Everyones camera is shifted one yard to the left.
Runaway evolution could absolutely be done at 590 on a T10, just requires a lot of dancing at max ability range and grinding down of mobs.
We’re also a long way past 590 zekvir “??” clears at this point
Because that’s probably around what the active population looks like.
I mean it’s like Thorgast right people could clear it in blue but they still nerfed it early because too many people were struggling.
You’re a priest fade is broken to do delve content as it makes brann tank for most of the time, it’s not that complicated.
We really need a bit more than 1 story on 1 or 2 classes for it to a viable for everyone tho
No, Delves are too easy to award myth track gear.
what about the classes that don’t have a fade type ability?
Any class that can tank can switch to tank to trivialize delves. Which then leads classes that can either kite or make their pet tank. The only one which usually is kinda bad for that kind of content are rogues, but my guess is they can skip most of it with stealth.
So there’s no change in how much damage the tanks take?
I’m psure changes were made so tanks take more damage.
Not that a well geared tank that knew how to play their roll wouldn’t be good at them.
But a DPS player that swaps to tank prolly won’t be all that good at it really.
ask any one that plays dungeons or raids what happens when a DPS player swaps to tank and tries to tank
remove timer
You are ignoring the fact that delves are about equivalent to old normal dungeons. There isnt any challenge
You’re talking about basic skills because delves don’t push you further than that, yes you’d need to known a bit no you don’t need to know a lot. Tanks taking more damage is still trivial for them moreover in an untimed mode. Only Zek’vir is kinda bad for tanks because of the dps requirement to break eggs which I simply ended up killing spiders instead.
Add a button that, once a week, you can reroll your vault slots. It won’t change much, it’s still rngesus, but it would make some people feel better. In addition, if you take pity tokens you can trade 3 of them for a reroll in a future vault.
Keystone Panda (Lindormi??? I will get her name right eventually) will also have the option to reroll your key to a different dungeon once a week from Dornagal.
Delves will get additonal npc buddies so Brann can take a break. Pick whichever friend synergizes with what you’re playing. Idk what they would do specifically, but it seems like a logical step in delve development.
So the plan is just for everyone to roll a tank to play delves?
jk, I know thats not what you mean.
How about we make delves fun and rewarding for everyone?
Thats what I want.
I don’t play m+ or raids anymore so I really don’t care what they do. It doesn’t effect me.
I solo play delves, so I really don’t see how anything I’m doing would effect any of them.
Not like I’m rolling on their gear so they can’t have it.
They get their own separated gearing paths, like PvP does.
(Raid would be included here too).
Delves, Mythics, and Raids are too different to effectively balance the rewards and difficulty without it feeling lopsided.
Delves are designed to be available to solo players, and not all specs play the same, so they don’t have any mechanics that require certain utility and generally have to assume the player is relying on Brann to stay alive. They can make things hit hard but that’s about all they can do to make them difficult. Success as a moderately decent player is basically a given, provided you’re taking your time to some extent and not trying to rush it.
Mythic+ is harder. It scales infinitely so it has room to be objectively harder than Delves, which have a hard limit. But, this is group content. It’s designed with healing checks, dispels, tank busters, and mechanics intended to be dealt with by more than 1 person. On top of that, having multiple people just adds multiple points of failure. This adds to the difficulty even if the individual responsibility is lessened a bit. This makes success less of a given.
And same again with Raid. Individual performance matters even less in terms of raw numbers, but now things are designed with tank swaps, healer CD rotations, and specific classes being present in mind, as well as a higher body count to work with for designing mechanics. More points of failure. Harder to be successful in vs dungeons or delves because of it.
I’m avoiding saying Delves are easier than Mythics are easier than Raids, because in a vacuum looking at what you yourself have to do, that’s honestly not true in a lot of cases. But it is true that it’s easier to be successful in Delves than Mythics than Raids, despite there being room to argue about the raw difficulty.
And really that’s what matters.
Delves are the easiest to be successful in, yet they rewards Heroic Raid gear in the Vault, and have an RNG chance of providing Heroic Raid gear from the EoD Chests (via Maps). On the low end, they reward Normal Raid gear from the EoD Chests. But Normal and Heroic Raids exist. Mythic 0 thru 7 exists. Yet all of those are invalidated or have their impact notably lessened by this content that’s inherently easier to be successful in.
Same argument can be applied to Mythics vs Raids.
So my take is that I’d like to see the pillars separated entirely.
If someone wants to raid log, fine, let 'em.
If someone wants to do Delves and never group with anyone, cool.
The plus side here is that there’d then be room to scale Delves up to higher gear levels and it wouldn’t negatively impact M+ or Raids. Currently, people asking for T9-11 to drop Myth Track or whatever are asking for all of the hardest content in the game to become irrelevant. This would bypass that issue.
No one but the people doing whatever drops the best gear will be happy with whatever the reward balance lands on, so I think it’s about time we consider separating things in this way.
Especially since it seems like Blizzard doesn’t have any intent of even trying.
The Vault in this scenario would simply let you choose 1 piece of gear per row, by the way. Since they wouldn’t overlap anyway.
Make them a comparable difficulty then, that’s the hard part because so much of wow’s difficulty as a PvE game comes from coordination and requirements of optimisation created by timers explicitly or otherwise.
Delves have neither of those things, and the players doing them don’t want them, so making them a comparable challenge is significantly harder.
Delves are already over-rewarding for their difficulty and I understand them doing that so more people play them and they get more feedback.
The problem with over-rewarding lower level of content is then you make it so people like me have to do it to be efficient and then that means that harder content doesn’t have rewards as gear won’t be an upgrade.
That ship has sailed.
M+ has been THE over rewarding loot pinata for years now.
Delves are an end game pillar for progression.
we deserve the same things the other end game pillars get.
And a +10 is still orders of magnitude harder than a +9 delve.
Not in DF it wasn’t.
Which then is a problem they also have tried to fix this expansion as they’ve made the difficulty of M+ more appropriate for their rewards.
Them saying delves are a pillar is not saying that delves will be equal to other content. It’s not like M+ and raids have been equal for how they distribute their rewards. They were clear from the start that delves were not meant to be competitive.