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[WoW] Battle for Azeroth - Page 214

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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.
Spicy_Curry
Profile Blog Joined March 2011
United States10573 Posts
November 18 2016 11:59 GMT
#4261
I knew about it but didnt do it. I shouldve damn it.
High Risk Low Reward
daemir
Profile Joined September 2010
Finland8662 Posts
November 18 2016 13:52 GMT
#4262
I just got reminded of such how big a playerbase this game has and how many REALLY BAD players there are.

Daily hc, so everyone has their 15% luck of draw buff. Ash'golm, takes extra damage most of the fight. And...and..
I have a mage, warlock and a DH dps that managed to do 54k, 83k and 53k dps. Tank did 145k and I did 258k as the healer.

Just...how? How did they even manage to hit max level with damage like that? Pet battles?
nimbim
Profile Blog Joined June 2009
Germany985 Posts
November 18 2016 14:04 GMT
#4263
I imagine they only tried to dodge the lava and didnt use any ability in that time. You don't really have to move in a fight during questing.
NonY
Profile Blog Joined June 2007
8751 Posts
November 18 2016 14:14 GMT
#4264
On November 18 2016 17:49 Cyro wrote:
Previous raids have had 30-300 wipe bosses even when overgearing because of difficult mechanics - "Oh by the way, the boss kills everybody at 4:00" is just not that. I don't particularly enjoy some of the "Oops, somebody screwed up a bit and your whole raid got oneshot" mechanics but it's a step above mathematically impossible walls if it comes to that

I like this raid design. It's not fair with respect to racing other guilds that have different classes but that's true of most fights, just not in as obvious ways.

There are a lot of players who are interested in maximizing damage, which is clear from the attention paid to damage meter addons and logging sites. And it's not for no reason; it is a fun pursuit. So this one is for them.

What is really cool though is that a guild can avoid wasting their own time. It is clear when they're not ready yet and can spend their scheduled time together powering up their characters rather than wipe repeatedly.

It'd be bad if every fight was like this but I think they timed the entrance of this one into the expansion perfectly. It's tuned right around when people who have worked hard on their characters are crossing the required character power. Like there are mythic raiders not doing any world quests, order hall missions or weekly +10/+12 and they shouldn't continue to keep up with characters who have done those things just because raid fights prioritize strategy over performance so much. It is good to have an obstacle in the middle of raids designed to hold back certain players and guilds.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
daemir
Profile Joined September 2010
Finland8662 Posts
November 18 2016 14:44 GMT
#4265
On November 18 2016 23:04 nimbim wrote:
I imagine they only tried to dodge the lava and didnt use any ability in that time. You don't really have to move in a fight during questing.


No, that was definately not it. None of them broke 100k dps on any boss fight and mostly not even on trash pulls. That was basicly me and the druid tank duoing the heroic.
Kreb
Profile Joined September 2010
4834 Posts
Last Edited: 2016-11-18 15:36:49
November 18 2016 15:29 GMT
#4266
On November 18 2016 23:14 NonY wrote:
Show nested quote +
On November 18 2016 17:49 Cyro wrote:
Previous raids have had 30-300 wipe bosses even when overgearing because of difficult mechanics - "Oh by the way, the boss kills everybody at 4:00" is just not that. I don't particularly enjoy some of the "Oops, somebody screwed up a bit and your whole raid got oneshot" mechanics but it's a step above mathematically impossible walls if it comes to that

I like this raid design. It's not fair with respect to racing other guilds that have different classes but that's true of most fights, just not in as obvious ways.

There are a lot of players who are interested in maximizing damage, which is clear from the attention paid to damage meter addons and logging sites. And it's not for no reason; it is a fun pursuit. So this one is for them.

What is really cool though is that a guild can avoid wasting their own time. It is clear when they're not ready yet and can spend their scheduled time together powering up their characters rather than wipe repeatedly.

It'd be bad if every fight was like this but I think they timed the entrance of this one into the expansion perfectly. It's tuned right around when people who have worked hard on their characters are crossing the required character power. Like there are mythic raiders not doing any world quests, order hall missions or weekly +10/+12 and they shouldn't continue to keep up with characters who have done those things just because raid fights prioritize strategy over performance so much. It is good to have an obstacle in the middle of raids designed to hold back certain players and guilds.

Oh boy. That description fits nothing but maybe the top 100 guilds in the world or so. Guild after that will most definitely have a few people lagging behind on Artifact power/level or just general lack of skill. You're not tuning an instance for the top 1% then. Not even top 0.1%. More likely the top 0.05% is what the instance would be tuned for. You'd have the whole population thats killing Helya HC in 1-2 weeks who arent able to do mythic quit or lose interest in no time. Not to mention the strain you'd put guilds through because they'd have to require people to farm X ap every week to not lag behind (and all the lovely management of dealing with poeple who didnt quite make the requirements) while also requiring a very high base skill.

At best you could salvage that by remaking HC to Mythic (and make Normal and LFR follow suit, or add a new difficulty) and rename Mythic to Inhuman and tell everyone this is for the top 3000 people in the world or something. Like thats every gonna happen.

On another note, just judging by Blizzards previous handling, I'm fully expecting nerfs to come. They'll probably wait with Helya until its been killed though (also according to previous way of dealing with it). But the pace which Odyn/Ghuarm is dying at (or rather not dying) is most definitely not intended if you look at any of Blizz's actions in previous situations. With no auto-nerfing mechanic in place (a growing legendary like in WoD or debuff like in ICC or so), I dont see the current difficulty lasting long.
Kreb
Profile Joined September 2010
4834 Posts
Last Edited: 2016-11-18 15:30:59
November 18 2016 15:30 GMT
#4267
double post...
Cyro
Profile Blog Joined June 2011
United Kingdom20327 Posts
Last Edited: 2016-11-18 15:37:03
November 18 2016 15:36 GMT
#4268
On November 19 2016 00:29 Kreb wrote:
Show nested quote +
On November 18 2016 23:14 NonY wrote:
On November 18 2016 17:49 Cyro wrote:
Previous raids have had 30-300 wipe bosses even when overgearing because of difficult mechanics - "Oh by the way, the boss kills everybody at 4:00" is just not that. I don't particularly enjoy some of the "Oops, somebody screwed up a bit and your whole raid got oneshot" mechanics but it's a step above mathematically impossible walls if it comes to that

I like this raid design. It's not fair with respect to racing other guilds that have different classes but that's true of most fights, just not in as obvious ways.

There are a lot of players who are interested in maximizing damage, which is clear from the attention paid to damage meter addons and logging sites. And it's not for no reason; it is a fun pursuit. So this one is for them.

What is really cool though is that a guild can avoid wasting their own time. It is clear when they're not ready yet and can spend their scheduled time together powering up their characters rather than wipe repeatedly.

It'd be bad if every fight was like this but I think they timed the entrance of this one into the expansion perfectly. It's tuned right around when people who have worked hard on their characters are crossing the required character power. Like there are mythic raiders not doing any world quests, order hall missions or weekly +10/+12 and they shouldn't continue to keep up with characters who have done those things just because raid fights prioritize strategy over performance so much. It is good to have an obstacle in the middle of raids designed to hold back certain players and guilds.

Oh boy. That description fits nothing but maybe the top 100 guilds in the world or so. Guild after that will most definitely have a few people lagging behind on Artifact power/level or just general lack of skill. You're not tuning an instance for the top 1% then. Not even top 0.1%. More likely the top 0.05% is what the instance would be tuned for. You'd have the whole population thats killing Helya HC in 1-2 weeks who arent able to do mythic quit or lose interest in no time. Not to mention the strain you'd put guilds through because they'd have to require people to farm X ap every week to not lag behind (and all the lovely management of dealing with poeple who didnt quite make the requirements) while also requiring a very high base skill.

At best you could salvage that by remaking HC to Mythic (and make Normal and LFR follow suit, or add a new difficulty) and rename Mythic to Inhuman and tell everyone this is for the top 2000 people in the world or something. Like thats every gonna happen.

On another note, just judging by Blizzards previous handling, I'm fully expecting nerfs to come. They'll probably wait with Helya until its been killed though (also according to previous way of dealing with it). But the pace which Odyn/Ghuarm is dying at (or rather not dying) is most definitely not intended if you look at any of Blizz's actions in previous situations. With no auto-nerfing mechanic in place (a growing legendary like in WoD or debuff like in ICC or so), I dont see the current difficulty lasting long.


Helya was killed before your comment

For the percentile stuff - my guild is top 500, which is top ~0.2% i guess. 1-2 shotting everything in EN mythic and probably won't do more than a few attempts on Guarm for the next month. Top 100, top 200 guilds will likely get their kills in the first 2 or 3 resets
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Kreb
Profile Joined September 2010
4834 Posts
Last Edited: 2016-11-18 15:40:03
November 18 2016 15:38 GMT
#4269
That would be roughly where my guild is too. Top 0.2% and not a chance in ToV is most definitely not a good difficulty level. Which would also make top 100 roughly top 0.05%.

Edit: And Helya killed apparently. Cool. Nothing is stopping Blizz now :p
Rebs
Profile Blog Joined February 2011
Pakistan10726 Posts
Last Edited: 2016-11-18 15:52:26
November 18 2016 15:51 GMT
#4270
I dont see the fuss here, some things should be hard. If not being able to kill Guarm or Helya on mythic asap invalidates the game for you then Im not sure what Blizzard can do. I mean even if it was killable, then what ? You would be waiitng a month for new content anyway.

There alot of no-lifing and alott of hard work that goes into killing hard stuff like this, and I think its fair to be rewarded for that for those who can pull it off.

For the rest, gear up and keep trying.



Cyro
Profile Blog Joined June 2011
United Kingdom20327 Posts
November 18 2016 15:56 GMT
#4271
I don't think it's a massive problem, it's just not at all what i expected. It's not progress for us, just a wall
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Rebs
Profile Blog Joined February 2011
Pakistan10726 Posts
Last Edited: 2016-11-18 16:12:55
November 18 2016 15:59 GMT
#4272
On November 19 2016 00:56 Cyro wrote:
I don't think it's a massive problem, it's just not at all what i expected. It's not progress for us, just a wall


Then climb the wall. That too is progress. Progession doesnt necessarily mean wiping on bosses.

Back in Vanilla Naxx to get out first Patchwerk kill we would spent 4-5 hours running around getting world buffs and mats gathering was a super pain in the butt, before we even tried it. It wasnt a function of skill. It was a function of how much effort you could put into. There were alot more mechanically taxing bosses out there, and it didnt matter if you'd killed him once, if you had a mixture of BWL and MC gear you would have to go through the whole cycle every week.

Most people never got to experience Naxx before BC. Infact I never got to kill KT and a couple others because I didnt get picked. I wasnt on the original pachtwerk kill either, it was mostly melee because casters would run oom and have to wand.

I think its fine if after the top races end you nerf it so everyone else gets to experience it, but if you want to be a 3-4 day semi casual raiding guild I think its fair that there are some things you shouldnt be able to do right away.

Thats just my theory. Maybe im biased because Ive done all that in the past. But being a casual player now that just farms the odd mythics and pugs around that doesnt really change my mind about it.

WOTLK getting watered down content was probably the most boring time to play seriously. Achievements were nice and all but it was still kinda meh..
Cyro
Profile Blog Joined June 2011
United Kingdom20327 Posts
Last Edited: 2016-11-18 16:29:18
November 18 2016 16:08 GMT
#4273
I'm just a little frustrated @ the luck element involved in it more than anything 'cause of class tuning / legendaries. I'm personally not in a raid-all-day guild but it's about as hardcore as you get below that level (4x 3hr45m inside raid during progress, tons of playtime outside of raids for the other half of the game)

Maybe it's a good experiment to avoid the mass-clears in 2-3 weeks
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Noocta
Profile Joined June 2010
France12578 Posts
November 18 2016 16:31 GMT
#4274
Whoever thought it was a good idea for Teeming and Skittish to be a duo of affix possible need to be throw from a bridge.
I just did HoV +12, the first drake pack and the big double mistyc one before entering the main corridor are just the most insane thing i've seen during 12 years of this game.

We had a shitty comp with not much CC ( monk tank, priest healer, warlock SP warrior ). We ended up having to MC one of the guy in the packl, wait until he got killed, all die, and repeat that 3 times until the spellcasters were dead for the pack to be doable..
" I'm not gonna fight you. I'm gonna kick your ass ! "
Cyro
Profile Blog Joined June 2011
United Kingdom20327 Posts
Last Edited: 2016-11-18 16:49:14
November 18 2016 16:40 GMT
#4275
Fortified (+40% add dmg, +20% add hp) plays a huge part in that too; teeming fortified, raging fortified etc can be really harsh.

The Skittish can be taken care of with careful aggro monitoring and a tank that is set up to deal damage. Mitigation doesn't help when you can't hold aggro 'cause it doesn't apply to your groupmates, having the damage to pull the mob back in 0.5 seconds instead of 5 seconds means the world for melees
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
NonY
Profile Blog Joined June 2007
8751 Posts
Last Edited: 2016-11-18 17:08:17
November 18 2016 16:49 GMT
#4276
On November 19 2016 00:29 Kreb wrote:
Show nested quote +
On November 18 2016 23:14 NonY wrote:
On November 18 2016 17:49 Cyro wrote:
Previous raids have had 30-300 wipe bosses even when overgearing because of difficult mechanics - "Oh by the way, the boss kills everybody at 4:00" is just not that. I don't particularly enjoy some of the "Oops, somebody screwed up a bit and your whole raid got oneshot" mechanics but it's a step above mathematically impossible walls if it comes to that

I like this raid design. It's not fair with respect to racing other guilds that have different classes but that's true of most fights, just not in as obvious ways.

There are a lot of players who are interested in maximizing damage, which is clear from the attention paid to damage meter addons and logging sites. And it's not for no reason; it is a fun pursuit. So this one is for them.

What is really cool though is that a guild can avoid wasting their own time. It is clear when they're not ready yet and can spend their scheduled time together powering up their characters rather than wipe repeatedly.

It'd be bad if every fight was like this but I think they timed the entrance of this one into the expansion perfectly. It's tuned right around when people who have worked hard on their characters are crossing the required character power. Like there are mythic raiders not doing any world quests, order hall missions or weekly +10/+12 and they shouldn't continue to keep up with characters who have done those things just because raid fights prioritize strategy over performance so much. It is good to have an obstacle in the middle of raids designed to hold back certain players and guilds.

Oh boy. That description fits nothing but maybe the top 100 guilds in the world or so. Guild after that will most definitely have a few people lagging behind on Artifact power/level or just general lack of skill. You're not tuning an instance for the top 1% then. Not even top 0.1%. More likely the top 0.05% is what the instance would be tuned for. You'd have the whole population thats killing Helya HC in 1-2 weeks who arent able to do mythic quit or lose interest in no time. Not to mention the strain you'd put guilds through because they'd have to require people to farm X ap every week to not lag behind (and all the lovely management of dealing with poeple who didnt quite make the requirements) while also requiring a very high base skill.

At best you could salvage that by remaking HC to Mythic (and make Normal and LFR follow suit, or add a new difficulty) and rename Mythic to Inhuman and tell everyone this is for the top 3000 people in the world or something. Like thats every gonna happen.

On another note, just judging by Blizzards previous handling, I'm fully expecting nerfs to come. They'll probably wait with Helya until its been killed though (also according to previous way of dealing with it). But the pace which Odyn/Ghuarm is dying at (or rather not dying) is most definitely not intended if you look at any of Blizz's actions in previous situations. With no auto-nerfing mechanic in place (a growing legendary like in WoD or debuff like in ICC or so), I dont see the current difficulty lasting long.

I don't understand the whole basis of your objection here. If the goal is for Blizzard to release challenging content and create meaningful character progression for players of all skill and dedication, then one requirement is that even the most skilled and dedicated players must go through some hardship to clear new content. Isn't that exactly what Guarm is tuned for? There is no issue at all with players of lower skill and dedication except when they feel entitled to do what they're not capable of doing. There is Heroic and Normal and LFR for them to do so they don't have to worry at all about "requirements" of farming. Join a guild with requirements that are comfortable to you and grapple with the content that is relevant to your guild's abilities and don't worry about what anyone else is doing.

You'd have the whole population thats killing Helya HC in 1-2 weeks who arent able to do mythic quit or lose interest in no time.

Like this in particular is puzzling to me. People farm raid content for a lot longer than that WITHOUT anything they're progressing toward except some nebulous content that'll come in a future patch at an unknown date.

We're talking specifically about the people who raid but don't do mythic+. So instead of wiping for days they get to go do content they haven't done before with groups of 5 which will probably be more fun in its own way and they get a feeling of progression and accomplishment as they do this because they're working toward a goal of empowering their character enough to do Mythic ToV. Like this is classic MMORPG, how it's supposed to work. IDK how you can look at this situation and say it's exactly what's wrong with the game.

If a guild clears HC ToV for a month (5 times) and on the night they would be wiping on Mythic, they instead do a +12 and Nightbane, then they'll be ready for Mythic in a month. That's 5x pieces of 885+ gear for everyone, some 875+ trinkets/relics/chests from Nightbane, plus whatever other raid/dungeon loot, and you'll all have 35th trait by then. I don't think this would be such a bad month. And then when you get M ToV kills it'd be that much more satisfying.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
Warri
Profile Joined May 2010
Germany3208 Posts
November 18 2016 16:53 GMT
#4277
Method world first again. Really surprising, where did they get so many good raiders after that split.
Rebs
Profile Blog Joined February 2011
Pakistan10726 Posts
November 18 2016 17:00 GMT
#4278
On November 19 2016 01:53 Warri wrote:
Method world first again. Really surprising, where did they get so many good raiders after that split.


At the really highest level mechanically, most players are pretty even. So its more a testament to good leadership than anything else.

Noocta
Profile Joined June 2010
France12578 Posts
November 18 2016 17:10 GMT
#4279
On November 19 2016 01:40 Cyro wrote:
Fortified (+40% add dmg, +20% add hp) plays a huge part in that too; teeming fortified, raging fortified etc can be really harsh.

The Skittish can be taken care of with careful aggro monitoring and a tank that is set up to deal damage. Mitigation doesn't help when you can't hold aggro 'cause it doesn't apply to your groupmates, having the damage to pull the mob back in 0.5 seconds instead of 5 seconds means the world for melees


Well, monk has lots of aoe but the damage it does is pretty low, lowest tank damage by a longshot. Skittish is really fucking annoying for me.
If they buffed threat or damage on Rushing Jade Wind by like 150%, it probably would still be lower dps than Special Delivery.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Grettin
Profile Joined April 2010
42394 Posts
Last Edited: 2016-11-18 17:20:28
November 18 2016 17:18 GMT
#4280
On November 19 2016 01:53 Warri wrote:
Method world first again. Really surprising, where did they get so many good raiders after that split.


5 fucking shadow priests on their line-up apparently. lol

AT LEAST ONE RETRI THO
"If I had force-fields in Brood War, I'd never lose." -Bisu
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