The only thing that can save S2 is reducing time spent in LFG as DPS and making healing/tanking 10x more fun than it currently is. I'm not gonna play a role I don't find fun and I'm done sitting in lfg more than actually playing the game
This is the only truly relevant thing, everything else is just jerking around. Depletes are a first world problem, while no tanks and healers is starving children of m+.
I think they should make tanks have 10 second GCDs. I think they went light handed with making tanking not fun. Could possibly add more caster, or just completely remove melee enemies to insure that you can never make big pulls.
So this is my thing about all of this. This helps like 1 percent of the m+ community(the keys not being depleted below 12 that is). I am a main tank and was playing paladin before we were good this season and I would say I am a top one percent player, that being said to push 12s and up everyone has to be a top one percent player in your group down to the last dps. I’ve been in many 12s where the key completions (and timed) did not come down to me pulling well or surviving because I did all of that the problem has been the one dps repeatedly dying and blowing my timer to bits I’ve lived through many full group wipes had the healer and dps come back to me and then all die again and this is even playing with people in discord and doing call outs. So then I’m resorting to doing 10s and 11s just to fill vault but then you run into the same people who aren’t necessarily bad they are doing good numbers but they make maybe 2 mistakes the whole dungeon and that still depletes your key cause their screw ups suck the timer down 3 to 5 minutes and now I have to push my key back up back to 10 or 11 to bring it back in a farmable zone. If blizzard wants to truly improve mythic plus they need to remove depletes period so those of us who are stuck on farm cause we can’t find players good enough don’t get punished for simply trying to fill our group.
Yes. Ill say. 9 and below can depleted because players are still horribly bad and need to go back and practice but 10s and above just cant deplete. It that range you need to be able to try try try try until you get it
My perspective is almost the opposite, and sharing just to show that there are so many takes on what a “good” experience is. I play at 3k2, and it takes forever to form/get in a group, with a very high probability to deplete the key in the first 5-10 mins. My personal take is that keys should not deplete ABOVE a certain level. Realistically, there should be no excuse to deplete a 5 for instance, except early season. However we should have a more lenient way of practicing “high” keys, whatever high ends up being. I would love for 15s not to deplete anymore. I could actually practice the harder ones and have a chance at them instead of spending hours and hours in LFG just for a few shots at them
@@zpokie123 that's a great idea dude. The current reasoning is that if there are no depletes, no one running a lower key would be able to join dungeons and only higher bracket players would be able to experience m+, but I'd be down for that - anything below a 10 depletes, anything 10 and above doesn't. Either that or the suggestion about make m+ a delve tier system instead, where you select difficult at the font instead of placing a key in
According to raider io there is roughly 2.3% of all toons with score are 2850 or higher. And how many people that are 2850 have multiple toons at that level. Blizzard has done NOTHING to help the average pug m+ experience. Its quite sad.
they actually have people are not realizing 12s are going to be easier then they are now the damage increase will be 2 % instead of 10% thats a huge nerf. once i got over 625 ilvl 10s and 11s are trivial. but 12's are such a big jump atm that they are genuinely hard. you only need like 3 or 4 12s timed to get 2850.
They have done a lot actually based on overall nerfs to dungeons and making the lower keys give more valorstones and crests. This one change is just as you say a "nothing change" for the average player, so why are you so upset when it legit is just nothing but a net positive since it doesn't effect the people you are talking about. Its just weird that wow is the only place where people feel every change has to be catered towards the casual players and people shouldnt be rewarded for playing the game more. They obviously shouldnt tune it around the top players but legit never being able to do any changes without being met with backlash from people it has nothing to do with is weird.
The change to CC increased difficulty for pugs massively this season. There is likely only around sub 5% of the M+ playerbase use audio comms. Its pretty rough
@@zachemorganyeah but for people trying to push up to 12 will still have their keys depleted down time and time again. Just make any key above 10 just never deplete
The devs only cater to the ones who keep pushing and bitching that +15 is too easy, that's less than 1% of the playerbase. Now it's not even easy to join a +2 since everybody is a veteran and the entrance is so much higuer by making +2 equivalent to the old +10. Before we used to have a "learning curve" to see which routes were feasible, use well your cds in packs and knowing how to properly heal or tank going from +2 to +10 and even properly gear through those keys since people used to get rewards from keys that weren't just currency, but Blizzard wanted to ramp up the difficulty, without any reasonable excuse to me, and making +2 to +7 a slog and from "challenger's peril" onward a true nightmare specially for new players. I tried to bring some friends back to WoW but they couldn't stand this, everything now is for veterans, long time players or straight up esport players or pros, or even people that waste a huge amount of time online. Seriously I don't see a future of M+ huge engagement that we had in the past if Blizzard continues going this route, too bad Blizzard doesn't allow criticism or player/tester feedback.
They changed heroic to be equal to the old Mythic (level 0) and increased M+ to be about 10 levels higher. If you want to do slightly easier content than a +2 you could do heroic dungeons. And now you can just queue for the old M0 keys, which is a lot better than actively having to look for a group, and not being able to estimate when your key will begin. They also introduced delves this expansions, which is much more targetted towards casual players. So i really dont understand why you think they only care about the ‘high-end’ players
@@thijsbrundel6102 Not really, because you are not addressing the content that people want to do and join like they used to, you are just saying that people that doesn't want to go full tryhard should be segregated do a different game mode, that's not how you solve a problem specially one that didn't exist before.
@@CsStoker you are still about to do the content you want to do and they are actually having people in the lower keys get more stone and crests now and they are constantly giving out basically free gear to these players. Why are they legit not allowed to have any changes for high end without people who dont do that content to be like "why are they getting good changes wahh". Cant they be allowed to work on the game for both of the players the +12 change is nothing but a positive because it does nothing for the casuals so they shouldnt worry about it and its a good thing for people who push past 12. Its not like that change is also taking away from extra time for the casuals either since the majority of the game is catered around them (as it should since that is majority of the player base). But that is basically saying you are upset that there is some positive PVP change happening when you dont PVP at all.
@@VaPoRPhantom I can say the same, why move the difficulty from +10 to +2? was so bad to push +24 and +25? what was the point of ramping up the difficulty? what was the point of making queues for +3 and +4 or at least 1 hour? what was the point of making lower keys easy to access to play and learn? The learning curve was removed, that was a terrible change that isn't being addressed on these season 2 changes, specially with the awful picks of dungeons that they did.
@@CsStoker the key level change was strictly a good one for everyone since it required a lot less keys to get the same thing done, everyone know this not just high key players benefited. In fact the ones who were the average player benefitted the most from the change. There is still definitely a learning curve, i don't know what data you are using to make that up. The whole system in the for of keys is a learning curve by itself and nothing has so far been done to get rid of it. Also new players wont want to get into plus 12s, and if they do why shouldnt it be more difficult to get into higher content when that is how the game should work. If you want to push higher content then just get better at the game, there are many resources that is available for people to do that. What people dont understand is that not all content should be tailored towards legit everyone who plays the game. If people cant push 12s, its ok they dont have to noone is forcing them to. If they want to then they just have to use resources to get better at the game. People feel like they have to be able to access everything at all times when WoW is legit the only game where people are that entitled. It used to not be as bad because people realized how much they had to grind to get to the same level as some of the people who do just play only this game. They made it less of a grind for everyone and now people complain that they cant do the same content because they can see that its doable but dont want to put an effort into actually trying to do the content.
2850...... rating for no deplete is just a joke a this point, my god, stop saying that is a good thing, ppl in lower keys already having a hard time, is not a pug friendly thing to do
Reason is people who play dungeons at and above +12 literally get nothing from doing it besides the score if they succeed in pushing the key. It's inefficient to run anything above +8-10 if you are just doing it for the rewards. If people are depleting keys at low levels, they really should just try to get a little better or preferably find a group to play with.
There should be renown track and Dinars for M+. I ran Siege of Boralus 23+ times and I still don't have the trinket. It accomplished 2 things. I'm burned out and I hate Siege of Boralus.
I have the same problem with grim batol and mists for those trinkets. And I need those for two alts. ._. I cannot stand especially mist any more. tred'nova and that stupid guessing game from 2nd. boss ._.
Are you sure they are trying to fix things? The achievement is a joke because it's not helping the players who need it and the tier token removal is 100% designed to squeeze more playtime out of players.... Things are not looking very positive. In fact these changes are very concerning.
Your guild is bad then cause healing is very easy if people don’t get hit by mechanics and use defensives. Tanking also is legit afk in a lot of raid fights very easy
@@artavian2459 let me guess, you're a dps at 2k rio Edit: what does tanking in raid has anything to do in a video about m+? You're bat at context comprehension...
@ tanking in m+ is just as easy. Also I just said raid since you were talking about your guild. I heal i dps I tank the whole game is easy just a lot of bad players with ego, I sit at 2700io cause there’s no reason to do keys past 10s
The no-deplete change is so tone-deaf. I'm astonished. Most people that care about depletes are in the 6-10 range. Requiring an achievement for the functionality is stupid. This change will have almost no impact, since it's specifically for +12s only. Blizzard just refuses to take easy wins and will let the game die with their weird mindset and fear of being too lenient.
idk i think alot of people who have a 12 key are also very paranoid about it as well because they don't want to chance there key so they are going to gatekeep harder when depletes are present. if anything it will be incentive for people to push high on there main then be rewarded on there alts with no depletes.
If only M+ players could get dinars aswell... and also the possibility of getting the same Ilvl as mythic raid from high m+... Meanwhile they keep forcing M+ players to raid and the result is just people quitting
this, I'm never gonna do mythic raiding again cause scheduled gaming is garbage, and I'm not gonna push M+ if I'm being punished for not engaging in other game modes
If they were actually desperate, they wouldn't put in these half ass changes. They are absolutely tone deaf to the real issues. No cap, my friends list and guild have been empty for weeks now. We went from running keys everyday to no one online....the 12 wall affects MUCH less players numerically, than the 8-10 wall. They are out of touch, like most of the influencers on TH-cam.
@@Painchiller While I am, I never said it was necessary at all level, but it is simply true that Aug made tanks and healers stronger at any key level. The question is not about them being mandatory, it's about making a role already in need feel weaker.
@TheShawnMower I'm not saying this to be demeaning or anything at all, congrats on 2k, genuinely. But someone who gets 2k and stops isn't even a factor in this conversation, you can get 2k in like 1 day. We're talking about consistent m+ players and particularly skewed towards the higher level of play where aug is more prevalent. Finding a tank/healer isn't even really an issue in the 2k and below range.
Agree, problem is the moron devs didn’t realize wrecking tanks & heals along w caster mob changes AND overtuned dungeons was cumulatively a little much
It's not even that, it just won't drop below 12. Meaning, failed 14 will still drop to 13. It's just separating elites from peasantry, they are very insisting on reinforcing this line they already created with the difficulty switch from 11 to 12.
IF no depletes are given to lower keys, then there would be no player doing low keys, this will create bigger gap for new player to start pushing keys. 1-11 is your learning window, so you can pick and choose which difficulty you want to tackle and work your way up. you don't farm +12 for loot.
@@hamakakun playing up to 11 is not learning ground, the learning ground was the squished levels that don't exist anymore and I haven't heard a single reason why. Saying that depletes are for newcomers to have someone to play with is peak irony even for a Blizz puppy. Newcomers were literally flipped off and told to play delves instead of m+. I don't even think depletes are big or even a problem at all, but I don't make up bs to defend it.
Tuning is going to make or break it. Currently dungeons are overtuned. This must be changed and/or stops must be reverted to how they were before TWW. M+ is too much stress now, stop designing PVE for the top 1-5%.
Amen. There are so many of us that want something challenging but for it to be fun and not dread trying it. I think they made a mistake with the key squish. It took out the low m+ that so many learned in
When people repeat this dumb ass mantra about reverting the cc change, I always remember the azure vault first pull, where 5 ppl without comms either don't cc at all (why would you, it's a bl pull, right) or burn all their stops at the same time and die anyways.
well between 1000 and 2650 you have: portals, mount, KSM. what more do you need in that range? once you're at 2650, you have all your portals and can spam 10s without much issue for vault. there's very little incentive to go higher than +10, despite +12 introducing a whole new affix. i think you just want to be given loads of free stuff for logging in, at least that's how it sounds
@@heathmcrigsby All the rewards except "internet points" are in that range already lol. There's a gap between 0,1% title and "just running 10s for the vault" that really could need some incentive.
My problem with Dinar's is they only include raid items. I've done 54 Grim Batol's and still don't have Gale, I've done 23 Mists and haven't got changeling. In total I've done 77 runs in these 2 dungeons trying to hunt 2 trinkets and will end S1 without getting either of them. This is so incredibly frustrating.
Like I've said so many times before. The wow devs are blind monkeys who have no idea what they are doing. Nerf dungeon scaling, health and damage. Nerf raid damage and reduce the amount of mechanics the bosses do. THIS IS A CASUAL GAME, MAKE IT CASUAL AGAIN AND THE PLAYERS WILL COME BACK.
Isnt it funny how the correlation between their political choice and game dev choices are all terrible? Guess what political party they vote for lmaooo
Must've been harsh end of the year for Blizzard.. New wow patch is a failure, diablo 4 is dead, overwatch is dead. The future of M+ is looking very grim considering all the existing issues and the dungeon rotation in upcoming season. While those changes are a step into the right direction, those are to me just bandages on wounds which won't heal for a long time.
It's going to take weeks if not months for those dinars to even start and at that point most people stop playing the season, this does absolutely nothing for classes that heavily rely on specific trinkets or weapons
Notice specific trinkets and weapons only fall for the 1 percent, the 1 percent mainly the youtubers seem to have every biz trinket right off the bat. Only falls for us on champion.
I enjoyed playing overall. Only problem is with the amount of people constantly leaving keys i wasnt able too play as much as i was wanting too. Thats what ruined the season for me.
Sooooo, for the general population, in the KSM range, *no changes.* Everything is peachy. Ok. In fact, that Hero piece we used to get at the KSM mark, that was too much, so that's gone. Yup. They're _desperate_ for M+ to work.
the depletion change pisses me off. They obviously realize depletion is an issue, but they still refuse to actually fix the issue for 99.9% of players. Even if you're above 2850 you need to be depleting low keys to benefit from the change, which is like the smallest minority the could've possibly targeted.
What they really need to do is revert all the Tank and Healing changes they've made the last couple years. Tanks SHOULD be tanky, they SHOULD NOT be dying or near-dying in two or three hits. Same with DPS and Healers themselves, NOBODY should be taking 1/3 or more of their HP in single hits, except at _absurdly_ high keystone numbers. Fix the absurdly high incoming damage, and Tanks will feel better feeling like a TANK, and Healers will feel better not having to babysit the entire party and get everyone to MAX hp any time they take even a tiny bit of damage. Also, just entirely remove key depletion. Players are already incentivized to time keys by the chance at extra loot, there is no reason to have a punishment mechanic other than you just lose access to that additional loot. Have it be something like one chest if you don't time, two if you barely time, and three if you time with a _lot_ of extra left.
There should only be key depletion in the pushing range (beyond the maximum gear range from the vault). Players trying to gear up should not be punished, especially when someone leaves their key. With depletion of the key: The process of finding a group, running the dungeon, and then potentially not upgrading the key is already time-consuming. Adding to that, there's no guarantee that the key will be completed, which delays progression and access to higher gear from the +10 vault item. This issue is compounded when the same thing happens repeatedly, such as attempting a +10 key. Additionally, the randomness of key assignments is frustrating-90% of my keys seem to be City of Threads for example. On top of that, despite all this effort, players only get to choose one item from the vault per week, which may not even be an upgrade. This system feels overly punishing and demotivating for players trying to progress in Mythic+.
So if someone is trying to push higher keys - they are the ones who should get punished for failing those high keys? You think all the people running 10+ keys play with dedicated groups or something? Depleting +12 leaves you with a +11 key - the worst key to do, it's often better to lower it's level to +10 so at least people going after weekly will sign up. If it's demotivating to people trying to gear up - you think it's not demotivating for people who want to push scores, and who have already proven that those sub +10 keys aren't difficult for them and who most likely get no rewards other than the possible score upgrade?
@@_Augie I understand why it's there, especially at lower levels. If you are failing low level dungeons, that means you simply need to get a little bit better. In my guild we have people who do grey raiding parses all the time who are still doing their +8s and weekly +10s without any hassle. Sorry to say, but if you are constantly depleting low keys - the problem isn't necessarily 'the toxic community'.
Keeping the no deplete for 2000 rio or atleast 8-10 keys range will make people more interested in pushing. That's where there is a massive change in player skill and dungeon difficulty also! 2850 players now basically 3 chest an 12 to get a weekly key...
Blizzard needs to recognize that fixing Mythic+ isn’t as complicated as it seems; they just have to listen to the community and actually play the content themselves. Here’s what should change: • Remove key depletion after +12. (consider applying to all key levels?) ✅ • Implement a shorter timer for all keys (around 20-25 minutes). This, paired with no depletes, would let players run multiple attempts in an hour-currently not possible-and would significantly boost participation. Let’s face it: at the moment, most players end up waiting at least 20 minutes in queue, only to wipe on the first pull and log out because they won’t have enough time left to complete another key. • Reintroduce two-second silences on all CC effects. This would narrow the gap in the tank meta (and overall meta), allowing for more flexible group compositions instead of relying on perfect CC chains. • Respawns location updated after each boss kill. • In a future expansion, balance classes by splitting spell effects between Mythic+ and raids-similar to the current distinction between PvP and PvE. Just my two cents from a long-time player who primarily runs pick-up groups.
@@Painchilleractually as a rogue i literally do nothing for the group so there’s no reason for people to invite me, also monks are useless those are two of the top of the head warriors useless too
I just wish they would target the pug hell at +8. So many people aren't pushing higher and just spamming +8 and when it's your actual progress level it's impossible to get into groups because you're competing against 630 ilvl people wanting to faceroll content. More rewards from high keys and maybe some diminishing return for spamming same level constantly.
@Dxnnysc doesn't seem like it :D seems like people still have way too much of an easy time to spam +8 while overgearing the content massively instead of pushing higher
The achievement should simply be "your key canno't deplete anymore for the season". 12 is when the keys begin to be interesting difficulty wise, and depletion just gatekeep people without huge game time. Being able to chain pull the first pull of SV without fear of depletion allow people to train, as if you were progressing a raid boss
@@Damon970 what do you mean, have you not played season 1 at all? 12s have a huge spike in damage taken so for tanks and healers it's super important to know which CDs to use and where and you can only do that with spamming the same key over and over again
@@Damon970 every new routes, every new pull you need to do to in order to time high keys needs practice, and it sucks that the only way you can train is by trying, depleting, upgrading your key back to the key level you need, hoping you get the key you want, and have another shot
so those who have a score greater than 2850 probs dont have issues with keys depleting any way so WHO is this beneficial for? once again blizzard showing they have no clue what they are doing
Of course there are issues with depleting at that level, and any failed key hurts those people even more - especially if it drops from +12 to +11, or lower if they are unlucky when pugging.
Although the new changes would absolutely benefit nobody in reality. In season 1 it would make sense to remove depletion from 12s onwards as the step up from 11 to 12 is huge! In season 2, the difficulty will increase gradually, which means people struggling at 12s will now become players struggling at 15-16. If I'm pushing 15-16s, not having my key deplete past 12 is absolutely useless. That's the equivalent of a key in season 1 not depleting past 9 when I'm trying to push past 12s. The problem at the moment is nobody has time to blast another 10/11 just to get a 12 key that would be depleted after the first few packs. It's a vicious cycle and season 2 changes ain't going to fix this. They need to just remove key depletion full stop and let players decide on their own difficulty/challenge they would like to tackle.
its beneficial for all the players who have a brain and want to push keys. 12's are not that hard especially now, i timed 12's week 2... WEEK 2 blizzard dosnt want people who dont want to read a guide or figure out every mob ability in a dungeon. They are gate keeping casuals from higher gear WHICH IS GOOD, high end M+ isnt meant to be for everyone. you should be able to half ass a dungeon and get the max gear. They are making max gear avalible for the people who want to put in the work for it
3:00 keystone hero. 2.5k io for the sets looks and every key on +10 for the portal, that's 2.6k io, there is something between 0.1% title and ksm. It's something I work towards every season, my personal goal, everything after that is just a bonus fun time.
the thing was for people that only play solo content, which includes delves. they had no chance to get gilded crests and were forced to do m+ and someone like me who has played alot of alts this season. man the +8-11 keys were a pain. like people had no clue or still dont have a clue but they had pretty high gear already. so people who dont want to play m+ and want to play their delves can now farm their delves.
The only change I desperately want them to make is to reduce the myth track vault requirement down from a +10 to a +9. Myth track in the vault not appearing until the same level you get portals is wild to me. This is even worse since portal runs are harder this season than previous seasons because of the tuning changes and the inclusion or fort and tyran at that +10s and above. For a large chunk of the player base, a portal run is the highest dungeon challenge they will face all season so plenty of people listing 10 keys are not treating them as vault farming keys but are instead being needlessly selective so they can get their portal. Pugging those was a disaster for a large part of the early season. and might even be annoying now, for those reasons and I was consistently getting more myth track vault slots from raid than mythic+ until I took a break. Blizzard can just drop it to a +9 so there is a distinction between vault farming keys and portal runs. +9s are still more difficult than the +16s and +18s for s2 and s3 of DF respectively. They are still certainly far from trivial for the people who wouldn't get mythic gear otherwise so it's not like dropping it one level will suddenly see people who wouldn't normally get mythic gear fully kitted out in bis.
I'm still a big fan of support classes, but I think two of the main problems are that 1) Blizzard insist that they're a dps class, not a support class, and 2) they're the only support class. My answer since they launched, including during 2 seasons of maining Aug, was that they should make more support specs, make support an actual rule, and jump group sizes to 6 and have a set spot for tank, healer and support and then 3 dps spots
The only thing they need to do for things to work better is penalise for people LEAVING. SO MUCH time and keys simply lost because trolls decide to leave! I fucking hate it, no competitive game system in the planet has a no-penalisations policy for people leaving, its just insane this is still the META in wow at this point. Just gives me vibes that blizzard is not serious about its M+.
The worst of the worst players are playing aug to stay under the radar of being disgustingly bad on a real dps class. Nerfing aug to the point no one brings them to m+ anymore would be the best change they have done in a while.
First step is making tanking/healing less miserable. Just make them OP as fuck. Have a tank beat dps on the dmg meter when it pops cds, have healers be able to slam HP bars and have ways to deal dmg while they heal. It's not 2004, the majority of players want to do some damage, have Healers and tanks do some damage while being able to fill their roles WITH EASE
As healer fed up, I basically stopped despell everyone. I do my self and tank. Blizzard needs change make depell not a talent point. Each class has it use it.
They already did this. It didn't work. Vengeance made tanks top dps. All it did was make a chunk of dps play tank for faster queues. They burned out on the responsibility of the role and we were quickly back to tank shortages. In the meantime, you had a bunch of dps playing "tank" and doing it very poorly wiping groups and being toxic. These roles are simply a different mindset. They play because they WANT the responsibility, but, only up to a certain stress level. The problem is Blizzard designs to the sweaty e-peen players and they rage the game is "hello kitty" unless it's darksouls lite.
Regarding renown 17/19 and what week we're currently... We're on week 15 and my renowns are at 18. I don't do delves, I don't do weekly dungeons, I barely did any WQs. I didn't even finish hallowfall or last zone. Just to give a perspective.
Hey. Blizz already did very good thing to TWW. The affix for keys >= 12. Its so much better to play whenever you have time and not when are the right affixes. we should not underestimate that when you say the lfg is empty. During bad weeks it was most of the time empty and ppl playing alts or w/e and only coming back when bursting affix is online etc. is running. Then it felt the lfg group is full, but a reason for it was, that is was only during the push weeks (later in season.)
It’s insane that Blizzard has been releasing the same systems with the same problems for so long: the main problems are NO TANKS NO HEALS, and dps waiting hours on LFG. This would be incredibly easy to solve: give incentives to roles that are ‘scarse’, like gold, valorstones and crests bonuses, or even cosmetic rewards for healers and tanks, also, they should do this 2850 plateau reward at every 4 key levels instead of just +12. These changes would make the climb MUCH more PUG friendly and smooth.
True about threat. I play a prot pala on high keys. And i have noticed a couple times that a enhance shaman pulled aggro off me at a boss where i do around 1.1/1.2 mil dps at the start and he pulls aggro off me within 30 seconds. It's stupid.
Wait, does the rework of Xalatath's guile mean that +12 will have NO bargain affixes, but also no multiplicative scaling addition? Will this mean nominally that +12 would be easier than +11 if you weigh the regular key scaling factor of 1 keystone level against not having to do bargain mechanics?
@Hekk. They play into it. Both "end game" systems play into the toxic behavior. M+ with the "timer" and death counter + penalties. In Mythic Raiding it's Toxic mega guilds who "gate keep" through the use of "parses". The "Server" structure on many clusters plays right into the "gate keeping" by only having 1 or 2 "Mythic" guilds on these clusters. Another way they play into it is by not releasing Mythic content in the "LFG" function until after the Race for World First.
Is there a video that explains the whole keystone end game raids and how to get geared for those? I have been 80 on multiple characters and not sure what to do now.
main thing that hurt this season was the dungeons are not forgiving to pugs (in my luck) can never time them unless in my group the CC changes so cc no longer stops a caster from just insta casting again right after lot of deadly cast and next season doesnt look so good either for the dungeon pool gonna be another season where it pops early season then dies mid season
The combination of fortified and tyrannical I think is so overlooked for getting people to play. I thought before when it was announced it would just be more boring as all the dungeons play out the same way but what’s happened is way worse, before you had good weeks (fort) and bad weeks(tyran), but now it’s always a bad week on steroids especially because it seems trash is the hardest part of dungeons now and the bosses still burn a lot of time or demand hero. Dawnbreaker I think highlights this most groups suffer with the 2nd boss and the mini bosses, top grps hero the mini because they don’t want any deaths but normal grps are more likely to wipe on the boss without but they still loose people to the mini so it feels bad either way at least if only 1 sucks you aren’t stuck between a rock and a hard place.
@@TT-Litokranius its just the amount of ppl playing dps that its hard to get in a group. Nothing strange isnt it? If i have 20 dps signing to a key i take the ppl with the best score ilvl. Just like in real life ppl do that when they have a job to give out.
get good logs then, and if you want to run a 12 key then have every single 11 timed. still cant get into a group? double chest an 11 and put in desc " check logs" and i bet youll get invited more often then. There is a pool of hundreds of players to invite if you want to get invited you have to put in extra work to stand out its as simple as that.
blizzard cant stop catering to the top 1% of players. they design the raid and make dungeons harder every xpac for them. god forbid sweaty nerds find the game to easy it would be the end of the world.
If 12s don't deplete, after a few weeks, there will be very few +12 keys available for people who are just getting to that range. I don't think the change to depletes is a good idea. It takes the stakes out of the key. The keyholder can decide after a few pulls or the first boss that they don't like something and just quit the key.
i've always said you only need aug for +14 and up. i main dev evoker and i pugged 25-26s in DF although i was aware i was out of place, cause when i would play aug it was SO clear how much smoother it made runs +24 and up go. just made me want to play it even less because it felt so out of my control. if they remove blistering scales, or just go all the way and put it and maybe defy fate in the class tree, that would be absolutely amazing for dev and pres. if they're gonna live in aug's shadow forever (more so in m+, they are both fantastic for raid rn) then they need some real improvement. make it so those talents are harder to take for raid than m+ or something
Honestly i think AUG just need to be reworked into a tank Spec. We do not have a Mail wearer tank, and this could work rather well and even fit from a fantasy point of view. What do i mean; 1. Black spell even now are defensive. Ebon might can still be a dmg buff just reduce it to a lower percent of the main stat of the evoker and add dmg reduction on the AUG only. Text can read the Evoker channels his inner black magic to augment his skin reducing dmg taken by 15% the magic overflows increasing the dmg of DPS player on the evoker party by 3% for 15 sec. Give it like a 30 sec cd. Main on use cd 2. They can change some of the bronze to be time magic. Example; Time paradox; The evoker strength his connection to Nozdurmo pausing time for 8 sec; Dmg taken during Paused Time is taken as a 4 sec dot as time speeds so fast the evoker only takes 70% of the dmg taken during the 8 sec. 1.5 min cd. The main mechanic for them can be called temporal wounds. The way it can work is like this AUG Evoker accumulate wounds that create a healing absorb on them for 10% of the dmg taken (Wounds stack to 10) (internal cd of 5 sec). Casting Fire Breath Augments the evoker power causing a temporary connection to Alexztrasa that burns temporal wounds reducing its count by 3 and healing the evoker for x amount (play on the ability she has burning Deathwing tentacles. Alternatively they can go the corruption route, and make the class heavy on Deathwing influence endurance at the cost of sanity kind of thing. A lof the spell on their kit could be reworked to work around removing temporal wound and healing. I dont know this is of the top of my head, but im pretty sure. It can work Honestly support style character dont seem to work well with WOW holy trinity it seems. They could also go full dps with AUG PS: Aug would stay Int base, so it would be a INT / Mail tank. Anyways thats my bad cook for the day.
I think I would appreciate if they would smooth out the lower level m+ keys. I would say it would probably work better if they just like smoothed out the progression in keys by a factor of like 10. So a plus 6 would be a 16 and then that gives far more smoothness to the curve. Then they could even move the gilded crests to like a +16
how to fix M+: 1. reverse the changes to kicks 2. make the difficulty increase between key levels more gradual. 3. design the dungeons so that they trash packs have fewer mechanics and casters so that bigger pulls can be done again but also that you need to pull bigger or you won't time. Nobody in M+ likes this pulling one pack at a time BS. 4. Buff healers in general. 5. and of course, stop making mechanics the same color as the floor
HM im 5/8 +12 and 2846 so I dunno, depletion seems like it doesn't achieve much to anyone. edit: I "lied", Im 2867 but anywas, still feel the same way. Fixes virtually nothing.
People wanted depletes, to be gone, they pulled typical blizz move, gave basically useless "no-deplete" gaslight the community, same style like with gilded catch up until recent changes...
The only reality where I would be ok with the catalyst change.. if charges were every week so you didnt feel terrible catalyzing a veteran or champion piece.
Blizzard only caters to the elite group who can get to 12 keys, this does not surprise me. It's the little guys that pay your bills blizzard remember that. BTW trolls will troll the lower keys, because that for the trolls that is the only fun thing to do anymore is troll.
Purely a comment to agree with everyone else who can see the no deplete change is completely irrelevant to the overwhelming majority of players. This change being painted as a real success story is laughable
The problem with having the no deplete at +12 is that it's not relevant for those players, because they are already generally good enough to not deplete a the rate people stuck at sub 10s do.
The no=deplete needs work. If they changed it so that each achievement (1600, 2000, 2850) would unlock no depletes below a certain level it would be much better, but being punished for even trying to run keys is never a good feeling and has ran most of my friends out of LFG.
Love that they are re-considering depletion, but its just not the right fix. Those trying to push 14s this does not help and they will still be in LFG for hours. Even having to run your own key 1 time to bring it up to a 14 to get score is an unrealistic time sink. The risk that the key will turn into a 14 that you've already done is too great a problem for it to be worth risking your time.
I'm seeing the comments point this out already and even someone in your chat whilst you recorded this said. Making it so that the top 1-2% of players can't deplete their keys below a 12 unless they choose to doesn't fix M+ for the other 98%. It's kind of an irrelavent change as you mentioned. No-one can say this nor explain this enough times, in my opinion. Tank and healers need buffs to mitigation, not through put. Blizzard don't need to make it so that raids are run with 3 healers and 15 dps to help M+, they just need to bump the general survivability of tanks by 5-10% and healers by 5%. That gets you over the threshold on how many mechanics make Prot Pallys randomly fall over, give BDKs a bit of a better time setting up a pull, Druids will be able to handle magic damage more, Brewmasters will still be on a ticking clock, and DHs won't be dragging the mob pack all over the dungeon. Also, healers will be able to focus more on healing and less on not dying themselves. It's such a simple tune to impliment, but I think with the new tier set coming out they aren't going to make any changes to make the experience of learning how to tank or heal any easier. That's what I think is important "Learning how to Tank and Heal" because right now, you'll get bullied out of a dungeon if you don't know what to do.
Can we just talk about how bad Pulsar sounds? Orbs that spawn around a player that is absorbed by enemies? So basically 0 uptime for pure melee during the affix?
10:15 you use words like ”percevied” and that the meta trickles down, sure, but thats not addressing the problem at higher keys. When you start getting into 14/15 as you mention, you want to maximise the chance of you timing the key, Aug is the safer pick by any metric, so you go Aug. Its not just that it trickles down, it is the best pick (if you go by chance in a PuG were you cant evalute the individual player nor communicate via voice). If you NEED a Aug or not is irrelevant.
In the bigger picture, this doesn't change much overall for how I feel about season 2, as a tank. The threat buff is nice, but it's baffling how that took them 3 months to realize it needed a fix. Other than that, I don't see a single thing that will make tanking itself feel any better. No buffs to survivability or self sustain. The nerfs to tank busters doesn't really matter, because those dungeons will be going out of the pool anyway. No changes to interrupts/cc affecting trash mob casts. Nothing to address trash packs having 17 different casts to track and coordinate. No myth track in vault below +10 (we used to get it from the equivalent of +7). Looking back on season 1, it would still have been complete dogshit with +22% threat and more crests gained. If this is all the improvements they are planning for season 2, I'm skipping it.
I do not get why people out of nowhere are so tunnel-visioned on depletes out of the sudden? There are larger issues (paragraph 2). Depletion makes sure that there are still keys below a certain threshhold. Though, I agree that depleting by under 10% of the timer the key should not be depleted. The real issues: • challenger's peril's punishment misses the mark. It does not teach the player to learn, but rather fuels toxic behaviour. If my haste and movement speed were slowed by 70%, trust me, every dps would learn every mechanic by heart. •TOO MANY INTERRUPTS AND STOPS REQUIRED! -> not fun at all. I have not met a single person, who did not enjoy the big pull zugzug playstyle of legion and bfa. •too much random damage targeted at dps with no counterplay (looking at you archers in dungeons). •gearing is atrocious. +12 should drop mythic track pieces. Blizzard is so focused on keeping players playing by gatekeeping everything and subs running. Would it not be better to play 2 months having fun and looking forward to season 2 rather than having players burnt out after 2-3 months, not resubbing for season 2?
How I would change M+ Key never goes below your lowest timed key *you can still drop it lower* No instant repeat casts by mobs, stunned or CC'd Stop scaling mob damage with mob health.
Simply do like most MMO has done since 2000. Add one more player to a normal group and let that slot used for a Buffer/Buffbot with a pletora of talent for Buffs/debuff/dispell/CC
Wow. Didn't think they'd listen. This is great! Or at least a step in the right direction. I know a lot of the comments point to fact that this does nothing to help players in the 7-8 key range but you also have to consider the huge jump in difficulty from +11 to +12. Also, I'm not sure it would be right to completely eliminate depletes below a +10, because anything up to a +10 can affect the ilvl of your gear rewards. So I'd lower the achievement to completing all +10s and I'd introduce a "deplete counter" for all keys below a +10. Something where you're given three strikes each week and your key doesn't start depleting until you've used those three strikes up.
I take it back. I wasn't paying attention the first time and I now realise the the deplete nerf only applies to level +12 keys specifically (i.e. you can't deplete lower than a +12). But you can deplete a +13 to a +12 or a +14 to a +13. This is next to pointless. I mean, I guess you can now (more easily) complete a full set of +12s but then what?
The only thing that can save S2 is reducing time spent in LFG as DPS and making healing/tanking 10x more fun than it currently is. I'm not gonna play a role I don't find fun and I'm done sitting in lfg more than actually playing the game
word
This is the only truly relevant thing, everything else is just jerking around. Depletes are a first world problem, while no tanks and healers is starving children of m+.
Dont worry they will figure this out in S4 just like df S4
I think they should make tanks have 10 second GCDs. I think they went light handed with making tanking not fun. Could possibly add more caster, or just completely remove melee enemies to insure that you can never make big pulls.
This comment needs to be pinned
So this is my thing about all of this. This helps like 1 percent of the m+ community(the keys not being depleted below 12 that is). I am a main tank and was playing paladin before we were good this season and I would say I am a top one percent player, that being said to push 12s and up everyone has to be a top one percent player in your group down to the last dps. I’ve been in many 12s where the key completions (and timed) did not come down to me pulling well or surviving because I did all of that the problem has been the one dps repeatedly dying and blowing my timer to bits I’ve lived through many full group wipes had the healer and dps come back to me and then all die again and this is even playing with people in discord and doing call outs. So then I’m resorting to doing 10s and 11s just to fill vault but then you run into the same people who aren’t necessarily bad they are doing good numbers but they make maybe 2 mistakes the whole dungeon and that still depletes your key cause their screw ups suck the timer down 3 to 5 minutes and now I have to push my key back up back to 10 or 11 to bring it back in a farmable zone. If blizzard wants to truly improve mythic plus they need to remove depletes period so those of us who are stuck on farm cause we can’t find players good enough don’t get punished for simply trying to fill our group.
Yes. Ill say. 9 and below can depleted because players are still horribly bad and need to go back and practice but 10s and above just cant deplete. It that range you need to be able to try try try try until you get it
My perspective is almost the opposite, and sharing just to show that there are so many takes on what a “good” experience is.
I play at 3k2, and it takes forever to form/get in a group, with a very high probability to deplete the key in the first 5-10 mins.
My personal take is that keys should not deplete ABOVE a certain level. Realistically, there should be no excuse to deplete a 5 for instance, except early season. However we should have a more lenient way of practicing “high” keys, whatever high ends up being. I would love for 15s not to deplete anymore. I could actually practice the harder ones and have a chance at them instead of spending hours and hours in LFG just for a few shots at them
@@zpokie123 that's a great idea dude. The current reasoning is that if there are no depletes, no one running a lower key would be able to join dungeons and only higher bracket players would be able to experience m+, but I'd be down for that - anything below a 10 depletes, anything 10 and above doesn't. Either that or the suggestion about make m+ a delve tier system instead, where you select difficult at the font instead of placing a key in
According to raider io there is roughly 2.3% of all toons with score are 2850 or higher. And how many people that are 2850 have multiple toons at that level. Blizzard has done NOTHING to help the average pug m+ experience. Its quite sad.
they actually have people are not realizing 12s are going to be easier then they are now the damage increase will be 2 % instead of 10% thats a huge nerf. once i got over 625 ilvl 10s and 11s are trivial. but 12's are such a big jump atm that they are genuinely hard. you only need like 3 or 4 12s timed to get 2850.
They have done a lot actually based on overall nerfs to dungeons and making the lower keys give more valorstones and crests. This one change is just as you say a "nothing change" for the average player, so why are you so upset when it legit is just nothing but a net positive since it doesn't effect the people you are talking about. Its just weird that wow is the only place where people feel every change has to be catered towards the casual players and people shouldnt be rewarded for playing the game more. They obviously shouldnt tune it around the top players but legit never being able to do any changes without being met with backlash from people it has nothing to do with is weird.
The change to CC increased difficulty for pugs massively this season. There is likely only around sub 5% of the M+ playerbase use audio comms. Its pretty rough
@@zachemorganyeah but for people trying to push up to 12 will still have their keys depleted down time and time again. Just make any key above 10 just never deplete
they clearly have???
The devs only cater to the ones who keep pushing and bitching that +15 is too easy, that's less than 1% of the playerbase. Now it's not even easy to join a +2 since everybody is a veteran and the entrance is so much higuer by making +2 equivalent to the old +10.
Before we used to have a "learning curve" to see which routes were feasible, use well your cds in packs and knowing how to properly heal or tank going from +2 to +10 and even properly gear through those keys since people used to get rewards from keys that weren't just currency, but Blizzard wanted to ramp up the difficulty, without any reasonable excuse to me, and making +2 to +7 a slog and from "challenger's peril" onward a true nightmare specially for new players. I tried to bring some friends back to WoW but they couldn't stand this, everything now is for veterans, long time players or straight up esport players or pros, or even people that waste a huge amount of time online.
Seriously I don't see a future of M+ huge engagement that we had in the past if Blizzard continues going this route, too bad Blizzard doesn't allow criticism or player/tester feedback.
They changed heroic to be equal to the old Mythic (level 0) and increased M+ to be about 10 levels higher. If you want to do slightly easier content than a +2 you could do heroic dungeons. And now you can just queue for the old M0 keys, which is a lot better than actively having to look for a group, and not being able to estimate when your key will begin.
They also introduced delves this expansions, which is much more targetted towards casual players. So i really dont understand why you think they only care about the ‘high-end’ players
@@thijsbrundel6102 Not really, because you are not addressing the content that people want to do and join like they used to, you are just saying that people that doesn't want to go full tryhard should be segregated do a different game mode, that's not how you solve a problem specially one that didn't exist before.
@@CsStoker you are still about to do the content you want to do and they are actually having people in the lower keys get more stone and crests now and they are constantly giving out basically free gear to these players. Why are they legit not allowed to have any changes for high end without people who dont do that content to be like "why are they getting good changes wahh". Cant they be allowed to work on the game for both of the players the +12 change is nothing but a positive because it does nothing for the casuals so they shouldnt worry about it and its a good thing for people who push past 12. Its not like that change is also taking away from extra time for the casuals either since the majority of the game is catered around them (as it should since that is majority of the player base). But that is basically saying you are upset that there is some positive PVP change happening when you dont PVP at all.
@@VaPoRPhantom I can say the same, why move the difficulty from +10 to +2? was so bad to push +24 and +25? what was the point of ramping up the difficulty? what was the point of making queues for +3 and +4 or at least 1 hour? what was the point of making lower keys easy to access to play and learn?
The learning curve was removed, that was a terrible change that isn't being addressed on these season 2 changes, specially with the awful picks of dungeons that they did.
@@CsStoker the key level change was strictly a good one for everyone since it required a lot less keys to get the same thing done, everyone know this not just high key players benefited. In fact the ones who were the average player benefitted the most from the change. There is still definitely a learning curve, i don't know what data you are using to make that up. The whole system in the for of keys is a learning curve by itself and nothing has so far been done to get rid of it. Also new players wont want to get into plus 12s, and if they do why shouldnt it be more difficult to get into higher content when that is how the game should work. If you want to push higher content then just get better at the game, there are many resources that is available for people to do that. What people dont understand is that not all content should be tailored towards legit everyone who plays the game. If people cant push 12s, its ok they dont have to noone is forcing them to. If they want to then they just have to use resources to get better at the game. People feel like they have to be able to access everything at all times when WoW is legit the only game where people are that entitled. It used to not be as bad because people realized how much they had to grind to get to the same level as some of the people who do just play only this game. They made it less of a grind for everyone and now people complain that they cant do the same content because they can see that its doable but dont want to put an effort into actually trying to do the content.
2850...... rating for no deplete is just a joke a this point, my god, stop saying that is a good thing, ppl in lower keys already having a hard time, is not a pug friendly thing to do
Reason is people who play dungeons at and above +12 literally get nothing from doing it besides the score if they succeed in pushing the key.
It's inefficient to run anything above +8-10 if you are just doing it for the rewards.
If people are depleting keys at low levels, they really should just try to get a little better or preferably find a group to play with.
well 12s are going to be easier so hopefully more people will be able to do them next season and it won't be as bad as it seems on paper.
I like having a new reward beyond 2500 KSH for those of us unlikely to earn title.
@Hekk. or just do more like 4s I'm still seeing it be a big jump from a 6 to 7 on my alts that death timer increase is a MFer.
@@zachemorgan If you aren't doing 7+ or 10+, there is no reason to do M+ at all.
There should be renown track and Dinars for M+. I ran Siege of Boralus 23+ times and I still don't have the trinket. It accomplished 2 things. I'm burned out and I hate Siege of Boralus.
You have my sympathies friend.
I have the same problem with grim batol and mists for those trinkets. And I need those for two alts. ._. I cannot stand especially mist any more. tred'nova and that stupid guessing game from 2nd. boss ._.
Are you sure they are trying to fix things? The achievement is a joke because it's not helping the players who need it and the tier token removal is 100% designed to squeeze more playtime out of players.... Things are not looking very positive. In fact these changes are very concerning.
They need to make tanking and healing good to play... In my guild one main tank froze, the other switched to dps and the healers are burnt out...
Burnt out healer here....haven't touched WoW for months and was really excited for TWW.
Your guild is bad then cause healing is very easy if people don’t get hit by mechanics and use defensives. Tanking also is legit afk in a lot of raid fights very easy
@@artavian2459 let me guess, you're a dps at 2k rio
Edit: what does tanking in raid has anything to do in a video about m+? You're bat at context comprehension...
@ tanking in m+ is just as easy. Also I just said raid since you were talking about your guild. I heal i dps I tank the whole game is easy just a lot of bad players with ego, I sit at 2700io cause there’s no reason to do keys past 10s
Healing isn't "hard". The general pug population and the game systems suck. Just didn't feel like it this season with how little "fun" I was having.
The no-deplete change is so tone-deaf. I'm astonished.
Most people that care about depletes are in the 6-10 range. Requiring an achievement for the functionality is stupid.
This change will have almost no impact, since it's specifically for +12s only.
Blizzard just refuses to take easy wins and will let the game die with their weird mindset and fear of being too lenient.
Exactly. It just helps the leets, which more often have a set group anyway
idk i think alot of people who have a 12 key are also very paranoid about it as well because they don't want to chance there key so they are going to gatekeep harder when depletes are present. if anything it will be incentive for people to push high on there main then be rewarded on there alts with no depletes.
Yea this is so friggin weird and points to their cluelessness.
@grummpz not true I've got all 11s timed and one 12 without a group this season and 12s will be even easier next season.
@ congrats but you will have done better than most who do pugs.
If only M+ players could get dinars aswell... and also the possibility of getting the same Ilvl as mythic raid from high m+... Meanwhile they keep forcing M+ players to raid and the result is just people quitting
Would be a cool addition for the vault for when we have those dogwater weeks.
this, I'm never gonna do mythic raiding again cause scheduled gaming is garbage, and I'm not gonna push M+ if I'm being punished for not engaging in other game modes
If they were actually desperate, they wouldn't put in these half ass changes. They are absolutely tone deaf to the real issues. No cap, my friends list and guild have been empty for weeks now. We went from running keys everyday to no one online....the 12 wall affects MUCH less players numerically, than the 8-10 wall. They are out of touch, like most of the influencers on TH-cam.
Hmm casual tears
if your still stuck at the 12 wall its honestly a huge skill issue, i can go into any pug and a tank and time a 12 hell i do that when im bored
He has a point. You're in minority here. He is talkimg about like 50% of the playerbase. You are literally in less than 5% on 12s.@@Sn0wyBlazer7965
The Aug nerf without further tank and healer buff will just get even more players to move away from these roles
So u play +15 and above? If not, that is not a problem at all.
@@Painchiller While I am, I never said it was necessary at all level, but it is simply true that Aug made tanks and healers stronger at any key level. The question is not about them being mandatory, it's about making a role already in need feel weaker.
Ehh idk I got 2k rating before getting bored and only saw 1 evoker.
@TheShawnMower I'm not saying this to be demeaning or anything at all, congrats on 2k, genuinely. But someone who gets 2k and stops isn't even a factor in this conversation, you can get 2k in like 1 day. We're talking about consistent m+ players and particularly skewed towards the higher level of play where aug is more prevalent. Finding a tank/healer isn't even really an issue in the 2k and below range.
Agree, problem is the moron devs didn’t realize wrecking tanks & heals along w caster mob changes AND overtuned dungeons was cumulatively a little much
No depletes for the top 1% of players. It's nothing but a slap in the face to everyone else
blizzard is totally out of touch
It's not even that, it just won't drop below 12. Meaning, failed 14 will still drop to 13. It's just separating elites from peasantry, they are very insisting on reinforcing this line they already created with the difficulty switch from 11 to 12.
IF no depletes are given to lower keys, then there would be no player doing low keys, this will create bigger gap for new player to start pushing keys. 1-11 is your learning window, so you can pick and choose which difficulty you want to tackle and work your way up. you don't farm +12 for loot.
Preach brother!
@@hamakakun playing up to 11 is not learning ground, the learning ground was the squished levels that don't exist anymore and I haven't heard a single reason why. Saying that depletes are for newcomers to have someone to play with is peak irony even for a Blizz puppy. Newcomers were literally flipped off and told to play delves instead of m+. I don't even think depletes are big or even a problem at all, but I don't make up bs to defend it.
“I’m Asian so I’m pretty good at math.” Omg I spit out of my drink. That was fantastic. Thank you for all the hard work Quazii!
😂 same
Tuning is going to make or break it. Currently dungeons are overtuned. This must be changed and/or stops must be reverted to how they were before TWW. M+ is too much stress now, stop designing PVE for the top 1-5%.
Amen. There are so many of us that want something challenging but for it to be fun and not dread trying it. I think they made a mistake with the key squish. It took out the low m+ that so many learned in
When people repeat this dumb ass mantra about reverting the cc change, I always remember the azure vault first pull, where 5 ppl without comms either don't cc at all (why would you, it's a bl pull, right) or burn all their stops at the same time and die anyways.
You're wrong about awards for the high end keys imo. The rewards should be in between 1000-2500 in order to get more people in the pool.
KSM and mount are not enough?
well between 1000 and 2650 you have: portals, mount, KSM. what more do you need in that range? once you're at 2650, you have all your portals and can spam 10s without much issue for vault. there's very little incentive to go higher than +10, despite +12 introducing a whole new affix. i think you just want to be given loads of free stuff for logging in, at least that's how it sounds
@@Painchiller No.
@@heathmcrigsby 🤣
@@heathmcrigsby All the rewards except "internet points" are in that range already lol.
There's a gap between 0,1% title and "just running 10s for the vault" that really could need some incentive.
My problem with Dinar's is they only include raid items. I've done 54 Grim Batol's and still don't have Gale, I've done 23 Mists and haven't got changeling. In total I've done 77 runs in these 2 dungeons trying to hunt 2 trinkets and will end S1 without getting either of them. This is so incredibly frustrating.
Like I've said so many times before. The wow devs are blind monkeys who have no idea what they are doing. Nerf dungeon scaling, health and damage. Nerf raid damage and reduce the amount of mechanics the bosses do. THIS IS A CASUAL GAME, MAKE IT CASUAL AGAIN AND THE PLAYERS WILL COME BACK.
Isnt it funny how the correlation between their political choice and game dev choices are all terrible? Guess what political party they vote for lmaooo
@@dontworryaboutit4733 I'm sure it started with K and ended with an A
Must've been harsh end of the year for Blizzard.. New wow patch is a failure, diablo 4 is dead, overwatch is dead. The future of M+ is looking very grim considering all the existing issues and the dungeon rotation in upcoming season. While those changes are a step into the right direction, those are to me just bandages on wounds which won't heal for a long time.
We need elon to buy blizzard :)
You are overreacting so hard... You seriously think ow and diablo is dead? Youre delusional af
@@edens209idiot
@@wm1573 he is not wrong though haha
@@edens209 yikes
It's going to take weeks if not months for those dinars to even start and at that point most people stop playing the season, this does absolutely nothing for classes that heavily rely on specific trinkets or weapons
Notice specific trinkets and weapons only fall for the 1 percent, the 1 percent mainly the youtubers seem to have every biz trinket right off the bat. Only falls for us on champion.
I’ll be honest. I think s1 was so bad I’m not sure I’m interested in coming back
same
Same
I enjoyed playing overall. Only problem is with the amount of people constantly leaving keys i wasnt able too play as much as i was wanting too.
Thats what ruined the season for me.
I quit mythics in season 1 and have no plans to return especially on any of my tanks.
Same.
DF i was on every single day. I stopped tanking. I was 3200-3300 each season.
Sooooo, for the general population, in the KSM range, *no changes.* Everything is peachy. Ok. In fact, that Hero piece we used to get at the KSM mark, that was too much, so that's gone. Yup. They're _desperate_ for M+ to work.
the depletion change pisses me off. They obviously realize depletion is an issue, but they still refuse to actually fix the issue for 99.9% of players. Even if you're above 2850 you need to be depleting low keys to benefit from the change, which is like the smallest minority the could've possibly targeted.
What they really need to do is revert all the Tank and Healing changes they've made the last couple years.
Tanks SHOULD be tanky, they SHOULD NOT be dying or near-dying in two or three hits.
Same with DPS and Healers themselves, NOBODY should be taking 1/3 or more of their HP in single hits, except at _absurdly_ high keystone numbers.
Fix the absurdly high incoming damage, and Tanks will feel better feeling like a TANK, and Healers will feel better not having to babysit the entire party and get everyone to MAX hp any time they take even a tiny bit of damage.
Also, just entirely remove key depletion. Players are already incentivized to time keys by the chance at extra loot, there is no reason to have a punishment mechanic other than you just lose access to that additional loot.
Have it be something like one chest if you don't time, two if you barely time, and three if you time with a _lot_ of extra left.
There should only be key depletion in the pushing range (beyond the maximum gear range from the vault). Players trying to gear up should not be punished, especially when someone leaves their key.
With depletion of the key:
The process of finding a group, running the dungeon, and then potentially not upgrading the key is already time-consuming. Adding to that, there's no guarantee that the key will be completed, which delays progression and access to higher gear from the +10 vault item. This issue is compounded when the same thing happens repeatedly, such as attempting a +10 key.
Additionally, the randomness of key assignments is frustrating-90% of my keys seem to be City of Threads for example. On top of that, despite all this effort, players only get to choose one item from the vault per week, which may not even be an upgrade.
This system feels overly punishing and demotivating for players trying to progress in Mythic+.
So if someone is trying to push higher keys - they are the ones who should get punished for failing those high keys? You think all the people running 10+ keys play with dedicated groups or something? Depleting +12 leaves you with a +11 key - the worst key to do, it's often better to lower it's level to +10 so at least people going after weekly will sign up.
If it's demotivating to people trying to gear up - you think it's not demotivating for people who want to push scores, and who have already proven that those sub +10 keys aren't difficult for them and who most likely get no rewards other than the possible score upgrade?
@@Hekk. its almost like there just shouldnt be any depletion of keys at any level, its fun for no one.
@@_Augie I understand why it's there, especially at lower levels. If you are failing low level dungeons, that means you simply need to get a little bit better. In my guild we have people who do grey raiding parses all the time who are still doing their +8s and weekly +10s without any hassle. Sorry to say, but if you are constantly depleting low keys - the problem isn't necessarily 'the toxic community'.
@@Hekk. Do the same people who carry your gray parsers through raid also carry them through their weekly 10s?
@@heh701 No, they pug.
Keeping the no deplete for 2000 rio or atleast 8-10 keys range will make people more interested in pushing. That's where there is a massive change in player skill and dungeon difficulty also! 2850 players now basically 3 chest an 12 to get a weekly key...
Blizzard needs to recognize that fixing Mythic+ isn’t as complicated as it seems; they just have to listen to the community and actually play the content themselves. Here’s what should change:
• Remove key depletion after +12. (consider applying to all key levels?) ✅
• Implement a shorter timer for all keys (around 20-25 minutes). This, paired with no depletes, would let players run multiple attempts in an hour-currently not possible-and would significantly boost participation. Let’s face it: at the moment, most players end up waiting at least 20 minutes in queue, only to wipe on the first pull and log out because they won’t have enough time left to complete another key.
• Reintroduce two-second silences on all CC effects. This would narrow the gap in the tank meta (and overall meta), allowing for more flexible group compositions instead of relying on perfect CC chains.
• Respawns location updated after each boss kill.
• In a future expansion, balance classes by splitting spell effects between Mythic+ and raids-similar to the current distinction between PvP and PvE.
Just my two cents from a long-time player who primarily runs pick-up groups.
As a tank main I haven’t noticed much tank threat issue. More that some mechanics fucking clap me even with mitigation
There is still no m+ class output tuning, class utility balancing, etc.
No problem for 99% of the playerbase.
@@Painchilleractually as a rogue i literally do nothing for the group so there’s no reason for people to invite me, also monks are useless those are two of the top of the head warriors useless too
I just wish they would target the pug hell at +8. So many people aren't pushing higher and just spamming +8 and when it's your actual progress level it's impossible to get into groups because you're competing against 630 ilvl people wanting to faceroll content.
More rewards from high keys and maybe some diminishing return for spamming same level constantly.
They already did solve that…
@Dxnnysc doesn't seem like it :D seems like people still have way too much of an easy time to spam +8 while overgearing the content massively instead of pushing higher
The achievement should simply be "your key canno't deplete anymore for the season". 12 is when the keys begin to be interesting difficulty wise, and depletion just gatekeep people without huge game time. Being able to chain pull the first pull of SV without fear of depletion allow people to train, as if you were progressing a raid boss
doesnt work because you must still complete the key for it to not deplete
If you're doing 12's what are you training?
@@Damon970 what do you mean, have you not played season 1 at all? 12s have a huge spike in damage taken so for tanks and healers it's super important to know which CDs to use and where and you can only do that with spamming the same key over and over again
@@ArtIs2Eazy I said "your key canno't deplete anymore" nothing about finishing the key.
@@Damon970 every new routes, every new pull you need to do to in order to time high keys needs practice, and it sucks that the only way you can train is by trying, depleting, upgrading your key back to the key level you need, hoping you get the key you want, and have another shot
so those who have a score greater than 2850 probs dont have issues with keys depleting any way so WHO is this beneficial for? once again blizzard showing they have no clue what they are doing
Of course there are issues with depleting at that level, and any failed key hurts those people even more - especially if it drops from +12 to +11, or lower if they are unlucky when pugging.
Although the new changes would absolutely benefit nobody in reality. In season 1 it would make sense to remove depletion from 12s onwards as the step up from 11 to 12 is huge! In season 2, the difficulty will increase gradually, which means people struggling at 12s will now become players struggling at 15-16.
If I'm pushing 15-16s, not having my key deplete past 12 is absolutely useless. That's the equivalent of a key in season 1 not depleting past 9 when I'm trying to push past 12s.
The problem at the moment is nobody has time to blast another 10/11 just to get a 12 key that would be depleted after the first few packs. It's a vicious cycle and season 2 changes ain't going to fix this. They need to just remove key depletion full stop and let players decide on their own difficulty/challenge they would like to tackle.
its beneficial for all the players who have a brain and want to push keys. 12's are not that hard especially now, i timed 12's week 2... WEEK 2 blizzard dosnt want people who dont want to read a guide or figure out every mob ability in a dungeon. They are gate keeping casuals from higher gear WHICH IS GOOD, high end M+ isnt meant to be for everyone. you should be able to half ass a dungeon and get the max gear. They are making max gear avalible for the people who want to put in the work for it
This is literally not the solution.
Bro "Trust me. I'm asian and I'm pretty good at math" took me out 💀😂😂
3:00 keystone hero. 2.5k io for the sets looks and every key on +10 for the portal, that's 2.6k io, there is something between 0.1% title and ksm. It's something I work towards every season, my personal goal, everything after that is just a bonus fun time.
the thing was for people that only play solo content, which includes delves. they had no chance to get gilded crests and were forced to do m+ and someone like me who has played alot of alts this season. man the +8-11 keys were a pain. like people had no clue or still dont have a clue but they had pretty high gear already.
so people who dont want to play m+ and want to play their delves can now farm their delves.
I wish dinars come a little bit earlier and also allow mplus items.
The only change I desperately want them to make is to reduce the myth track vault requirement down from a +10 to a +9.
Myth track in the vault not appearing until the same level you get portals is wild to me. This is even worse since portal runs are harder this season than previous seasons because of the tuning changes and the inclusion or fort and tyran at that +10s and above.
For a large chunk of the player base, a portal run is the highest dungeon challenge they will face all season so plenty of people listing 10 keys are not treating them as vault farming keys but are instead being needlessly selective so they can get their portal.
Pugging those was a disaster for a large part of the early season. and might even be annoying now, for those reasons and I was consistently getting more myth track vault slots from raid than mythic+ until I took a break.
Blizzard can just drop it to a +9 so there is a distinction between vault farming keys and portal runs. +9s are still more difficult than the +16s and +18s for s2 and s3 of DF respectively. They are still certainly far from trivial for the people who wouldn't get mythic gear otherwise so it's not like dropping it one level will suddenly see people who wouldn't normally get mythic gear fully kitted out in bis.
alot i mean alot of players odnt get 2850 rating anyone ever think of that ?
"You guys working from home, if you wanna sneak in a quick WoW session..." I would never...
I'm still a big fan of support classes, but I think two of the main problems are that 1) Blizzard insist that they're a dps class, not a support class, and 2) they're the only support class.
My answer since they launched, including during 2 seasons of maining Aug, was that they should make more support specs, make support an actual rule, and jump group sizes to 6 and have a set spot for tank, healer and support and then 3 dps spots
The only thing they need to do for things to work better is penalise for people LEAVING. SO MUCH time and keys simply lost because trolls decide to leave! I fucking hate it, no competitive game system in the planet has a no-penalisations policy for people leaving, its just insane this is still the META in wow at this point. Just gives me vibes that blizzard is not serious about its M+.
The worst of the worst players are playing aug to stay under the radar of being disgustingly bad on a real dps class. Nerfing aug to the point no one brings them to m+ anymore would be the best change they have done in a while.
What's your take on the prot warrior rage nerfs ? I'm quite worried as a prot war main
First step is making tanking/healing less miserable. Just make them OP as fuck. Have a tank beat dps on the dmg meter when it pops cds, have healers be able to slam HP bars and have ways to deal dmg while they heal. It's not 2004, the majority of players want to do some damage, have Healers and tanks do some damage while being able to fill their roles WITH EASE
As healer fed up, I basically stopped despell everyone. I do my self and tank. Blizzard needs change make depell not a talent point. Each class has it use it.
They already did this. It didn't work. Vengeance made tanks top dps. All it did was make a chunk of dps play tank for faster queues. They burned out on the responsibility of the role and we were quickly back to tank shortages. In the meantime, you had a bunch of dps playing "tank" and doing it very poorly wiping groups and being toxic.
These roles are simply a different mindset. They play because they WANT the responsibility, but, only up to a certain stress level. The problem is Blizzard designs to the sweaty e-peen players and they rage the game is "hello kitty" unless it's darksouls lite.
Regarding renown 17/19 and what week we're currently... We're on week 15 and my renowns are at 18. I don't do delves, I don't do weekly dungeons, I barely did any WQs. I didn't even finish hallowfall or last zone. Just to give a perspective.
Hey.
Blizz already did very good thing to TWW. The affix for keys >= 12. Its so much better to play whenever you have time and not when are the right affixes. we should not underestimate that when you say the lfg is empty. During bad weeks it was most of the time empty and ppl playing alts or w/e and only coming back when bursting affix is online etc. is running. Then it felt the lfg group is full, but a reason for it was, that is was only during the push weeks (later in season.)
It’s insane that Blizzard has been releasing the same systems with the same problems for so long: the main problems are NO TANKS NO HEALS, and dps waiting hours on LFG. This would be incredibly easy to solve: give incentives to roles that are ‘scarse’, like gold, valorstones and crests bonuses, or even cosmetic rewards for healers and tanks, also, they should do this 2850 plateau reward at every 4 key levels instead of just +12. These changes would make the climb MUCH more PUG friendly and smooth.
True about threat. I play a prot pala on high keys. And i have noticed a couple times that a enhance shaman pulled aggro off me at a boss where i do around 1.1/1.2 mil dps at the start and he pulls aggro off me within 30 seconds. It's stupid.
Wait, does the rework of Xalatath's guile mean that +12 will have NO bargain affixes, but also no multiplicative scaling addition? Will this mean nominally that +12 would be easier than +11 if you weigh the regular key scaling factor of 1 keystone level against not having to do bargain mechanics?
Btw at 8:40 those are called "Scare Quotes" love all your tanks advice stuff!
I already quit playing WOW. The community is superTOXIC and Blizzard only has themselves to blame.
Elaborate?
@Hekk. They play into it. Both "end game" systems play into the toxic behavior. M+ with the "timer" and death counter + penalties. In Mythic Raiding it's Toxic mega guilds who "gate keep" through the use of "parses". The "Server" structure on many clusters plays right into the "gate keeping" by only having 1 or 2 "Mythic" guilds on these clusters. Another way they play into it is by not releasing Mythic content in the "LFG" function until after the Race for World First.
@@uu2142 So, requirement to play well at high levels is what is toxic?
@Hekk. is scripting actually "playing well"?
@@uu2142 What scripting? XD
If you play well you will naturally get 90%+ parses.
Is there a video that explains the whole keystone end game raids and how to get geared for those?
I have been 80 on multiple characters and not sure what to do now.
"im asian so im pretty good at math" - Quazii.
main thing that hurt this season was the dungeons are not forgiving to pugs (in my luck) can never time them unless in my group the CC changes so cc no longer stops a caster from just insta casting again right after lot of deadly cast and next season doesnt look so good either for the dungeon pool gonna be another season where it pops early season then dies mid season
Blizzard looking at aug evoker: "You know what we need? We need tanking and healing to suck more."
Holy Priest lookin Sick AF next season
The combination of fortified and tyrannical I think is so overlooked for getting people to play. I thought before when it was announced it would just be more boring as all the dungeons play out the same way but what’s happened is way worse, before you had good weeks (fort) and bad weeks(tyran), but now it’s always a bad week on steroids especially because it seems trash is the hardest part of dungeons now and the bosses still burn a lot of time or demand hero. Dawnbreaker I think highlights this most groups suffer with the 2nd boss and the mini bosses, top grps hero the mini because they don’t want any deaths but normal grps are more likely to wipe on the boss without but they still loose people to the mini so it feels bad either way at least if only 1 sucks you aren’t stuck between a rock and a hard place.
They still don’t solve the time problem spent in que… you don’t play the game you just wait for an invite …. Shit game
play healer or tank then
@ I play what I want not what you tell me that’s the hole point! More people with mentality like you less people will play the game…
@@TT-Litokranius its just the amount of ppl playing dps that its hard to get in a group. Nothing strange isnt it? If i have 20 dps signing to a key i take the ppl with the best score ilvl. Just like in real life ppl do that when they have a job to give out.
get good logs then, and if you want to run a 12 key then have every single 11 timed. still cant get into a group? double chest an 11 and put in desc " check logs" and i bet youll get invited more often then. There is a pool of hundreds of players to invite if you want to get invited you have to put in extra work to stand out its as simple as that.
@ I have 3.012 RIO done all 12 and a few 13’s I play this game like forever… this system is not good my opinion..
id like a dinar to get the Soulletting Ruby in ToP. 150+ runs s2, 80+ runs s3 in SL. healthy?
The reason I dont want to push high keys are long que times. So I need to wait in ques more to fix the problem...
how does blizzard know that I bought a 6 month subscription?! This is crazy!
blizzard again... more than 50000000 miles away from what the playerbase wants and needs.. holy shit. how can you be so clueless.
depletion should just never happen, regardless of rating.
21:01 Not only do they smash you like a soda can, they have raid boss HP.
blizzard cant stop catering to the top 1% of players. they design the raid and make dungeons harder every xpac for them. god forbid sweaty nerds find the game to easy it would be the end of the world.
I haven't played M+ since DF season 2, so it was still on the +20 system. In the current system, what combination of keys are required for KSM mount?
Get 2000 rating by timing four 7s and four 6s.
@SaltyKeldion thank you. Does it have to be 4 +7 fortified and tyrannical etc? Or any combination of 4 6s + 4 7s?
@@ExtraHecticana Fort and Tyrannical no longer alternate. They apply at the same time past a certain key level.
@@ExtraHecticana Tyrannical and Fortified weeks are old hat. You'll have both of them at 10 and up, so pick any combination.
@SaltyKeldion oh nice. That was so annoying
If 12s don't deplete, after a few weeks, there will be very few +12 keys available for people who are just getting to that range. I don't think the change to depletes is a good idea. It takes the stakes out of the key. The keyholder can decide after a few pulls or the first boss that they don't like something and just quit the key.
i've always said you only need aug for +14 and up. i main dev evoker and i pugged 25-26s in DF although i was aware i was out of place, cause when i would play aug it was SO clear how much smoother it made runs +24 and up go. just made me want to play it even less because it felt so out of my control. if they remove blistering scales, or just go all the way and put it and maybe defy fate in the class tree, that would be absolutely amazing for dev and pres. if they're gonna live in aug's shadow forever (more so in m+, they are both fantastic for raid rn) then they need some real improvement. make it so those talents are harder to take for raid than m+ or something
i love that blizz will never give the customers 1 to 1 of what they ask for.
And that's correct, cause a big part of the Com is freakin stupid
Honestly i think AUG just need to be reworked into a tank Spec. We do not have a Mail wearer tank, and this could work rather well and even fit from a fantasy point of view.
What do i mean;
1. Black spell even now are defensive. Ebon might can still be a dmg buff just reduce it to a lower percent of the main stat of the evoker and add dmg reduction on the AUG only. Text can read the Evoker channels his inner black magic to augment his skin reducing dmg taken by 15% the magic overflows increasing the dmg of DPS player on the evoker party by 3% for 15 sec. Give it like a 30 sec cd. Main on use cd
2. They can change some of the bronze to be time magic. Example; Time paradox; The evoker strength his connection to Nozdurmo pausing time for 8 sec; Dmg taken during Paused Time is taken as a 4 sec dot as time speeds so fast the evoker only takes 70% of the dmg taken during the 8 sec. 1.5 min cd.
The main mechanic for them can be called temporal wounds. The way it can work is like this AUG Evoker accumulate wounds that create a healing absorb on them for 10% of the dmg taken (Wounds stack to 10) (internal cd of 5 sec). Casting Fire Breath Augments the evoker power causing a temporary connection to Alexztrasa that burns temporal wounds reducing its count by 3 and healing the evoker for x amount (play on the ability she has burning Deathwing tentacles.
Alternatively they can go the corruption route, and make the class heavy on Deathwing influence endurance at the cost of sanity kind of thing.
A lof the spell on their kit could be reworked to work around removing temporal wound and healing.
I dont know this is of the top of my head, but im pretty sure. It can work
Honestly support style character dont seem to work well with WOW holy trinity it seems. They could also go full dps with AUG
PS: Aug would stay Int base, so it would be a INT / Mail tank. Anyways thats my bad cook for the day.
The time spent on a failed key should be punishment enough. Time is money, friend
I think I would appreciate if they would smooth out the lower level m+ keys. I would say it would probably work better if they just like smoothed out the progression in keys by a factor of like 10. So a plus 6 would be a 16 and then that gives far more smoothness to the curve. Then they could even move the gilded crests to like a +16
how to fix M+:
1. reverse the changes to kicks
2. make the difficulty increase between key levels more gradual.
3. design the dungeons so that they trash packs have fewer mechanics and casters so that bigger pulls can be done again but also that you need to pull bigger or you won't time. Nobody in M+ likes this pulling one pack at a time BS.
4. Buff healers in general.
5. and of course, stop making mechanics the same color as the floor
HM im 5/8 +12 and 2846 so I dunno, depletion seems like it doesn't achieve much to anyone. edit: I "lied", Im 2867 but anywas, still feel the same way. Fixes virtually nothing.
Because you aren't pushing keys, lol.
If you start doing +13-15s and by some unlucky streak deplete once, nevermind twice, you ltierally wasted hours.
Still need stone vault, city of threads and grim batol?
People wanted depletes, to be gone, they pulled typical blizz move, gave basically useless "no-deplete" gaslight the community, same style like with gilded catch up until recent changes...
Welcome back!
As one of those middling players (3k past two seasons), I am excited for the addition of Keystone Legends.
The only reality where I would be ok with the catalyst change.. if charges were every week so you didnt feel terrible catalyzing a veteran or champion piece.
But not for tier because u will be with 4 set first day.
Blizzard only caters to the elite group who can get to 12 keys, this does not surprise me. It's the little guys that pay your bills blizzard remember that. BTW trolls will troll the lower keys, because that for the trolls that is the only fun thing to do anymore is troll.
BTW I am not a troll, but so many of them like to troll my keys like so many of them. Now I see the trolls trolling on the island.
if you cant time a 12 thats a huge skill issue, i can time one with a pug stupidly drunk as a tank, its really not that hard
Purely a comment to agree with everyone else who can see the no deplete change is completely irrelevant to the overwhelming majority of players.
This change being painted as a real success story is laughable
The problem with having the no deplete at +12 is that it's not relevant for those players, because they are already generally good enough to not deplete a the rate people stuck at sub 10s do.
Won't name player but he had 17 key and went back to 13. Just bad groups bad luck
The no=deplete needs work. If they changed it so that each achievement (1600, 2000, 2850) would unlock no depletes below a certain level it would be much better, but being punished for even trying to run keys is never a good feeling and has ran most of my friends out of LFG.
If i get the acm on my main, do +8s deplete on my alt?
Love that they are re-considering depletion, but its just not the right fix. Those trying to push 14s this does not help and they will still be in LFG for hours. Even having to run your own key 1 time to bring it up to a 14 to get score is an unrealistic time sink. The risk that the key will turn into a 14 that you've already done is too great a problem for it to be worth risking your time.
so you can start the key as shadow, go out spec into disc and provit from the buff again :D ?
I'm seeing the comments point this out already and even someone in your chat whilst you recorded this said. Making it so that the top 1-2% of players can't deplete their keys below a 12 unless they choose to doesn't fix M+ for the other 98%. It's kind of an irrelavent change as you mentioned.
No-one can say this nor explain this enough times, in my opinion. Tank and healers need buffs to mitigation, not through put. Blizzard don't need to make it so that raids are run with 3 healers and 15 dps to help M+, they just need to bump the general survivability of tanks by 5-10% and healers by 5%. That gets you over the threshold on how many mechanics make Prot Pallys randomly fall over, give BDKs a bit of a better time setting up a pull, Druids will be able to handle magic damage more, Brewmasters will still be on a ticking clock, and DHs won't be dragging the mob pack all over the dungeon. Also, healers will be able to focus more on healing and less on not dying themselves.
It's such a simple tune to impliment, but I think with the new tier set coming out they aren't going to make any changes to make the experience of learning how to tank or heal any easier.
That's what I think is important "Learning how to Tank and Heal" because right now, you'll get bullied out of a dungeon if you don't know what to do.
Blizzards needs to making tanking way easier and healing a bit easier, and make Aug be just as effective in team's survival as a ret paly
Can we just talk about how bad Pulsar sounds? Orbs that spawn around a player that is absorbed by enemies? So basically 0 uptime for pure melee during the affix?
Augvoker may not buff tanks+healers next season but they get clutch back. This means dpspers will get bigger Ebon Mights.
10:15 you use words like ”percevied” and that the meta trickles down, sure, but thats not addressing the problem at higher keys. When you start getting into 14/15 as you mention, you want to maximise the chance of you timing the key, Aug is the safer pick by any metric, so you go Aug. Its not just that it trickles down, it is the best pick (if you go by chance in a PuG were you cant evalute the individual player nor communicate via voice).
If you NEED a Aug or not is irrelevant.
“I’m Asian so I’m pretty good at math.” 😎😎
If YOU say that, it's a joke! 😏😏
If I say that.... 💣💣💣💣
In the bigger picture, this doesn't change much overall for how I feel about season 2, as a tank. The threat buff is nice, but it's baffling how that took them 3 months to realize it needed a fix. Other than that, I don't see a single thing that will make tanking itself feel any better. No buffs to survivability or self sustain. The nerfs to tank busters doesn't really matter, because those dungeons will be going out of the pool anyway. No changes to interrupts/cc affecting trash mob casts. Nothing to address trash packs having 17 different casts to track and coordinate. No myth track in vault below +10 (we used to get it from the equivalent of +7). Looking back on season 1, it would still have been complete dogshit with +22% threat and more crests gained. If this is all the improvements they are planning for season 2, I'm skipping it.
What actually killed it is doing delves is way much more satisfying than m+ bs
I do not get why people out of nowhere are so tunnel-visioned on depletes out of the sudden? There are larger issues (paragraph 2).
Depletion makes sure that there are still keys below a certain threshhold. Though, I agree that depleting by under 10% of the timer the key should not be depleted.
The real issues:
• challenger's peril's punishment misses the mark. It does not teach the player to learn, but rather fuels toxic behaviour. If my haste and movement speed were slowed by 70%, trust me, every dps would learn every mechanic by heart.
•TOO MANY INTERRUPTS AND STOPS REQUIRED! -> not fun at all. I have not met a single person, who did not enjoy the big pull zugzug playstyle of legion and bfa.
•too much random damage targeted at dps with no counterplay (looking at you archers in dungeons).
•gearing is atrocious. +12 should drop mythic track pieces.
Blizzard is so focused on keeping players playing by gatekeeping everything and subs running. Would it not be better to play 2 months having fun and looking forward to season 2 rather than having players burnt out after 2-3 months, not resubbing for season 2?
TWW S1 is clearly the best of mounts, explorations, and tmogs.
BUT the M+ ? Hufffffftttt
Everything looks great, except...
They decided to kill my main spec. Prot Warriors got absolutely shanked out of fucking nowhere.
Nowhere? Prot warr was freakin immortal. How could you not expect a nerf at any point
How I would change M+
Key never goes below your lowest timed key *you can still drop it lower*
No instant repeat casts by mobs, stunned or CC'd
Stop scaling mob damage with mob health.
Simply do like most MMO has done since 2000.
Add one more player to a normal group and let that slot used for a Buffer/Buffbot with a pletora of talent for Buffs/debuff/dispell/CC
Wow. Didn't think they'd listen. This is great! Or at least a step in the right direction. I know a lot of the comments point to fact that this does nothing to help players in the 7-8 key range but you also have to consider the huge jump in difficulty from +11 to +12. Also, I'm not sure it would be right to completely eliminate depletes below a +10, because anything up to a +10 can affect the ilvl of your gear rewards.
So I'd lower the achievement to completing all +10s and I'd introduce a "deplete counter" for all keys below a +10. Something where you're given three strikes each week and your key doesn't start depleting until you've used those three strikes up.
I take it back. I wasn't paying attention the first time and I now realise the the deplete nerf only applies to level +12 keys specifically (i.e. you can't deplete lower than a +12). But you can deplete a +13 to a +12 or a +14 to a +13. This is next to pointless. I mean, I guess you can now (more easily) complete a full set of +12s but then what?