I stopped playing dungeons when Mythic timers were introduced. I really enjoyed dungeons back in the day, exploring old caverns and houses and fortresses with my friends at a rate we were comfortable with, but the culture has just changed too much.
You can still do that with M0.
Weird how you have a lot of BFA dungeon achievements considering Mythic+ was introduced in Legion.
This is exactly why there’s a shortage of tanks for M+.
Here’s the guy who didn’t comprehend what you wrote. Obviously doing all the other dungeons doesn’t help with feeling comfortable with one dungeon, and may actually interfere.
You’re not understanding what the original poster means by “slow and steady”. Making a dungeon bigger does not make it “slow and steady”; it just makes it a longer speed run. “Slow and steady” is like the BC heroics without raid gear: they’re actually quite small, but mobs are tough enough that you can’t just zoom through them.
You have it. Right now. You can take as long as you want in any M+ as long as you have a group that wants to go slow.
There are literally three different difficulty levels for dungeons that have no timer at all.
I still want affixes that introduce benefits as well as challenges.
Remove timer and at 10x total deaths, key is reset with the option to deplete -1 if desired, or stay at same key level if desired. Done and done.
But this would require unscuffed dungeon tuning. Imagine if a server crash caused 5x of those deaths and put you halfway to failure on no error of your own. In that sense, a timer is more forgiveable than a death count
No I under stand, they were talking about something completely different in the body than the title.
He’s talking about the AoE combat loop and that tanks can handle more than one to two mobs beating on them. “Slow and steady dungeons” is just a symptom of that design not a cause.
Just because the mindset of the community has become gogogogogogo mentality on basically any piece of content does not mean that the community enjoys this type of gameplay
In fact i would argue the gogogo mentality of finishing content actually means they hate that content and just want to get it overwith
What does that say about the game when everyone just wants to finish everything as fast as possible because it feels like a chore?
The go-go-go and e-sport mentality seeping into the actual game has gotten old.
I prefer when an RPG was a slow burn with heavy progression.
But it’s likely we’re never getting that back; even Vanilla has that mindset in it’s community now.
Mechagon and Karazhan were really good steps in the right direction, and making the loot from them viable - even for just alts - also helps a ton.
People claim that timers make the challenge, but frankly, if I wanted a timed challenge, I wouldn’t be playing an RPG.
Well. Thank you for the information but that last little bit was pretty dramatic. I was under the impression that not timing a key doesn’t give you loot, BUT it also doesn’t downgrade your key so you get to try again. Which in my opinion wouldn’t be so bad. Miss me with the dramatics.
While I appreciate you scouring through my profile (Makes me blush ), my statement stands. I share the account with a family member who runs lots of dungeons while I prefer PvP. Thanks though.
You’re right, but as I said in my post, there is still a culture of “get in and get out”, whereas back in the day, I found that people were more excited to explore. It was more D&D adventure oriented for me, whereas now it feels sort of like an errand.
This is partly false.
By “keep going” it can either mean repeating the dungeon at the same level which some people like to do or it can mean upgrading your key.
The former may satisfy your point but the latter means whatever you said is false.
Agreed, more diablo influence showing up in WoW. While I dont really hate m+.
It does take away the feeling of threat and danger of a good dungeon crawl.
One of the things that I think made vanilla so interesting is the fact that the content was so mysterious. Not every dungeon was a hallway waiting to be blown up with everything right in your face.
Nowadays there’s no exploration, no mysterious things you have to go and figure out.
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Exactly. The content isn’t actually dangerous.
It is quite dangerous. The player is just really skilled. That is an isolated incident that just proves how far player skill can take someone. And I suppose corruption.
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forces many specs - mostly ranged DPS - to ignore much of their kit because their kit is about careful use of skill rather than rushed maximum DPS.
Like what? I have a 477 elemental shaman. I do +15s on him and I use all of my kit, my slows, stuns, purges, earth elemental. This sounds naive. Spellsteal for mages is incredibly valuable for them in some dungeons, and has far more cool applications than prior expansions. For instance is junkyard alone you can steal a 100% haste buff and a 100% damage buff.
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Indeed. A huge area of player skill - removed from M+.
What skill? “Oh no the mob is casting let me walk behind this pillar”. There is no skill in that. The reason it is no longer necessary is because every class can interrupt and they do. If they don’t as you find in lower keys you will get wrecked.
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The way the M+ dungeons are set up, though, it does.
No you just find the notion of a timed dungeon that doesn’t allow you to play methodically boring, even though it is far more skillful than a slow dungeon. Infact one of the main ways we as humans measure skill is in speed, the speed it takes to solve a rubiks cube, how fast someone can run, etc. It is the main form of competitive comparison.
I’m generalizing here, but… put simply, that’s not the content a lot of players want anymore.
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The younger crowd wants fun stuff they can either stream or watch being streamed, and a group of people spending 10 minutes setting up a CC arrangement and assigning interrupt rotations doesn’t fit that.
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The older crowd who started playing a decade or more ago now has IRL obligations (career, family) and many of us no longer want to or are no longer able to spend 4 hours in a single dungeon.
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The “if you get the highest ilvl, you win the game” crowd doesn’t care about anything that won’t let them get the best gear in the shortest amount of time. (No, these are not mythic raiders, on the whole.)
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You have to know what mobs cleave, you have to know when mobs have placed an immunity on the ground, you have to know where your party is so when you do have to move, you aren’t going to cleave them down with the mobs, etc.
I didn’t consider this positioning, just tanking but good on you for making a good point out of it.
Slow and steady dungeons = low skill and incredibly easy content. The entire point of timers and other hard or soft enrage effects is to push players to output as much as possible within the time limit which means you need to make the most of your resources.
We can take motherlode as a good example. Under normal circumstances, you have a huge amount of trash leading up to the 1st boss. Most groups always default to using cooldowns and heroism/bloodlust on bosses so you go a pretty lengthy amount of time not using the big cooldowns to be sure you have them for a boss.
What nearly all half decent 10+ groups do though is actually make a beeline for the 1st obelisk and end at the 1st boss room and then do him first and double back for trash clearing to wait out the sated timer to have it available again for the 2nd boss.
The strat allows you to get better optimized pulls and maximum amount of bloodlust/heroism usage vs running the dungeon normally.
Plus there is no arguing that having 2-4 packs of mobs and having to handle a slew of mechanics all at once is a lot harder and skillful than CCIng all but 1-2 mobs and handling them that way. CC even is more brainless these days since applying it doesn’t cause threat and it lasts for a long time.