I both pug and run with guildies and like I said, my vault on my main and a couple alts was completely stacked with 20s in the first week. It was mindnumbingly easy to get through them. If you are healing that high its probably because you overpulled or your group is standing in fire. If keys were challenging these players should have died, you living things like that is just showing how easy it is to play like buffoons and still time them.
In Dawn of the Infinite either dungeons there are packs that hit hard even if the burst healing is limited for about 10-25 seconds. And people did die for it comes back full circle to what people consider is challenging.
It reaches a point whether with very dangerous fort thrash or tyranical bosses that no amount of skill or DR or mechanic doing will save you from being one shot here and there.
I personally donât find that a challenge but just stupid. Itâs still why when youâre talking about well designed dungeons for mythic plus I still consider it to be UR. Many called it stupidly easy but it was a dungeon where youâre actually rewarded for proper play and the bull s- was more limited. You could still die quite easily but you werenât murdered for doing everything right.
How can you say no amount of skill or DR will save you when teams are timing +30s which deal about 2x more damage and enemies have about 2x more health than a 20?
Change uldaman 2nd boss bleed into magical dot. Make third boss % based. Halls last boss should also be %based for intermission and third boss should have the dot halved. I did not mind halls in high keys just too much %. Need to make dragons true sight removed. Uldaman trash, too much to change to make easier I just hope all tanks are op so wouldnât be much of an issue.
These are probably going to have some utterly miserable pulls on both fort and tyran weeks. I would not be the happiest camper.
I remember that they had to tone down the bolters on the second floor of ruby after first boss because sometimes youâd get multiple locked onto you simultaneously probably with the bomb which would make you eat dirt unless you had a cannot die button
I donât know do you? Itâs a question or do I need to post on my âhigh ioâ character to be taken seriously? And besides unlike raiding with mythic plus I just do keys. Anything pertinent can usually be viewed on details and if your not doing keys past 20 there is zero need or desire to go crazy with all the top tier stuff.
Also the same reason why I usually avoid inviting people who are really, really high up. They tend to play the key like its their 25.
True most of the time but it doesnât change the point. I donât know why people look to be veering towards more and more âletâs tune damage and healing requirements so high that if you fart sideways you will immediately all dieâ.
I think itâs appropriate to keep M+ tuning easier than mythic raid because they serve groups that differ in fundamental ways. M+ satisfies playerâs desire to log in and engage in short-form content that provides a chance at gear or score upgrades.
I think making it harder would dissuade more players from participating than it would satisfy and the net result would be a loss.
I also think that being concerned about other players getting the same gear as you, or worrying about the checkpoints in a scaling system are both personal issues that players need to get over, not the game.
Who cares if people are doing 20s that werenât last season? If they can push higher, so can you. Otherwise, who cares? Are world first raiders supposed to get upset when other players get CE 6 months later in raids that are nerfed in half?
Yes, but that still doesnât change the point on the âchallengingâ aspect and ironically enough all the suggestions I heard so far seem inclined to make the healer hate the game even more.
A fair number of healers are capable of doing mythic raid content for example, not all of them want every boss to be like the last 2-3 bosses where the difficulty spikes radically.
You can have infinite scaling without oneshots. Blizzard chooses currently to make it so that keystones increase damage and health of mobs per keystone level. Theyâve already toyed with adjusting how the scaling works at different thresholds.
To an extent, that scaling is meant to mirror progression. As people gear up in dungeons up to +20, they get increased health, healing, and damage that is meant to keep pace with the increased health and damage of mobs. Beyond +20, gear gets capped and player progression will eventually get capped. Even just earlier this expansion, Blizzard played around with changing the scaling factor at a couple of thresholds, and even part of their dungeon nerf post-10.1.5 was exactly that. Thereâs nothing stopping Blizzard from deciding tomorrow that dungeons past +25 (or whatever) will no longer increase the damage output. Or that dungeons will increase health by 15% per keystone level, but damage by only 2%. Or whatever. Infinite scaling does not and need never involve damage output scaling to oneshots*.
Never mind of course, that we donât actually have âinfinite scalingâ. Keystones increase damage and healing per level, and stay within a range that Blizzard wants and decides people should stay within. No one has ever dealt with a +60 keystone or something, because keystones are NOT actually infinitely scaling, and Blizzard will never have to worry about that. If keystones are capped at +35, and players canât progress further because we lack the dps output to continue timing dungeons, the fact that mobs have stopped increasing their damage output doesnât matter. Sure, you can argue that people will try decreasing survivability to push out yet more damage, but thereâs very simple limits for that. You canât really be in +483 gear or w/e and actually trade out health for damage, and even if your class has ANY choices to give up personals or survivability for throughput, there are a tiny amount of possible choices involved.
*And this isnât even getting to different choices Blizzard can make for scaling, like not affecting the health and damage of existing mobs, simply adding additional mobs, pulls, or minibosses, or reducing the time limit of dungeons per keystone level past a certain point.
SoâŚchange it to not be infinite scaling? Because that is the only way this changes.
Also the post 10.1.5 scaling to 8% per key from 10% per key was solely to allow everyone to move up 1-2 key levels as a soft reset(ish) followed the Exodia nerfs since it likely hard locked the highest completed keys for the season pre-nerf. It had nothing to do with anything else.
Also, itâs obviously not âinfiniteâ it just keeps scaling by the same amount until a level is reached that canât be completed. That is obvious though.
When the current incarnation of Mythic+ came into being, Blizzard initially implemented it as a simple âFor each level increase, damage and health increases by X%â. THatâs been 10%, 8%, etc. etc.
With Dragonflight, they started experimenting more with modifying that curve. One of those experiments was to change it so that keystones above +10 modified the scaling formula. With the 10.1.5 scaling adjustment, they similarly made it so that the 8% scaling change only kicked in on keystones above +20. Going from +18 to +19 still increases health and damage by 10%. The obvious reason they picked +20 as their threshold for the hotfix in August was obviously because +20 is the point where gear scaling stops.
8%, 10%, itâs all infinite scaling leading to 1 shots because of math. The number isnât important, it just shifts around what key level it occurs at.
As long as the design is blanket % scaling itâs inevitable and has happened every single season.