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On August 22 2018 03:06 farvacola wrote: Yeah ive been vastly disappointed in my expedition teammates, no one seems to know what they're supposed to do
Its almost like we should do these things with people we know are not braindead :p
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Anyone know how to do the quests on the expeditions btw? I have never found any of the items they want.
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United Kingdom20323 Posts
I've failed more than a couple of heroic PUG expeditions due to people not having a clue what to do, they often queue into heroic having never done one on normal or learned anything about the feature. Normal players just don't care that much
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I did my weekly quest for them and I didn't know what to do but no one else seemed to know shit either lol.
I still am not sure exactly is the best path to winning but haven't lost one yet kek.
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Simple enough way seems to be pick up a bunch of azerite, go fight and kill the whole enemy team when they're worth 100+ each and don't ever die
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Boralus object detail: In a less intensive area of it here i've got 168fps with minimal settings, 135 with "playable" macro and 100 with 10/10 slider - the object detail is obviously contributing to performance in a major way. The sheer volume of NPC's and the water don't help either.
https://i.imgur.com/NNCl4qp.jpg https://i.imgur.com/8SrMPei.jpg https://i.imgur.com/fpG6d51.jpg
^High/Medium/Minimal detail. You can see that Medium preserves a lot of relatively important objects while raising FPS and that Minimal gives a further performance improvement at the cost of removing them
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8751 Posts
On August 22 2018 03:24 Warri wrote: Anyone know how to do the quests on the expeditions btw? I have never found any of the items they want. they're usually nearby, maybe 100 yard radius
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The scaling is pretty tough...just got 120 but i'm way weaker than during earlier levels because mobs scaled harder than me. It'll get better with gear I guess but there's basically a penalty for leveling up instead of a bonus which is strange. They should have made some 120 talents at least
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Yeah, it's especially weird because they enabled ilvl scaling right from the ding. When you have ilvl 320, mobs have a sizeable buff to health and damage compared to you having ilvl 300.
If they thought that gear was scaling us too fast then i think they should've just reduced gear scaling instead of keeping it the same but buffing everything that we're fighting based on our bag ilvl.
I've also traced some other anomalies to mob scaling - if a mob aggro's onto somebody else as they walk by and then i taunt it off of them to fight, it gains ~1.7x HP even though they never hit it or participated in combat.
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Wait so it won't even get better with gear because ilvl scales mobs too?
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On August 22 2018 03:25 Cyro wrote:I've failed more than a couple of heroic PUG expeditions due to people not having a clue what to do, they often queue into heroic having never done one on normal or learned anything about the feature. Normal players just don't care that much 
I am proud to say that I did a H Expedition for my first one, at like 295 itm lv. My group split up several times, and made no attempts to communicate. Everyone died at least once, our DK did so multiple times. Was very surprised when the Horde "group" showed up and then when the one we had killed respawned and rejoined the fight.
We won with 9017 to 8870 or something like that ^.^
I suspect it will be several weeks to a few months before most of the playerbase has any clue what they are doing on these.
Edit:
I also did not realize mobs scaled with itemlv... That sucks, half the fun of getting better gear is feeling more powerful as you run around doing the daily grind.
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On August 22 2018 07:32 FueledUpAndReadyToGo wrote: Wait so it won't even get better with gear because ilvl scales mobs too? up to a certain point, yes, it does get better though.
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With the Weekly Reset on US servers, players have started to notice that Mythic 0 Dungeons have a chance to award 2 pieces on non-end bosses. On average, players will likely see one or two extra pieces compared to last week.
Droprate buff! Was due
On August 22 2018 07:32 FueledUpAndReadyToGo wrote: Wait so it won't even get better with gear because ilvl scales mobs too?
It'll get better, but as you gain say +40% power the mobs will scale up +15% (made up numbers). This reduces the effective power gain. I'd rather they didn't scale the mobs but just give us less powerful gear upgrades.
A thread came up on reddit about it now too:
https://www.reddit.com/r/wow/comments/994tcc/unequipping_heart_of_azeroth_and_trinkets_lowers/
Speaking of open world, i hope they nuke those world quest addons as soon as possible. In particular filling the group finder with non-human-readable quest ID's as group names and the mass inviting of random people out in the world with one click
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On August 22 2018 08:05 Cyro wrote:Show nested quote +With the Weekly Reset on US servers, players have started to notice that Mythic 0 Dungeons have a chance to award 2 pieces on non-end bosses. On average, players will likely see one or two extra pieces compared to last week. Droprate buff! Was due Show nested quote +On August 22 2018 07:32 FueledUpAndReadyToGo wrote: Wait so it won't even get better with gear because ilvl scales mobs too? It'll get better, but as you gain say +40% power the mobs will scale up +15% (made up numbers). This reduces the effective power gain. I'd rather they didn't scale the mobs but just give us less powerful gear upgrades. A thread came up on reddit about it now too: https://www.reddit.com/r/wow/comments/994tcc/unequipping_heart_of_azeroth_and_trinkets_lowers/Speaking of open world, i hope they nuke those world quest addons as soon as possible. In particular filling the group finder with non-human-readable quest ID's as group names and the mass inviting of random people out in the world with one click Pretty funny that the OP of that reddit post didn't even test it so he had to reply a bunch saying "actually you have to bank it" and at the moment that doesn't even seem to be true. I banked all of my rings which dropped me 35 ilvl and mob health didn't change. Not sure if Blizzard hotfixed it that quickly in response to a popular reddit post or if it was all misinformation based on how the system worked in 7.2.
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On August 22 2018 10:57 NonY wrote:Show nested quote +On August 22 2018 08:05 Cyro wrote:With the Weekly Reset on US servers, players have started to notice that Mythic 0 Dungeons have a chance to award 2 pieces on non-end bosses. On average, players will likely see one or two extra pieces compared to last week. Droprate buff! Was due On August 22 2018 07:32 FueledUpAndReadyToGo wrote: Wait so it won't even get better with gear because ilvl scales mobs too? It'll get better, but as you gain say +40% power the mobs will scale up +15% (made up numbers). This reduces the effective power gain. I'd rather they didn't scale the mobs but just give us less powerful gear upgrades. A thread came up on reddit about it now too: https://www.reddit.com/r/wow/comments/994tcc/unequipping_heart_of_azeroth_and_trinkets_lowers/Speaking of open world, i hope they nuke those world quest addons as soon as possible. In particular filling the group finder with non-human-readable quest ID's as group names and the mass inviting of random people out in the world with one click Pretty funny that the OP of that reddit post didn't even test it so he had to reply a bunch saying "actually you have to bank it" and at the moment that doesn't even seem to be true. I banked all of my rings which dropped me 35 ilvl and mob health didn't change. Not sure if Blizzard hotfixed it that quickly in response to a popular reddit post or if it was all misinformation based on how the system worked in 7.2.
Compare to a character with a lower bag ilvl shown - you'll see the enemy with more HP than them. The point is that stuff has more health/damage as your bag/bank ilevel increases so that your character power increase is substantially smaller than it appears to be from the improvement in gear. Exactly how much i'm not sure, it's not documented anywhere.
Not sure if Blizzard hotfixed it that quickly
That hotfix came in early-mid 2017 when we were on the broken shore. It was changed so that it was based on bag ilevel instead of equipped ilevel and the bag ilevel still works on banked gear for as long as i can remember. I'm not sure if Void Storage is counted.
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On August 22 2018 11:15 Cyro wrote:Show nested quote +On August 22 2018 10:57 NonY wrote:On August 22 2018 08:05 Cyro wrote:With the Weekly Reset on US servers, players have started to notice that Mythic 0 Dungeons have a chance to award 2 pieces on non-end bosses. On average, players will likely see one or two extra pieces compared to last week. Droprate buff! Was due On August 22 2018 07:32 FueledUpAndReadyToGo wrote: Wait so it won't even get better with gear because ilvl scales mobs too? It'll get better, but as you gain say +40% power the mobs will scale up +15% (made up numbers). This reduces the effective power gain. I'd rather they didn't scale the mobs but just give us less powerful gear upgrades. A thread came up on reddit about it now too: https://www.reddit.com/r/wow/comments/994tcc/unequipping_heart_of_azeroth_and_trinkets_lowers/Speaking of open world, i hope they nuke those world quest addons as soon as possible. In particular filling the group finder with non-human-readable quest ID's as group names and the mass inviting of random people out in the world with one click Pretty funny that the OP of that reddit post didn't even test it so he had to reply a bunch saying "actually you have to bank it" and at the moment that doesn't even seem to be true. I banked all of my rings which dropped me 35 ilvl and mob health didn't change. Not sure if Blizzard hotfixed it that quickly in response to a popular reddit post or if it was all misinformation based on how the system worked in 7.2. Compare to a character with a lower bag ilvl shown - you'll see the enemy with more HP than them. The point is that stuff has more health/damage as your bag/bank ilevel increases so that your character power increase is substantially smaller than it appears to be from the improvement in gear. Exactly how much i'm not sure, it's not documented anywhere. That hotfix came in early-mid 2017 when we were on the broken shore. It was changed so that it was based on bag ilevel instead of equipped ilevel and the bag ilevel still works on banked gear for as long as i can remember. I'm not sure if Void Storage is counted. Yeah I know mobs scale with ilvl but that reddit post is a guy saying that simply unequipping things will cheat the system, which was wrong, and then he says that you can bank it, which according to you has been wrong for a long time (and certainly is testable right now to be wrong). So ultimately his advice is to unequip and delete all your rings/trinkets from your bags and bank to reduce TTK in the open world. Ooooookay. And for that he got 2x reddit gold and 95% upvoted. A guy even replied quickly and told him you have to sell/delete and he edited his OP to say you could bank it and credited that guy lol. What's he get out of misinforming people? And why is it so well upvoted and gilded? Reddit be crazy...
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United Kingdom20323 Posts
Yeah, the misinformation is pretty bad. You can't game the system much without jumping through some annoying hoops but it does have negative effects, sometimes large and unintentional ones (such as if you're a healer with low ilvl dps weapons/trinkets and missing azerites for DPS spec, all of the mobs get overscaled)
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Can't you just sell it. Do your WQ's and then rebuy it from the Vendor?
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Yeah, that sort of thing is a little more work than bagging your items but it's always been worth it if you can drop enemy health by 1.5x at a cost of 10% of your DPS. The "average ilevel" system pretty much collapses when you have large variances in ilevel between your gear and having item level 980 in a high budget slot and item level 0 (no item) in another slot was the absolute worst of that.
Now that we're 340 we have to take off a bunch more gear to get the ilevel to drop so there's not as much potential for abuse as there was in Legion but it also matters more because the mobs are much more relevant and somewhat harder to kill
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Actually I think selling rings and trinkets and then buying them back would be effective. Just the rings dropped my equipped ilvl by over 30. But I've got rings with +speed, I've got the ring that makes you invis, I have a bunch of random trinkets in the bank for various things. Selling them all is a lot more hassle than a fresh character simply selling 2 rings and 2 trinkets and buying them back. And personally even though my MW set makes my bag ilvl 340 and my WW has bad weapons and only 334 equipped, I don't find WQ's to be that bad for WW. If I didn't have a good questing spec then I'd be more desperate to try it.
If I leveled my boosted character I'd definitely try it at 120. Fresh 120 is rough no matter the spec.
Side note: On the other side of things, I think it's funny how people exaggerate how easy things are for them. I read about tanks saying they pull everything and AOE it down, so easy. Or DH say they just Eye Beam everything down, etc. I'm always pulling everything I can but the mob density is not that great all the time, and I have a 0 cooldown 40 yard range ability to help me pull (I miss ox statue though). And while tank damage can be respectable, it's a lot lower and slower than an actual DPS spec with decent AOE. So how are tanks doing anything better than me? I pull everything and AOE it down faster than them. And while things like Eye Beam can melt the 50-60k hp mobs, any time you are dealing with the 90-100k hp mobs and 200k+ mobs, it's gonna take a few extra seconds. And while I think a lot of specs can melt 200k+ quite quickly with initial burst and cooldowns, if you have to kill one of those mobs without anything up, it's gonna take a while with just your basic rotation. Nobody is sustaining 10k ST DPS when everything starts on cooldown, so 200k+ is definitely over 20 seconds.
I feel like people think of the best case scenario and act like that's how every single WQ goes.
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This entire discussion is a perfect example of why scaling mobs with itm lv is a bad idea.
Cyro is right, if they want to soften the power increase they should have just scaled gear that way.
Edit: From a design perspective I get what they are going for with this, and as a player I don't mind being held back a little more in terms of power growth. I just think when you design a system like this you need to consider the player behavior it will encourage, and how it will affect things like players who mainspec Heals.
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