Brann is account wide. The fact that you you disregard the impact having a pocket healer that can heal even a poorly gear alt through anything will have on difficulty means that you lack the necessary objectivity to make a coherent argument. You obviously have a point that you are trying to make and don’t mind shading the truth to make it. This makes your opinions not worth considering.
I’m not disregarding anything, if anything you are the one who is. You ignored everything I stated just to point out the one thing that was left out and assumed it was done maliciously. You argue in bad faith by the sheer fact that you are unable to address anything that was actually discussed.
You are the one who jumped into a discussion between two people and cherry picked one line and formulated an argument around it while ignoring all of the other context and points being discussed.
Lmao, ok bud go put the fries in the bag.
Here are the patch notes for Delves:
9/27:
- Reduced enemies’ health and damage for solo healers
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- Makes Delves easier
- Brann no longer uses Thirty Yards of Rope to dispel pets.
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- Makes Delves easier
- Zekvir’s Lair
- Zekvir’s damage and health has been reduced for both difficulties.
- Horrendous Roar is now a 2.5 second cast time for both difficulties (was 2.4 seconds and 2.25 seconds).
- Web Terror’s hatch time increased.
- Web Terror’s Web Blast cast time increased.
- Web Terrors now spawn randomly in the room rather than based off of Zek’vir’s current position.
- Spittle and Regenerating Carapace’s recast times now change while solo to better match each specialization’s interrupt cooldowns.
- Fixed an issue where Web Terrors would not despawn when the encounter ended.
- The damage of Angler’s Web has been reduced.
- Claw Smash’s visuals have been updated.
- Fixed an issue where Aspect of the Turtle did not work against Claw Smash.
- Fixed an issue where Claw Smash and Angler’s Web visuals would not display during the precast.
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- Makes Delves easier
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9/26 :
- Fungal Footpads now heal for a percentage amount of your maximum health. The tooltip will be corrected in a future patch.
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- Makes Delves easier
9/17:
- Numerous ‘bolt’ type spells (ex. Web Bolt) will no longer be immediately recast upon being interrupted and their range has been reduced.
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- Makes Delves easier
- In Kobold Delves, increased the cooldown of Scratch
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- Makes Delves easier
- In Fungarian Delves, reduced the damage of Invasive Sporecap’s Fungal Breath and Fungal Bloom, and Bogpiper’s Sporesong now has an initial cast before the channel so that casters can prepare for its silencing effect.
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- Makes Delves easier
- In Nerubian Delves, Web Bolt’s snaring effect has been removed from non-bosses, and Stinging Swarm damage has been reduced.
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- Makes Delves easier
- Zekvir’s Influence
- The health and damage of the special invasion creatures in Tier 9 and above have been reduced to more closely match the difficulty of lieutenants.
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- Makes Delves easier
9/16:
- Reduced the health of bosses, lieutenants, rares, and unique objective creatures.
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- Makes Delves easier
- Increased Brann’s damage and healing by 125% across all tiers.
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- Makes Delves easier
- Increased Brann’s damage reduction so that he takes 80% less damage.
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- Makes Delves easier
- Earthcrawl Mines - Lamplighter Variant
- Lowered the difficulty of enemies attacking players during the wave defense portion.
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- Makes Delves easier
- Kriegval’s Rest
- Lowered the size of ambush groups while defending Pagsly.
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- Makes Delves easier
- The Waterworks
- Lowered the size of ambush groups at the end of one of the variants.
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- Makes Delves easier
- Lowered the size of specific spawn groups throughout the map to 3 enemies (was 6 to 7 enemies per spawn group).
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- Makes Delves easier
9/13:
- The Underkeep
- Reduced Crazed Abominations’ health.
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- Makes Delves easier
- The Waterworks
- Waxface’s Throw Wax damage done reduced by ~15%.
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- Makes Delves easier
- Waxface should not immediately begin casting a new spell upon completion of Noxious Gas.
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- Makes Delves easier
It is even easier now, yet tons of players were able to successfully complete D+8 with pre-season gear. Which further supports my argument that Delves is too rewarding for the difficulty in relation to the other end game pillars.
It’s not broken just because it’s harder. If it’s stuff will be easier, then yes, play at the last day of the patch, which is when it’s easiest.
What does that mean? Should it mean every content in the game should make everyone of every skill and gear level play together and get relevant rewards all the time? Or should it mean the “weaker” players should just get better to not be left behind?
Both accomplish the same goal in the end, but only one actually improves the overall quality of the game. And to figure out which one let me give you a hint with this question:
In what situation do you have more fun?
- A run where everyone is good and clear the content smoothly.
- A run where some people are bad and cause wipes or make every fight harder cuz they’re dead or do poorly?
Bad players reduce the quality of this game, or any online games.
I thought a good social game was one where players could enjoy the fun of group content together, interacting and cooperating within group instances.
But I was wrong. WoW is a competitive game.
Players with top-tier gear and who grind hard end up excluding those who don’t want to put in the effort to farm gear.
For those who dislike M+, not participating isn’t even an option.
You can provide more rewards to players who are willing to grind, but what I’ve seen this season is a lot of people being stopped at the gates of Heroic raids.
Some of them end up exploring other content, while others simply leave altogether.
The wonderful times when friends and family would schedule weekly sessions to tackle H raids together and explore new content are long gone.
Now, it’s just fast-food M+ players flaunting their high gear levels and looking down on others.
You can have this in WoW. It’s just clear that the people in your guild are on different wavelengths.
Depends on the content.
So you want people to “grind hard” so that they can carry you through it and not put in the effort yourself? Do you not see how selfish you are?
No one’s flaunting anything. No one goes up to you in game and goes oo look at my shiny gear.
Selfish and victim mentality.
I’m curious what’s the atmosphere of you guild? Like I imagine your guild can schedule a night or 2 a week to raid with the rest of the week off right?
Here’s my question: why does that even matter? Like I imagine all of those people you’re referring to weren’t in any of the keys you were timing no? Like it has no affect you whatsoever.
This is the most overused argumentation regarding Delves. It doesn’t matter if I don’t personally interact with Delvers. Your entire argument is centered around me or the person you are arguing against as an individual. Mine is not. My argument is about the loot structure and how it compares to other end-game pillars. It matters because Blizzard has always tried to balance loot rewards between M+ and Raids, even if they were never great at it, they still always had that intent. The reason is because the loot from M+ or Raids are used in either content. Now enters Delves and its loot is used in M+ and/or Raids. Blizzard has a long history and precedence of balancing rewards between end-game PvE content.
This isn’t about me. It’s about what’s best for the game by balancing rewards.
Right. The issue is that M+ keys below +7 are meager incentives even without delves outside of allowing a person to practice and learn the dungeons and spec in a much more easygoing environment. There is no bridge between the two, from the delves to M+. Still, most people end up running lower keys because people aren’t too crucial to invite some dude with no score on a character that was geared not through M+. Even if it’s linked to a main on raider-dot-io, there’s still no indication that said person knows how to play their alt properly.
This whole issue lies in the M+ reward structure, particularly with no incentive to do them for gear. Even if you had the choice between rat keys with the boys on alts starting at +2 and pushing or soloing a delve, doing keys from the start is more efficient if you have a friend or two, especially if they are tanks or healers and are okay-geared.
If Delves didn’t give gear and M+ was precisely the way it is now, you’d still have all the same number of threads complaining that M+ is too complicated or whatever the voice is telling them to say. It’s almost as if M+ has some issues. Maybe not to the degree that people like to say, but you’re cooked if you think delves need to change and not some parts of the reward structure for lower keys.
Yes, this is a major part of something Ion specifically stated in a recent interview. M+ keys below +7 were de-incentivized for a large group of players.
This is two fold and wasn’t really spoken at depth in the interview. The first part was the nonsensical time gating that happened at the start. We had a full month post-launch before M+ opened up and I think 2 weeks of M0, but uncapped Delves. This lead to the problem Ion discussed about players not having a sense of progression. If M+ came out at the same time as Delves, it wouldn’t have been any where near the degree of an issue.
The second part of the issue is again the tuning that I discussed. The fact that it was easy to get to the max-tier of Delves in pre-season gear exacerbated the problem. Much like how it was stated that there was no on-ramp for M+, the same was true in the opposite direction for Delves. People didn’t need to farm mid-level Delves to work their way up to D+8, they just sprinted straight through the difficulties. This is the problem. In M+ and Raid, you work your way up and farm for gear/crests once you hit a soft-wall.
I’m not arguing for the removal of gear from Delves. I would even be for adding Hero track and Gilded crests, but the difficulty needs to be congruent. It’s about systemic balance.
Yes and no. We would see the same number of threads about the difficulty. We wouldn’t have seen the many many threads about there being no progression. From week 1 we saw people complaining about being 619 capped because they started the season with full D+8 gear and starting the season at KSM equivalent gear which would normally take them 2 months to get.
These are all difficulty-related complaints because AOTC and +10 keys are very much doable at 610 ilvl, well below 619. People stagnated on their sense of progression because they could not get gilded crests. After all, they couldn’t do +9 and +10 before the crest change.
“Doable” for maybe 1-2% of the community. You can’t ignore the fact that it would normally take the average player a month or two to get to where they started the season because of Delves.
Also, I put in a lot of effort to answer you in as full of a response as possible. I would appreciate it if you wouldn’t respond back to just 1 part out of multiple paragraphs. It comes off as dismissive if you are intending to have an actual thoughtful discussion.