I have finally achieved my goals for s2, got aotc and 3k io for the season, I dont intend to push more at the moment.
Here is my honest feed back for the content:
Raid: Feel way better then S1 raid even th i am not a fan of goblins, the fights are engaging and nothing felt too frustrating. Last boss is a real joke compare to last tier.
I very much appreciate blizzard deciding to re introduce the token system where you will be able to buy ur bis from raids in the .5 patch, looki g foward to this.
M+: The season is okish, its not has I though it would be, darkflame didnt end up being super bad after the nerfs and the same can be said for most dungeons.
M+ still suffer from the ââmetaââ fever I lost count the amount of disc and vdh I played with. Itâs the first season that I find lfg to be super dead, tried to do lower keys and the lack of tanks is just insane, spending 45min to even see a tank.
The change to the 2k achiv that give you a charge of catalyst instead of a free token to choose ur piece of gear is bad in my opinion and need to be reverted.
If nothing is done to make tanking easier i am afraid that we are heading in a worse direction, blizz I aint saying I know what the right move is but you need to appease the tanking community, its the only role that is in charge of creating a route,pulling properly and decide of the pace of the group the role require alot of effort compared to the other two.
Conclusion: I give this season a 6.5/10 raid was ok even tho aotc really doesnt reward you with anything theses days and for M+ it still has alot of the problems from S1 and the 3k mount is kinda lame honestly for the effort to achiev it.
Ight boys peace!
11 Likes
Mythic+ rewards are shambles. they need to add cooler rewards to make people push more.
3k io should reward better Ilvl gear at the end of the dungeon/Vault. Also Better looking mounts, cosmetic Elite sets. etc.
2 Likes
What is the token system?
Same for raid, they use to give you a mount and a title for aotc, now I feel like its just a shell of an achievement and i dont even know why I bother raiding once you achieve 4set.
3 Likes
DPS decide the pace of the group.
Very much agree, as many people will be getting this week 1 now that score is not split into fort/tyrant weeks and might not have tier slot gear to upgrade by the time they get it. Or if they do have it, maybe itâs champion track and it feels like a waste of a charge. In any case the previous ilvl boost and tier progress two in one was much better
I rate the dungeons (also 3k if that matters)
Motherlode 6/10 boss 2 is a pain for casters and the bombs at the end are a pain for everyone
Darkflame cleft 10/10 but Iâd make statue spawns less random on boss 3 (maybe put them all right in front of the player so less RNG)
Priory 9/10
Meadery 7/10 boss 1 is boring
Workshop 8/10
TOP 4/10 every boss but skeleton is boring and too much time spent doing single target in my aoe build
Floodgate 10/10
Rookery 5/10 boss 1 is boring and boss 3 is too long
I want shorter boss fights in general in M+, I am there to mass AOE, please make the mobs live longer and the bosses live shorter.
1 Like
Proximity based around players. Have everyone stack, and after each melt, move boss from corner to corner.
Iâm aware of the mech but the range is about 10 yards so even with everyone stacked, that boss can be a lot easier or harder depending on randomness and random difficulty is not good design in a competitive game mode.
There are much better examples than this one which is minor. For example, boss 2 in motherlode, the unempowered add can follow me a BM hunter and the fight is extremely easy (I can just kite it without losing any uptime and the group does not have to spend globals ccâing it) or it can follow my caster healer and make that fight much harder. On boss 4 of motherlode, maybe every tracker bomb hits ranged me, or maybe every tracker bomb hits a melee DPS who has to lose uptime. Even the same comp will get different difficulty depending on assignment which is bad design for M+. Luck should not be a factor in timing M+ keys.
3 Likes
Honestly, M+ needs to stop piggybacking off the raid transmog sets.
Change it so that catalyzed M+ gear only gives the normal mog no matter the ilvl, and give M+ its own unique recolors for a certain rating threshold.
1 Like
I think its only 5. Every time ive had everyone tightly stack, you Pickaxe the one that didnt land in the group and now a single person can clear the entirety of the remaining molds.
Works like a charm. Always take the fixate to the one closest to the middle and viola, just rotate corners trivializing the entire fight (and cutting down group wide damage).
Has low healing check and lots of down time that dps/hps will only be off a couple globals
Its not luck though. The mechanic is going to target someone. Its all about how those who get targeted by mechanics deal with them.
Yes and no, dps influence how fast the packs die but tanks pace the dungeon based on your groups damage. Your group can do high damage and still be slow if the tank doesnât pace correctly and keep the pulls up, chain at the right time, etc etc
5 Likes
What else do you need to beat if you already reach 3k io? Why do you need to gear up more?
The gear at that stage is more than capable to do Mythic Raiding. I dont think M+ is made to beat Mythic Raiding. It only aids players to get into Mythic Raiding.
I dont know the right answer. But in my opinion is to make DPS role harder. Set a stricter DPS checks on high keys. So that those who are not talented to become the best DPSer should Tank instead. Make Tank a very good option for those who are bad in DPS.
That worked in early Expansions and in Vanilla.
1 Like
I suppose you are not bothered by your run being randomly harder than other peopleâs run, using the same comp, who had more desirable mechanic assignments. Thatâs great. Good to live unbothered.
1 Like
Dps role is absolutely not harder than tanking in keys, tanks have to CC, pace, route, still min/max damage, and track dps cds (which ties into pacing). Dps has to CC, do damage, and dodge/bait mechs. Iâve pushed title on DPS, tank, and healer and dps is the easiest of the 3 by a large margin and this is as a melee dps perspective, ranged is way easier than melee.
Also tanking doesnât have a low pop because its the easiest role, its the opposite. Itâs the least forgiving role by far and has had a population issue for years
7 Likes
I do agree that 3k is a higher ceiling to achieve over most people playing and more rewards should be accessible.
1 Like
Itâs gonna take a while to recover from season 1, imho. Tanks may come back over time, but give it time. Unless they want to start challenging people where they live, theyâre gonna have to deal with it. Now if they want to go back to respecting the trinity, all for that. But then the tryhards start complaining and itâs a whole thing.
Weâre in like season 18 of m+ existing and the m+ community wonât stand for what theyâve been pushing into raids in that timeframe. Thereâs no social compulsion to do m+. When itâs bad, m+ players just stop playing. Thereâs not the same difficulty creep you see in raids for that reason. Theyâve snuck in some, but itâs always a gamble.
1 Like
Correct. DPS set the pace. The pace at which i pull is dictates by what the group can do.
I can make things go smoothly with low dps. But i cant pull like i normally would with low dps. I cant go at the pace I want unless the DPS allow me to.
Game runs off of RNG. My run isnt ârandomly harderâ. Every group has to deal with the mechanics. The âdifficultyâ comes down to how well the individual deals with the mechanic.
Id rather get every fixate on my Warlock instead of the BM Hunter. Why? Because i know ill keep my adds grouped together for as much cleave on all 3 targets as possible as opposed to the Hunter whoâs off in BFE with his add being separated and not being cleaved. What you consider harder, actually became smoother and faster
I go in expecting to get targeted by every mechanic. Whats the saying, plan for the worst but hope for the best?
Depending on how much time you have left in your key (and key size) you can just kill the first mech + 2 goblins, then everyone but the tank returns to boss platform. The tank can run up the hill pulling every bomb and whatever % you need before the double mech suit at the end, and all the bombs will be fixated on the tank since nobody else was in proximity.
you are still describing a scenario that is in the tanks control, the dps can kill mobs as fast as they want but the tank still controls when the next part is pulled, if theyre pulling properly with cds, etc etc. they control the actual pace of the dungeon.
if I have lower dps I can still pace them by pulling around their cds, if I donât pull around their cds I am slowing down the pace. you are actively in control of what is getting done when as the tank.
Example, I have cds as WW and we are going into the next pull. Logically you do a chunky pull because it will die very quickly, but the tank then pulls a 5 mob back instead of the mini boss + the trash that comes with it (this is an example of something that has happened today). You cannot save cds because you are then losing a use, which slows the dungeon down. You also will not have cds for the objectively harder and longer pull where you want cdâs to save the most time. This was fully in the tanks control and actively slowed down the dungeon. I killed the pack he pulled as fast as possible but we still lost time
1 Like