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[WoW] Battle for Azeroth - Page 310

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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.
Cyro
Profile Blog Joined June 2011
United Kingdom20327 Posts
Last Edited: 2017-05-03 13:08:09
May 03 2017 13:05 GMT
#6181
I'd be fine not doing NH below the last 1/3'rd of mythic anymore but it's still quite rewarding (as it should be and as m+ should be IMO)
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Warri
Profile Joined May 2010
Germany3208 Posts
May 03 2017 13:07 GMT
#6182
So BM hunter in Upper kara are bugged and the rats that you can loot count as pet and they have some pretty high base dmg unlike normal bm pets........
[image loading]
Rebs
Profile Blog Joined February 2011
Pakistan10726 Posts
Last Edited: 2017-05-03 14:37:29
May 03 2017 14:36 GMT
#6183
On May 03 2017 21:02 Redox wrote:
So what do people think about the upcoming M+ changes?

Show nested quote +
Completing the run on time will have the same results it currently does in 7.2: you’ll get a new Keystone for a random dungeon that’s 1-3 levels higher than the one you just completed, based on how quickly you finished.
If you complete the dungeon but don’t make the timer, you’ll get a Keystone for a random dungeon that’s 1 level lower than the one you just used.
If you don’t complete the dungeon at all, you’ll have a Keystone for the same dungeon that’s one level lower than the one you just used.


I like the non-depleting keys because it hurts boosting a lot.

What really sucks is the lower amount of loot. 3 items for a run in time, same as 1.5 chests now. Usually you can easily 2-3 chest on 10-12 even with subpar random groups, so loot is almost cut in half. Also you will not get the item lvl upgrades for 2nd and 3rd chest you get on lower keys now. And less chance for legendary as well.

Then again if you want to kill boosting doing away with the 2nd and 3rd chest is necessary. Makes you wonder though why they needed more than half a year to realize that they do not like the boosting.


How does it hurt boosting? This makes it even easier, we sell alot of 15 runs for easy gold and having your own key makes it even more convenient. Infact with so little loot on offer rerunning keys is even more viable.

Additionally you can target farm a specific key for certain items people really want at high ilevels. It makes no different to boosting, the only thing it really stops is people with low geared characters have less leverage because their key isnt of much value anymore.
Gorsameth
Profile Joined April 2010
Netherlands22364 Posts
May 03 2017 14:40 GMT
#6184
On May 03 2017 23:36 Rebs wrote:
Show nested quote +
On May 03 2017 21:02 Redox wrote:
So what do people think about the upcoming M+ changes?

Completing the run on time will have the same results it currently does in 7.2: you’ll get a new Keystone for a random dungeon that’s 1-3 levels higher than the one you just completed, based on how quickly you finished.
If you complete the dungeon but don’t make the timer, you’ll get a Keystone for a random dungeon that’s 1 level lower than the one you just used.
If you don’t complete the dungeon at all, you’ll have a Keystone for the same dungeon that’s one level lower than the one you just used.


I like the non-depleting keys because it hurts boosting a lot.

What really sucks is the lower amount of loot. 3 items for a run in time, same as 1.5 chests now. Usually you can easily 2-3 chest on 10-12 even with subpar random groups, so loot is almost cut in half. Also you will not get the item lvl upgrades for 2nd and 3rd chest you get on lower keys now. And less chance for legendary as well.

Then again if you want to kill boosting doing away with the 2nd and 3rd chest is necessary. Makes you wonder though why they needed more than half a year to realize that they do not like the boosting.


How does it hurt boosting? This makes it even easier, we sell alot of 15 runs for easy gold and having your own key makes it even more convenient. Infact with so little loot on offer rerunning keys is even more viable.

Additionally you can target farm a specific key for certain items people really want at high ilevels. It makes no different to boosting, the only thing it really stops is people with low geared characters have less leverage because their key isnt of much value anymore.

It helps people who sell runs but hurts people who currently get boosted for free because they have a good key others want to use.
It ignores such insignificant forces as time, entropy, and death
Redox
Profile Joined October 2010
Germany24794 Posts
Last Edited: 2017-05-03 15:06:26
May 03 2017 14:59 GMT
#6185
On May 03 2017 23:36 Rebs wrote:
Show nested quote +
On May 03 2017 21:02 Redox wrote:
So what do people think about the upcoming M+ changes?

Completing the run on time will have the same results it currently does in 7.2: you’ll get a new Keystone for a random dungeon that’s 1-3 levels higher than the one you just completed, based on how quickly you finished.
If you complete the dungeon but don’t make the timer, you’ll get a Keystone for a random dungeon that’s 1 level lower than the one you just used.
If you don’t complete the dungeon at all, you’ll have a Keystone for the same dungeon that’s one level lower than the one you just used.


I like the non-depleting keys because it hurts boosting a lot.

What really sucks is the lower amount of loot. 3 items for a run in time, same as 1.5 chests now. Usually you can easily 2-3 chest on 10-12 even with subpar random groups, so loot is almost cut in half. Also you will not get the item lvl upgrades for 2nd and 3rd chest you get on lower keys now. And less chance for legendary as well.

Then again if you want to kill boosting doing away with the 2nd and 3rd chest is necessary. Makes you wonder though why they needed more than half a year to realize that they do not like the boosting.


How does it hurt boosting? This makes it even easier, we sell alot of 15 runs for easy gold and having your own key makes it even more convenient. Infact with so little loot on offer rerunning keys is even more viable.

Additionally you can target farm a specific key for certain items people really want at high ilevels. It makes no different to boosting, the only thing it really stops is people with low geared characters have less leverage because their key isnt of much value anymore.

Yeah I was not referring to gold boosting on 15 but the boosting you see all the time on the majority of M+ groups formed with LFG tool when well equipped players boost way worse players on their low keys. This is also what Blizzard is targeting with this change as evident from their post.

You are right gold boosting should actualy be helped by this because there will be way less free boosting available. Still the amount of this should be way smaller.
Off-season = best season
Stancel
Profile Blog Joined June 2011
Singapore15360 Posts
May 03 2017 15:22 GMT
#6186
my pally's command center missions are triple prot-based, 💯 blizz
ffxiv enjoyer
Alventenie
Profile Joined July 2007
United States2147 Posts
May 03 2017 15:36 GMT
#6187
my monks and rogues are 3x of same spec (Brm and Outlaw champs). It kinda sucks lol
Gorsameth
Profile Joined April 2010
Netherlands22364 Posts
May 03 2017 15:45 GMT
#6188
Meatball and Moroes should cover a lot of that?
It ignores such insignificant forces as time, entropy, and death
Rebs
Profile Blog Joined February 2011
Pakistan10726 Posts
Last Edited: 2017-05-03 18:56:32
May 03 2017 17:31 GMT
#6189
On May 03 2017 23:40 Gorsameth wrote:
Show nested quote +
On May 03 2017 23:36 Rebs wrote:
On May 03 2017 21:02 Redox wrote:
So what do people think about the upcoming M+ changes?

Completing the run on time will have the same results it currently does in 7.2: you’ll get a new Keystone for a random dungeon that’s 1-3 levels higher than the one you just completed, based on how quickly you finished.
If you complete the dungeon but don’t make the timer, you’ll get a Keystone for a random dungeon that’s 1 level lower than the one you just used.
If you don’t complete the dungeon at all, you’ll have a Keystone for the same dungeon that’s one level lower than the one you just used.


I like the non-depleting keys because it hurts boosting a lot.

What really sucks is the lower amount of loot. 3 items for a run in time, same as 1.5 chests now. Usually you can easily 2-3 chest on 10-12 even with subpar random groups, so loot is almost cut in half. Also you will not get the item lvl upgrades for 2nd and 3rd chest you get on lower keys now. And less chance for legendary as well.

Then again if you want to kill boosting doing away with the 2nd and 3rd chest is necessary. Makes you wonder though why they needed more than half a year to realize that they do not like the boosting.


How does it hurt boosting? This makes it even easier, we sell alot of 15 runs for easy gold and having your own key makes it even more convenient. Infact with so little loot on offer rerunning keys is even more viable.

Additionally you can target farm a specific key for certain items people really want at high ilevels. It makes no different to boosting, the only thing it really stops is people with low geared characters have less leverage because their key isnt of much value anymore.

It helps people who sell runs but hurts people who currently get boosted for free because they have a good key others want to use.


yes that is what I said, thank you for repeating. People will still be boosting, they just wont be boosting a variety of keys so not getting shitty keys boosted is the only net change.

Cyro
Profile Blog Joined June 2011
United Kingdom20327 Posts
Last Edited: 2017-05-03 17:43:43
May 03 2017 17:38 GMT
#6190
With Key deranking the rewarding dungeons are 5 man instead of 4 man again

i'm still in favor of 1tank + 1heal + 4dps dungeons, it's closer to the raid distributions of players. Raids could use a bit of tweaking there too to meet it in the middle.

1/1/3 directly scales up to 4/4/12 for 20 man raids, twice as many tanks as we actually use. People largely lock into their mainspec based on raid roles so that leads to a huge shortage of tanks for non-raid content

1/1/4 scales to 3/3/12 with a couple slots spare, maybe 3/3/14 or 3/4/13.. or just leave it 3/3/12 and go 18 man mythic? A direct 1:3 ratio is efficient.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Alventenie
Profile Joined July 2007
United States2147 Posts
May 03 2017 20:24 GMT
#6191
I like how FF14 handles it.

Dungeons: 1/1/2
Trials and big dungeons: 2/2/4
Raids: 3/6/15 (3 groups of 1/2/5 with separate loot (each boss drops a chest of 2 items per group))

Raids still seem weird, but I like how it is handled overall. The smaller content gives good ratio and it has enough spread of classes that you aren't really short of a specific role.
nanaoei
Profile Blog Joined May 2010
3358 Posts
Last Edited: 2017-05-04 04:07:43
May 04 2017 04:05 GMT
#6192
On May 04 2017 05:24 Alventenie wrote:
I like how FF14 handles it.

Dungeons: 1/1/2
Trials and big dungeons: 2/2/4
Raids: 3/6/15 (3 groups of 1/2/5 with separate loot (each boss drops a chest of 2 items per group))

Raids still seem weird, but I like how it is handled overall. The smaller content gives good ratio and it has enough spread of classes that you aren't really short of a specific role.



tanks and healers and support will always be in demand for non-raid stuff in any game ever.
the reasons for why you play them are simply not the same as for playing the damage classes.

the 24mans you're talking about actually count as big dungeons but for anyone who hasn't played the game, raids are all 8-man in ffxiv and will likely never change.
raids are also 2/2/4, the 4 being a split of 2-3 ranged and at least one melee exclusively for a non-class specific damage boost to the raid.
*@boesthius' FF7 nostalgia stream bomb* "we should work on a 'Final Progamer' fangame»whitera can be a protagonist---lastlie: "we save world and then defense it"
Cyro
Profile Blog Joined June 2011
United Kingdom20327 Posts
Last Edited: 2017-05-04 06:04:14
May 04 2017 05:57 GMT
#6193
tanks and healers and support will always be in demand for non-raid stuff in any game ever.
the reasons for why you play them are simply not the same as for playing the damage classes.


Needing to half the amount of tanks when swapping between dungeon & raid content doesn't help things
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Alventenie
Profile Joined July 2007
United States2147 Posts
May 04 2017 14:48 GMT
#6194
On May 04 2017 13:05 nanaoei wrote:
Show nested quote +
On May 04 2017 05:24 Alventenie wrote:
I like how FF14 handles it.

Dungeons: 1/1/2
Trials and big dungeons: 2/2/4
Raids: 3/6/15 (3 groups of 1/2/5 with separate loot (each boss drops a chest of 2 items per group))

Raids still seem weird, but I like how it is handled overall. The smaller content gives good ratio and it has enough spread of classes that you aren't really short of a specific role.



tanks and healers and support will always be in demand for non-raid stuff in any game ever.
the reasons for why you play them are simply not the same as for playing the damage classes.

the 24mans you're talking about actually count as big dungeons but for anyone who hasn't played the game, raids are all 8-man in ffxiv and will likely never change.
raids are also 2/2/4, the 4 being a split of 2-3 ranged and at least one melee exclusively for a non-class specific damage boost to the raid.


I gotcha. I still havent raided in ff14 because I don't really have an active FC (and I play WoW a lot atm with an active guild).
Cyro
Profile Blog Joined June 2011
United Kingdom20327 Posts
Last Edited: 2017-05-05 21:16:40
May 05 2017 17:33 GMT
#6195
wow i posted on the wrong thread oops
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Stancel
Profile Blog Joined June 2011
Singapore15360 Posts
May 05 2017 19:59 GMT
#6196
the landslide effect that randomly procs during highmountain invasions or whatever is actually the most annoying thing
ffxiv enjoyer
Cyro
Profile Blog Joined June 2011
United Kingdom20327 Posts
Last Edited: 2017-05-06 04:46:19
May 05 2017 23:51 GMT
#6197
http://blue.mmo-champion.com/topic/1060461-recent-actions-against-win-trading/

We’ve recently taken action against a number of accounts involved in win-trading in Rated Battlegrounds. This is a clear violation of the World of Warcraft Terms of Service, as well as the spirit of competitive play.

When we took these actions, we believed that the accounts being affected were used primarily by seller agencies, who exchange in-game wins for real-world currency, and not for normal gameplay, and so they were issued permanent closures. Once those actions were completed, we started hearing from players whose accounts had been affected but were not affiliated with a seller agency.

We then began an immediate re-investigation of all accounts. That investigation concluded that there were indeed some players caught in this action who should not have been hit with a permanent account closure. Those that were not involved with seller agencies but still found to be purposefully involved in win-trading have had their closures reduced to a suspension, with a duration fitting the severity the win-trading they participated in, and beginning on May 1st (the date we applied the initial closures). For some extremely minor offenses, that duration was short enough that it has already been lifted. Affected players should have received an email that indicates the corrected action.

We also discovered a small number of players whose accounts had been closed but had not engaged in any win-trading at all. We are deeply sorry to have punished those players incorrectly, and in addition to overturning their account closures, we have issued them with 30 days of additional game time as an apology.

We’d like to make it clear that we have fully identified the error that caused this issue to occur, and can be confident in saying that future actions do not make the same mistake. That said, we’d also like to remind players that win-trading in order to earn things like Honor, Artifact Power, or Achievements is still win-trading, and is subject to the same punishments as win-trading in order to gain rating.

Again, we apologize for the inaccuracies of our original actions. While we remain committed to upholding the integrity of rated play, we will take more care to ensure that the correct actions are taken in the future.


I'm unsurprised and somewhat relieved by this development. Hopefully the CS and ban guys wake the fuck up because it never should have happened.

People were permabanned with no prior offenses in their first RBG game (some not involved or accidentally involved with wintrading). They were not told why they were banned (only "Exploitation of game mechanics").

They had any appeals or attempts to talk to a human refused with a copy/pasted message about the accounts having reviewed and of evidence against them; the closest thing that we'll ever get to absolute proof that blizzard's main review system is either unusably broken or entirely made up.

No live chat, no phone calls, 24 hour response time.

The amount of people that this is acceptable to happen to is zero.

Customer support has been degrading steadily over the years but this is a new low for Blizzard across any game ever
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Duvon
Profile Joined October 2011
Sweden2360 Posts
May 06 2017 08:51 GMT
#6198
Well that's a way to kill interest in rated BGs.
Nothing is impossible, only some things for some people.
chocorush
Profile Joined June 2009
694 Posts
May 07 2017 02:17 GMT
#6199
I casually got a 905 arcanocrystal today. That pretty much completes the grind for me outside of getting better legendaries.
GTR
Profile Blog Joined September 2004
51596 Posts
May 07 2017 02:21 GMT
#6200
my sub is about to run out in a couple of weeks and i'm not going to renew it. hopefully i can farm enough gold before then to get another $15 to my battle.net balance >.>
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