarmorak has to some extent that would get dramatically amplified if the change you suggested happens.
I suggested what I suggested for a reason.