There is no way to save it as too many players do not want to spend time to learn mechanics. They jz wan to pew pew like MoP remix. Still many players lead the ball to wall in the Dawnbreaker. Still many mages do not dispel themselves during dis week affix. Still many dps even don know mechanic of 1st boss in NW. Still many dps wait healer to heal thru damage without doing proper stun and cc. Still many players don know when to use def CD. There are cases that all players must use def CD to survive as healers are not possible to heal thru the damage. Etc etc.
When players are not learning mechanics from the game itself but from Mythic Dungeon Tools, Wowhead, or YouTube, it shows that the game design has already failed.
Don’t tell me about the Dungeon Journal — it doesn’t even have information on the trash mobs.
I have to watch YouTube to find out that mobs in Mists need to be dispelled.
Are you serious ?
Did you skip your schools and join workforce directly?
You just waste people’s time by skipping all available information from all other sources, expecting your tank to teach you how to play. You only get a half-baked self-imaginary information by “experiencing myself”. You run dungeons/raid only to verify what you have read and how to apply it in practice.
This was a result from your lazy attitude, every decent youtube guide mentions the dangerous mechanics and how to deal with. It takes around 15 mins to watch one. You can double check with MDT, which gives details of all NPCs. And you rather wasting your groups hours until you understood what to do.
Do you even learn rules when you play card games ? Even a simlplest activity has its own rules that you need to learn before doing ? Are a baby that needs everyone to spoonfeed you what to do?
Aside from a few bugs and outliers the tuning is fine. It is still no where near where Shadowlands S1 was where tanks had to kite constantly in every dungeon. This is also reflected objectively and statistically where 27.5% have achieved KSM a month into the season when the historical KSM threshold is 30-35% at the end of 6-8 months.
There isn’t a shortage of tanks overall. There’s always been a shortage of pug tanks.
You are comparing season to season effort rather than Season 1 to Season 1. The first season in every expansion is the most difficult for numerous reasons. The first being that we had to overcome a 100+ ilvl gap from DF to TWW. This put us at ~605 ilvl before the season started when the season cap is 636. That’s 34 ilvls when the standard season to season ilvl gap is 26. That’s almost 50% more ilvl to cover.
Fact is many of us are pushing 10s while sub-620 which means even we still have 16 ilvls to go. The tuning is not the issue.
This I can agree with, it was a terrible change.
Tank tuning isn’t an issue, it’s related to the ilvl I already mentioned. I can’t speak for healers.
No, people just need to learn the mechanics and how to use their defensives.
No.
No.
No. Affixes are what makes M+, M+. If you don’t like it there are other game modes you can play.
Why the double standards? You check the rulebook multiple times for board games, but you won’t apply the same effort in a video game? The in-game Dungeon and Raid journals do a decent job at explaining the boss mechanics and which party roles they are most important for.
Firstly, you are a type who rather waiting for others to tell you what to do than learning by youself.
2ndly, tutorials don’t teach you advanced techniques to do hard content, you can learn from various souces or find them yourself. Tutorials are basically the same as watching guides. The only difference is one is passively spoonfeeding, the other needs you to take 1 minute to type it in google search.
3rdly, in solo activities, your incompetence doesn’t affect anyone. However, this is a group content, your mistakes affect your entire groups, you don’t just waste your time, you waste 5 people’s time in m+, 20 people’s time in raid just because of your laziness refusing to read materials for 15 mins.
So does this game have an in-game guide or manual for the mobs?
Is there a manual included in the game box?
Don’t you get that I’m being sarcastic about how poorly designed this game is?
I agree this is one shortcoming and I would be in favor of them including it. However, the fact is that there is a Dungeon Journal for bosses that the large majority of players ignore and blame tuning when they die to mechanics.
Sarcasm isn’t translated well in text unless people are being extremely outward about it.
When running my alts I also see a lot of players with low io trying to do +6 and higher. Its an issue cause its pretty obvious u don’t have a lot of experience and your trying to do harder content. The majority of the problem is definitely the player and some into dungeon tuning .
Player quality has degraded over time. I ran a CoT 8 today with an expectation to be a quick fast free key, easy +2. I invited some 2k rio dudes with some keys 8 timed and a 2.5k hunter. The key turned to be a craphole. The hunter and I had to hard carry these guys through the entire dungeon. I felt so embarassed when the hunter whispered me “am I getting a share for this boost?”.
We barely timed with 2 mins left after like 20 deaths. And at least, these guys apologized for their horrendous peformance when the key was done. But seriously, it still left me a bad taste for seeing people struggling at key 8 with 615-619 ilvl.
This happens every season due to score inflation and people failing upwards. 2k io meant a lot more 2 weeks ago than it does now and the bar will continue to raise as the weeks go by. The general safe spot where score has a trust value is max rewards +~20%.
Do you believe me now that ilvl doesn’t mean much?
Some out liers sure but there are some dungeons… at least for right now are fine.
Most of this just seems to boil down to skill issue.
Tale as old as time, anything that uses the holy trinity and you will see dps always being the more popular then the other two, people like seeing big numbers and seeing themselves top the meters and not have to deal so much responsibility that tanks and healers have to do.
Honestly… I think Gilded crests drop at +8s is fine, maybe myth track from vault could be a 9 but it being at a 10 is fine.
Hoping it gets better.
Agree, its a mistake and I dont know why they ever went through with this.
Every time when I’m going for an interrupt, some shaman milliseconds before me uses thunderstorm to knock up, my interrupt is wasted and since because they start recasting the same ability needed to interrupt after getting knocked up.
Hot take but Tanks being a walking god with no fear of death is unhealthy for the game.
I understand the frustration on finally getting a tank in your M+ run and moments later you found out that the tank is made of paper and its not fun when your key is bricked because of the paper tank but being a god just isn’t healthy.
As for healers, I dont play much healer and I’m not qualified to talk about, will let the other healer mains speak this out.
To mitigate spikey incoming damage, use your defensives, help your healers out.
Whenever there is a unavoidable damage going out, I use fortifying brew and then touch of karma, this is an example I’m using here.
30%-50% across the board nerf is just insane man.
Like there are some dungeons that could use some adjustments sure but there are some dungeons that are fine the way they are (Like Dawnbreaker, mists, City of Threads and ara-kara).
Name me a mechanic that up and one shots you from 100 to 0, this is excludes failing to do mechanics (i.e touching an Invoked Shadowflame spirit when its fixating you on Drahga/Valiona, Killing Crystal shards all at the same time on Skarmorak, etc) and standing in avoidable mechanics.
I will be waiting.
I’m more so in favor of getting rid of Tyrannical and fortified because I dont think they are interesting and rather just boring for the longest time imo.
I’m a pug rat so I do most of my keys pugging, while I do understand on paper that Challenger’s peril is fine, there are comes to a point that at that point you should know mechanics and how to do em, you should at that point know what each trash pack does but in reality, all it does is add frustration and stress when you are trying to pug, there are some pugs that still stand in stuff they shouldnt be standing in, don’t do mechanics, etc. My experience has been fine so far farming crests but early on it was rough, I would like to see Challenger’s peril moved to another level (say 12s) or just be gone completely.