Sharing my thoughts here about the slime saber mount.
TLDR: Add it to LFR like it shows on the live achievements, or allow players to get it after Shadowlands/season 4 ends similar to glory achievements.
they dont care. as long as their raiders are happy, they dont give a gnomes hind part. Thats pretty much for the whole game
Ok let me see if I understand this. A team sat in a room discussing issues with classes (tanks specifically for this topic) and said hey prot warriors are dying to things when they fail to block âI know weâll give them 30% more damage reduction on an ability that is controlled by the player to reduce that type of damageâ, but then we sat in the same room and went hey Paladins are dying to melee and spells when they donât block and went âI know, lets just increase their block chance by 5% so they still have no control over it and they still will die to the exact same attacks if they donât roll a blockâ⌠So I donât understand how people sat in a room and came to this conclusion as being balanced.
Honestly block has been completely underwhelming ever since blizz changed how tanking mitigation worked going from the ability for tanks to reach a point they pushed crushing blows off the chart then getting enough dodge+parry+block to never receive a straight forward hit. Current content (considering 4 sets) DKs for example can easily reach 70+% in parry and take 0 damage every time they parry a melee attack, but paladins can only hit 70% block if we go completely into mastery and it only reduces damage by 47%ish and warriors cant even reach that so it reduces the damage by less and has a lower % chance to happen?.. understanding that itâs bonus over parry is it can block both spells and melee (if talented, and warriors cant do that) its still something thatâs completely out of our hands to control so we either get a block and live or donât get a block and die, adjusting us to get 5% more block does not fix the problem its just putting a band-aid on our big toe to try and fix a sucking chest wound.
If we want to say block is THE mitigation for paladins and warriors, without saying this is the perfect answer it would make more sense to remove the % chance to block and instead reduce how much it mitigates and make our mastery increase how much it reduces incoming damage. With that it no longer is a roll of the dice if we live or die that we have no control over, its a number we can manage as a tank and we can adjust up or down for the content we intend to be running just as defensives are abilities we can manage and use at the appropriate time to prevent specific incoming damage. something along those lines addresses the root of the problem for the classes which is that if a block is not rolled the tank dies while in turn removes the massive HP spikes that both tanks have while also not making it too overpowering being as thatâs how block was originally designed for shield wearing tanks.
again its not the perfect answer and I know theirs much more to it going in depth on the topic but its just food for thought from a prot paly main.
abom limb nerf is fair but fury being untouched is kinda cringe.
SL S4 sucks dog for anyone not a normal or heroic elitist cause those of us who play solo and casual are getting screwed by not having the cat in LFR. You say you want to control boost selling and such but fail to see the stupidity the elitists are going to do to sucker us casuals into wanting the cat.
Not to mention the scamming that will happen, buy a slime run for gold, you pay gold the elitist takes gold then runs. Such a great community you have Blizzard and it is your own damn fault.
Put the slime cat back in LFR even make it a new color we donât care this way players of all types have a chance or make it mythic only so the elitists get a taste of their own medicine.
Fury just received a 20% nerf to crushing blow and a 33% nerf to banner like a month ago. I agree fury still seems op and could use some tuning. I feel like the abom limb nerf is ok but the fact that the damage isnât being put into the rotation to make up for it to get more consistent damage is bad.
Fury is still the most represented melee above 2400 and right with unholy at a playrate. Clearly the nerfs a month ago didnât adjust to much.
DKs have a window every 2 minutes where they do scary damage and scoring kills outside of the abomination limb window as a DK is a joke. Any player above 1800 knows how to CC and kite it. All of the DKs abilities have a desync to them as well and you have to sit there and wait with a CD being ready for other CDs to sync up just to optimize damage. Wish they would fix this. The class is actually designed really badly in regard to this. Seems really dumb to nerf the damage of abomination limb (the large damage cd once every 2 minutes that can make up 30% of a DKs damage) by ~25 % and not make up for it in sustained damage added to the rotation. There isnât a single DK ability that consistently hits for more than 3 k damage. Soul reaper is supposed to be an execute. It hits for 5k on average when the target is in the window. Every other class in the game has these quick ramp up mortal strike abilities or baseline built in to an ability. DKs need to build theirs up popping wounds and get about 2-3 seconds of it actually being above 20% per build up before it resets to 0%. The should just have to build it up and as long as they have uptime on bursting wounds the debuff should stay stacked. There is so much that could have been added with this nerf but nope. Here just lose 25% of off your main cd so the community will quit complaining about it.
Except, this is only really going to be the case in 25+ keys. You can play whatever you want in anything below a 21, Iâve personally done 18âs on undergeared, non-meta characters in the past week alone so thereâs really no excuse for anyone.
I will state though, there is a given, Iâve played for hundreds of hours, if not thousands over the past 2 years alone purely doing keys and practicing and learning mechanics down to the tee, so I do kind of have that advantage over average players, but if I can do it, anyone can. Iâm not great, Iâd say Iâm average/better than average at most. Stop complaining, either reroll to meta or learn mechanics and improve on your own abilities. No one is forcing you to play Arms or Assassination, and it requires minimal effort to roll another spec or class if you really want to achieve things like Keystone Hero or Mythic raid.
Edit: This doesnât mean we donât blast blizzard for not buffing obviously underwhelming or sandbagged class specs right now either. Blizzard, balance the game. Buff the F-tier specs in PvE.
Just because a group of people are good at something they pride themselves on doing doesnât make them elitist.
Me telling you to stop complaining and get better at the game doesnât make me an elitist either.
Itâs not exactly hard to get into a normal raid, I play solo most of the time (I pug M+ keys most of the time as I donât like commitments to people), so if I can pug my way to Keystone Hero then you can pug your way to a squigglesworth.
I think the real translation for your post is: I want to be spoonfed this mount, itâs easy to just queue into LFR where Iâll definitely get invited eventually and it doesnât matter if I do mechanics or damage because Iâll get carried to a mount regardless.
Power to you if you want to pay for boosts to obtain things you want, but itâs really not as hard as you think it is to get slightly better and pug normal. Most groups will straight up invite you if youâre 275 ilvl (in season 4, which is the equivalent to maybe Mythic +6 keys or so).
Edit: Oh, and even if you wanted to join a raiding guild for the purpose of getting the mount, you could easily do so. Youâd be expected to jump on discord so the raid leader can tell you what to do, but aside from that you donât have to do anything else, just play your class/spec, do damage, do mechanics, and easy heroic clears.
Edit 2: Most raiding guilds have very little expectations, mine for example couldnât care less if I didnât talk to them all week, as long as I show up to raid and do my bit, theyâre happy. I do engage with them a lot more than before I got Keystone Hero, but thatâs just because I decided I like them.
The Great Vault rules will stay the same and only the bosses that have been defeated that week will be available as possible rewards the following week.
This is confusing as hell, because itâs NEVER worked this way, AFAIK.
My previous understanding: Your loot rolls had access to all the early bosses, with last 2 or 3 locked. Once you defeated them the first time, their loot tables became available moving forward, permanently.
Are you saying that, in order to have a chance at Jailer loot, I had to kill Jailer each week? If true, this is kind of a big deal, and one that Iâm not sure the player base is fully aware of.
Which is what Iâm on the fringe of.
Doesnât matter what meta you roll if you donât learn mechanics and work on your own abilities. I complained because their reasoning on the nerfs entirely contradict one another. Destro will feel very different to play with the changes they made to it, nuking their 4 piece, maybe in ST the most. While Survival they tuned the damage.
I did a key the other day with a Ret paladin that did 6.8k dps overall and had a timed 18.
If Arms or Sin were huge performance outliers like Destro or Survival, itâs basically forced. No one forces you to drive a car instead of walk, but letâs be real, itâs basically a necessity.
And the C and D tiers. Generally, people should play what they want and the specs have unique interactions that impact keys in meaningful ways without sacrificing a significant amount of performance. Why have any class fantasy or things of that nature if youâre stuck never actually bonding to one main because you have to hop around every season because tuning is so bad?
Or an example that grinds my gears: My friend who loves spriest is about to put it out to pasture because itâs so grossly dysfunctional in AOE and has gone an entire xpack. It still has some serious issues going into DF, yet the main class getting tons of changes even after a few weeks now is hunter.
Yup same, one of the main reasons getting different dungeons will be such a good thing every season now.
* *Developers' note: Holy Priests continue to outperform other healers, and we are looking to target various areas of their kit to better fit within other spec representation and performance. *
Yet⌠the most over performing healing class in PVP gets a healing buff⌠and will still out preform every healer in PVP by leaps and bounds. A class that should by all rights got slammed by the nerf stick in PVP gets buffs hahahah what a joke.
Time to run the holy priest.
So⌠do we have to settle for this? literally the difference between healers in M+ (Hpriest and Rshammy) with others (Disc Priest, Rdruid, Hpally and MW) is huge and they donât do anything about it? and that also goes for tanks in M+ (BDK) with others (Paladin Prot, Warrior Tank, Druid tank and Monk tank) at least two of these received buffs but they are not enough (at least for the paladin and for the status of others tank). Is this serious or is it a bad joke?
PS: And if some say something about it that could affect PvP, then there are PvP auras and I think they could create auras for M+, Raid and BGS (to make it easier for them to balance classes without affecting other WoW game areas).
Would love to see some additional tuning tonight regarding Hpriest and Rsham being leagues above other healers in terms of keystone DPS, as well as some defensive gains to bear and veng, offensive gains to prot warr to bring them all more in line for a clean season.
what does this even mean
lol ok elitist
Lol all the complainers their class or spec didnât get a buff. Perhaps wait until gear scale to complain. Give them the benefit of the doubt.
Man the descriptions of some of those Fated affixes are like Pokemon Vietnamese Crystal level of bad engrish.
Thatâs it. I am tired of being crapped on because all I like to do is LFR.