It’s clear that blizzard rely on warcraftlogs when it comes to balancing. This isn’t so much of a problem for certain classes such as mages and ret paladins because blizzard are always slow to nerf those classes but for warriors if they show any signs of being somewhat good they will get nerfed mid week just like at the start of s1. The first 3-4 weeks of s1 was just warrior nerf every week and this is all because they panic because of the crappy raid and the amount of AOE damage and ads that just so happen to appear when warrior cooldowns were available.
They nerfed warriors into the ground and made it absolutely terrible in M+ and if I remember correctly there was a point where AUG’s were doing more damage than DPS warriors. It took blizzard about 2 months into s1 to push out any kind of buffs for the warrior.
I don’t want a repeat of this in s2, if the DPS warrior turns out to be somewhat competitive I don’t want to see the class get nerfed every week and if they insist on nerfing the warrior which history has shown seems to be the default option rather than buffing other classes then they should balance based on the content. Just because a class is doing well in the raid doesn’t mean they are doing well in M+.
It’s like why do they feel its needed to reduce the target cap for warriors to 5 when other classes such as ret paladins don’t appear to have target cap or it will be 8. In M+ it limits the warriors ability to get invited into higher keys where bigger pulls are required.
Warriors have zero utility, I don’t class stun as utility because all classes seem to have a stun or stop of some kind. Utility is something the benefits the group, battle shout is meaningless and its maybe the worse buff in the game right now. Rallying cry is pointless and not even worth the GCD, so all that is left is damage and that seems to get taken away over and over again.
You’ve pre-dismissed other povs with comments like “warriors don’t have utility, well they do but I’ll ignore it!”.
Highest warr in s1 was about 3600, highest overall rating was just shy of 3800 (excluding Asia). So what is “competitive” in your books? They probably overnerfed a bit but if they left warriors in the state they started in it would have been bonkers.
Could balancing be better? Always. But this whiny hyperbole is tiring. The class was more than capable of doing content waaaaaaaay higher than what you did. You seem to fall into that group of players that wants an insta invite with “omg look a warrior, aren’t we lucky to have you!!!” comments when you deign to join a group.
Your complaint seems to be about invites rather than intrinsic balancing. People just invite based on the perception of meta, so you’d be better off contacting the people who make the most popular tier lists… jokes aside: Not sure what the solution is, it’s a tough issue. If they add group finder queues the game will have even less friction, and right now it plays already so smooth, you could think they buttered it up.
Maybe it’d help a lot, if they let people automate the group finder queues, so at least they don’t have to stare at this tab. Not that it’s random match making, but they could let us set criterias and have the game apply automatically to groups
The OP is talking about high level keys not KSM like you are doing, it is much harder to get into pushing groups for none meta classes and a auto que would not help.
You may say this but you have no actual evidence for your claims.
It is clear that it has been like this for years, yet you are coming on here as though this is the first time - despite it being written in the very fabric of the history of the game, lol.
The thing is that you have talents that needs to suit both the PvE enviroment and PvP enviroment. Ignore the ecosystem of class balance, one that fails to recognize that a class thriving in raid does not mean it dominates in M+. You see this with Brewmaster. Great in raids, bad in M+.
Anyways, what remains is the significant difference. A class is not weak simply because its numbers have been diminished. The real weakness is in the system that governs those numbers, the flawed perception that dictates when a class is too strong or too weak, without ever truly understanding what strength or weakness means in the first place.
And the solution of not getting invited to groups is easy; create your own group, push your own key. And realize that you proceed in the same pattern and way - just like those who didnt invite you into a group in the first place.
I swear you use chatgp for all your post either that or you have a nasty habit of repeating the same quotes over and over again with your baseless assumptions and no idea what you are on about.
Like a week ago you claimed you wanted to time A 12+ key this season. So i am just repeating you. And i do not give a damn about whatever realm ranking.
Here my evidence for my claims.
Your spec is not holding you back to time way higher keys. Just like the warrior.
Since when is 3 (in post season) a lot? You were not top 8 in the previous patch, you were rank 103 among monk tanks on your server.
This post season, with tuning being wack, you have done 3 +12s and called it a day after that, you are now rank 16.
In a group 80% of the mistakes are made by the others, since you are only 1 out of 5. It often can feel like the others are holding you back with this. But in reality, when you play enough, sometimes you get carried and sometimes you carry yourself. The groups you get are ~on your level.
Where did you learn math? According to logic, your statement is not true. And it is not true overall. because if one plays at 100% in a group of five, where you are one of those five, then; the other four are the ones introducing inefficiency into the overall performance of that group. The idea that “sometimes you carry, sometimes you get carried” assumes an equilibrium that does not exist when individual skill levels are not evenly distributed.
So no. The groups are not always “on your level”. What actually happens is that the better player is expected to bridge the gap between expectation and reality, while the others remain unaware that they are the gap. And I’m saying this from experience, else it would not be worth mentioning or talking about it from my end.
You are 1 of the 5 in the group. When you make 1 mistake, you get 4 mistakes from the others. You just had 5 mistakes and you did 20% of those. The other mistakes come from the other 80% in your group.
It is very possible though that calculating with low numbers it doesn’t work for 1 dungeon run. It means that when you look at the last 100 mistakes in your runs, you did 20 and the other 80 is from the other players. That means people can wreck a key when you play totally fine, while in some other keys you are the one wrecking. But that amount is lower.
The question is where did you learn math?
I am a healer. I tell you, i for sure carry certain keys. Nobody of us is playing at 100%. Nobody. We are playing +12’s. We are ducking bad at the game when we would compare us to the 100%. Everyone is stupidly inefficient.
Yes. Sometimes you get carried you and sometimes you carry. Exactly what i said.
But since you are a minority of your group most mistakes will be made by other players. And that often gives players the idea they are the best of their groups and they get pulled down.
This is an illusion which you have made up in your mind to make yourself important. You do not carry any keys. Because you need damage to clear a key; healing alone wont do that.
80% outnumbers 20% if you are putting it that I make “20% of the mistakes” (which I dont by the way). The only mistake I mostly do - is joining a group that is bad enough to waste 30-40 minutes of my time. They may be able to play the whole day and got nothing important to do - I do though. I have certain goals in the game, and the only reason those goals cant be attained is because of others and the limit of time that I use to even consider playing M+ in the first place.
It would be a considerably different story if you could actually play this content by yourself. Sadly, M+ is dependant on having a group of actual people. And I know from experience; that others - as in people, is what slows yourself down in regards to progress and achievements. Wether it be in real life, or in a game. The only time I actually put trust in someone, is if I buy a product - and I’m 100% they will create that product which I ask for.
If not, I will do the research and create that product by myself. The difference here is,
for certain types of engineering or procedures that I encounter; I may not have the knowledge to solve that problem at that time, therefore - someone else will be paid for doing that service for me if I cant do it by myself. However, I may put that project aside, and think over it, and do more research - then maybe, in the future - I am able to solve this problem that encountered.
However, in M+, the only thing that is required by others - is to actually play their role, do their part, understand mechanics - but they fail to do so.
Everyone knows what carrying means. No i am not soloing key. But i have saved mistakes that should wiped the group. That is why healers often ‘complain’ they have to do way more healing in low keys than high keys. But they time the key. I know people who do not heal someone standing in fire. I life cocoon and smash heal, and the player survives. Guess who has a higher chance for success?
The professionals best players in the world are making mistakes. And i hate to break your bubble, you aren’t the best player in the world. You only do not want to see your mistakes. You are focussed on the others. Improvement and climbing the ladder starts with looking at yourself. What can YOU do better to get the key succeed. It will be a lot.
You do not do 1 dungeon. You do hundreds of dungeons. That that is where people sometimes carry you too. You do not only get players who make wreck keys constantly.
Yes. So have fun playing. Because that 1 group that didn’t know mechanics you just leave behind. The next one will smash that very same dungeon with a +2 upgrade.
On my mistweaver i had an easy +75% successrate up to +11.