Also because Druid.
[WoW] Battle for Azeroth - Page 180
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BfA Community Links: GP : https://www.worldofwarcraft.com/invite/KKMpKPSlgd?region=EU&faction=Horde TLEUH : https://www.worldofwarcraft.com/invite/v9x5bAF3jD?region=EU&faction=Horde TLEUA : https://www.worldofwarcraft.com/invite/ALwgJnC5Wo?region=EU&faction=Alliance TLNAH : https://www.worldofwarcraft.com/invite/vPrmjJxiVnJ?region=US&faction=Horde TLNAA : https://www.worldofwarcraft.com/invite/YeZj7P0SXLn?region=US&faction=Alliance Bnet: Bnet - https://blizzard.com/invite/amvLM0EubJv On November 03 2016 06:57 GTR wrote: I've created a Google Form/Spreadsheet for people to help add eachother. Hopefully this will makes things easier for us to find people for Mythic+ runs and what not as opposed to sifting through 150+ pages of discussion. Form Spreadsheet If a moderator could add this as a moderator note at the top it'd be appreciated. | ||
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Kipsate
Netherlands45349 Posts
Also because Druid. | ||
Cyro
United Kingdom20285 Posts
beat the timer on 9 (if you have to beat timer this should result in a level 7 key) didn't beat timer on 10 completed 11 twice via 9+2 and then just clearing the 11 (if completion is the goal, this should override the 10 and give a level 9 key) We all got level 8 keys. I guess it's viewing maximum completed as "10+" at the moment? That also means that a level 15 keystone would reset to 8 as well which is good and bad | ||
daemir
Finland8662 Posts
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Firebolt145
Lalalaland34491 Posts
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Kreb
4834 Posts
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NonY
8748 Posts
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Cyro
United Kingdom20285 Posts
There are players in 870 gear that don't know how some boss mechanics work, much less optimal strategies There are people with 13/13m in HFC who never learned boss mechanics. I've just accepted that i only know two guys that understand what the curse on lady hatecoil does - most of the people that i see fail have done it 10 times before and just don't care to learn it because it doesn't matter that much. I'm top few % for gear, skill, activity and doing quite a lot, only avoiding the worst few usually (hov, BRH with bad affixes). We did whatever we could 2chest which was a huge amount of +7 to +9 last week because of the very easy affix combo but with necrotic it'll probably be one-affix triple chest week. The players that didn't learn 10 dungeons don't really have to, there's no rush. They'll be here and relevant for the entire expansion. Kara will add more content and we'll be on the current tier for another 8-10 months or so - plenty of time.. even after that it's not going away. I feel pretty strongly that a little too much content is better than too little and in this case i don't think it's too much content for the next year. Having 10 dungeons instead of 7 did improve my personal experience. | ||
Alventenie
United States2147 Posts
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Cyro
United Kingdom20285 Posts
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NonY
8748 Posts
The players that didn't learn 10 dungeons don't really have to, there's no rush. They'll be here and relevant for the entire expansion. Kara will add more content and we'll be on the current tier for another 8-10 months or so - plenty of time.. even after that it's not going away. I dont feel that there was too much content. I doubt Karazhan is going to invalidate all the other dungeons loot and I can't see Trials of Valor gear be better than EN ilevel wise (maybe better stat wise on certain things like trinkets/rings/necks). I didn't mean to suggest there be less content overall. Just that there be like 4 dungeons every 3 months so players can focus on mastering them before moving on to more content. People don't learn better by doing a little bit of everything constantly. It's better to focus on mastering one thing at a time. There are a lot of players that will never master the content as long as there's so much to do simultaneously. Forcing them to focus on smaller bits at a time would be beneficial to them and make for a more pleasant experience for their teammates. I've had the same opinion on map pools for SC2. These tournaments with seven maps result in players with less mastery of the maps than tournaments with four or five maps. Having ten dungeons all in one content patch is just a gimmick to me, that more is better, to wow everyone with how much content they're providing, but it's not what's actually best for everyone. There's an optimal amount and my experience with 100's of players has shown that ten was definitely too much. | ||
Cyro
United Kingdom20285 Posts
They're very different games, i like fewer (solid) maps on SC as well | ||
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Kipsate
Netherlands45349 Posts
They have said its a problem that they want to work on but it would require quite drastic changes to do so I believe. | ||
Cyro
United Kingdom20285 Posts
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Rebs
Pakistan10726 Posts
On October 20 2016 02:37 Cyro wrote: That issue was happening to a bunch of specs last expansion too and.. kinda since forever. We had ridiculously explosive gear scaling last expansion that's not happening as much now. Specs still had stats that were 20%, 50%, even 2x better than other stats but ilvl could overcome it with a smaller gap and jewelry had primary stat as well I dont know about since forever from Vanilla to Cata atleast some stats had higher weights but there was a larger variety of stats that could compete within i levels and how you chose to gear around the stats combos you were looking for. Atleast thats what it was for the classes I played. For my mage now its just higher ilevel + Crit. In my first week of mythic progression so far I have gotten 2 regular mythic 1 mythic+ and 2 mythic+3 reward pieces and drop and some normal EN drops that im still not using in favour of heroic gear. Thats kinda annoying. Then again gearing seems to be pretty easy so I cant complain, just seems a shame to dis all that loot. | ||
Seuss
United States10536 Posts
On October 20 2016 00:40 NonY wrote: With a new content patch about to hit, I feel like 10 dungeons definitely was too much for 7.0. I run dungeons with a lot of different kind of people and it's truly only the most dedicated players who were able to learn them all. There are players in 870 gear that don't know how some boss mechanics work, much less optimal strategies. And the way mythic+ turned out, with some +10 keys being undesirable and with carry groups repeatedly doing low level keys, the most dedicated players who could actually handle learning 10 dungeons ended up doing some of the same few dungeons repeatedly anyway. They either did the shortest ones for AP and legendaries or they picked a few with gear that have good relic traits or secondary stats for their spec. So there were 10 dungeons to do but the good players (top 5%?) did the same few ones repeatedly, so there being 10 didn't actually improve their experience, and 95% of players didn't manage to learn the basics of 10 dungeons before new content hit. The new content patch isn't invalidating the current set of dungeons, so I think this sort of post-mortem is premature. There's plenty of time before Nighthold for raiders to learn the current dungeons, and Nighthold might not even make them irrelevant. Moreover chances are if there'd only been 4 dungeons the top 5% would only have run 1-2 of them anyway for the same reasons they're focused on 4-5 of them now. Now if Karazhan completely supplants other Mythics for the general populace then I'll concede the point. | ||
Cyro
United Kingdom20285 Posts
On October 20 2016 03:35 Rebs wrote: I dont know about since forever from Vanilla to Cata atleast some stats had higher weights but there was a larger variety of stats that could compete within i levels and how you chose to gear around the stats combos you were looking for. Atleast thats what it was for the classes I played. For my mage now its just higher ilevel + Crit. In my first week of mythic progression so far I have gotten 2 regular mythic 1 mythic+ and 2 mythic+3 reward pieces and drop and some normal EN drops that im still not using in favour of heroic gear. Thats kinda annoying. Then again gearing seems to be pretty easy so I cant complain, just seems a shame to dis all that loot. Fire mage has generally benefitted more from crit than other stats by design since i started playing one, to an extreme sometimes. Awareness of stat weights and similar ideas has improved a lot in the last year or two, people used to just not know or care about these things as much | ||
Rebs
Pakistan10726 Posts
On October 20 2016 04:10 Cyro wrote: Fire mage has generally benefitted more from crit than other stats by design since i started playing one, to an extreme sometimes. Awareness of stat weights and similar ideas has improved a lot in the last year or two, people used to just not know or care about these things as much I mained mage, from Vanilla (the days you went oom on patch and wanded for your evo to come back up) to Cata and round about BC crit became a fair bit more, but it was never crit or bust like it is now. You could still go a higher item level and the haste benefits would be useful because fireball damage was a good chunk of your dps. (+ Show Spoiler + and I no lifed pretty hard back then http://www.wowprogress.com/guild/eu/kazzak/SlashCry, I quit after Al'Akir, graduated college ![]() Your combo goals were still haste your fireball to GCD if possible and max out crit. and mastery was kinda important along with the usual int gains while balancing hit rating. .Infact this was the case all of BC and WOTLK, around Cata the shift started to revolve around proccing pyros, but even then your casting spell was a primary dps tool, and sure its been 6 years and my memory might be a bit hazy but it feels now like everything revolves around proc pyros or bust, which is a bit to streaky for my liking and also I dont have to put much thought into gearing which is kinda meh if I want to be a serious end game raider, but I feel like thats the case for every class and I dont mind that as a casual. | ||
Cyro
United Kingdom20285 Posts
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DickMcFanny
Ireland1076 Posts
On October 20 2016 01:57 NonY wrote: Maybe I get especially frustrated by teammates making mistakes. I'd rather have four dungeons that everyone was able to learn in a month than 10 dungeons that most people never learn because they do each one too infrequently. I didn't mean to suggest there be less content overall. Just that there be like 4 dungeons every 3 months so players can focus on mastering them before moving on to more content. People don't learn better by doing a little bit of everything constantly. It's better to focus on mastering one thing at a time. There are a lot of players that will never master the content as long as there's so much to do simultaneously. Forcing them to focus on smaller bits at a time would be beneficial to them and make for a more pleasant experience for their teammates. I've had the same opinion on map pools for SC2. These tournaments with seven maps result in players with less mastery of the maps than tournaments with four or five maps. Having ten dungeons all in one content patch is just a gimmick to me, that more is better, to wow everyone with how much content they're providing, but it's not what's actually best for everyone. There's an optimal amount and my experience with 100's of players has shown that ten was definitely too much. Are you a professional WoW player / streamer now, if you don't mind my asking. If you're active in SC2 again, no offence, I haven't kept up with the scene in years. | ||
Duvon
Sweden2360 Posts
I can't imagine devs not understanding stat distribution. Feel like a lot of items with suboptimal secondaries are made so to spread power, and increase choices people have to make. | ||
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