Yeah, that’s what I figured but I suppose is nice to catch the appropiate secondary stats
If level 8 delves repeatedly drop champion track items, it follows they’ll repeatedly drop drake crests. Wyrms might be slower / not repeatable but I’d hope the numbers are still acceptable.
So if drakes are plentiful, and as are flightstones because delves also drop those, you’ll have the resources to get any champion track item to 4/8 immediately. I’d hope wyrms will also be plentiful, as that’d make all champion track items default 8/8 and all hero track items 4/6.
When you have the resources available your mindset changes. I watched it happen in real time to everyone I played with when the crest system came out in 10.1.
No! That’s an entirely different thing.
That would ruin Delves.
Probably my most common cause of death is falling. I can fall off a pebble and die.
Plus I’ve heard there are dodging mechanics, like Harrison Jones avoiding arrow traps or something whilst stealing an ancient idol.
Very minor ones and the damage from environment was incredibly low while I was testing. I was mostly dying to getting smacked by someone if anything, and again with brann working properly that wouldn’t have happened.
What is your definition of ‘repeatedly’?
You’re probably less jaded than I am in this regard.
I’ve been a ‘victim’ of WoW’s discrimination against players who won’t bend the knee and compete in the ‘big 3’, for many, many years. So my faith in them doing this right is less than stellar. That’s why I am so frustrated when I see changes like this thread’s topic. Because it makes me worry even more than they’re moving too far to the side of the ‘results minded playerbase’.
We’ll see then. Won’t know until it’s here for real.
But changes like this are not encouraging.
My definition of repeatedly is repeatedly. I expect this to work like a m+4-6 does. Each run drops champion loot, but the vault rewards for running 4-6 dungeons are hero track. And each run drops crests until you’re capped for the week. Maybe you’ll also get a piece of hero track for the first 8 you do each week with one of those key things, that’d be cool.
If blizzard wants this to be a comparable track to the other 3 pillars then that’s what it needs to be, and if it’s not I’ll be as mad as you.
Basically take a look at the chart in the top left of the image puny posted, cut off all the numbers from 7 onwards, and then spread what remains out over 8 levels instead of 0-6.
So correct me if I am wrong, but how will a certain segment of the player base not feel “forced” to do delves? There will most likely be loot that is highly sought after by those wanting to be optimal. Thinking about trinkets or jewelry with on use effects etc, so that even 13 ilvl lower item is superior…
Honestly, the more I think about it the less I appreciate the fact that we get another instanced form of content instead of making the world more dynamic and spontaneous. Not a fan of these choreographed events on an arbitrary timer. For 10 minutes you have a lagfest and then the world is barren again because people are in a lobby simulator.
Delves seem like another opportunity missed.
My friend is a casual. He plays every once in a while, he has 4 kids to take care of and a partner, studied(now he’s done with his studies) and worked in addition to studying. He’s attempted up to +28 in the old key system and did +26 as his highest key.
13 ilvl is too much for this to be the case unless blizzard grossly overtune a trinket from delves. If you do heroic raids or M+ dungeons above level 2-3 you won’t get much of anything from delves you aren’t already getting. You might get something slightly faster / without needing other people around at the time if you choose to use your free time in delves, but I don’t expect to need to go back into them for gear after the first 1-2 weeks if you already do other pillars. Repeatable sources of equal or better items already exist, they just require groups.
It’s very difficult to curate intended difficulty in the open world, because you can always just invite more people. Blizzard themselves said the whole reason delves became a thing was so they could create content for solo / world players that could pose a degree of challenge / offer progression. I expect we’ll still get world events similar to what we’ve had in dragonflight too.
It absolutely is not. You might think it is if you don’t aspire to do more difficult content, to which - aside from personal proficiency - better gear ultimately is the key. This means that to get to higher levels you will first need to acquire that gear. And if you want to get to said content fast, you will take any shortcut you can get. Case in point, all the mythic raiders complaining about having to run M+ on the side for gear upgrades.
Limiting time or deaths is not an arbitrary punishment - it is there to make sure that people do not just run face first into a gacha machine until a reward pops out. I’ve run enough normal/heroic/timewalking dungeons to know that people absolutely will mindlessly face smash their way to “success” if the game allows for it. So a reasonable limitation outside of putting a timer onto it would be to limit deaths. This enables you to go at a leisurely pace, but will require you to play the off mechanic, get out of the fire or interrupt a spell here and there. If that already counts as “punishment” for you, then I do not know what to say.
WoW desperately needs more incentives for players to improve. And that is not solved by handing out loot like it’s Winter’s Veil all day, every day. Letting people bruteforce their way through content simply by outgearing it is part of the problem. I am absolutely in favour of putting limitations on better gear to at least try to get people to play slightly better.
By start level maybe. Champion items still are just normal raid/low key level rewards.
Also, where would you get the Wyrm crests to upgrade the Champion gear to match entry level Hero gear if you do not raid/do M+?
I still do not understand where the issue on a limit to deaths is then? There has to be some limitation to stop people from failing their way through content. Let people learn the basics in lower levels, punish them for failing on harder difficulties.
And realistically speaking, how tough can it get if Blizzard have to balance content around weak group compositions, as delves are supposed to be entirely role agnostic?
i wanna just mogs… if the level 0 delves give just cosmetics for me should be ok. I could try somethin harder but not too much. dont care about heroic gearing. this is for people who like this kind of things.
I think it’s a matter of perspective. Seeing a delve as a single thing that can either be passed or failed Vs seeing a delve as a place that contains lots of individual encounters that can individually be passed or failed.
That’s kinda the point of bran. My assumption is that doing them solo with just bran is going to be the primary balance point and going with other people is always going to yield a marginally easier time as long as their ilvl at least matches what’s appropriate for the content.
From the vault. You can buy them with the coins you can get every week.
You can get 45 per week this way. Once all your gear is maxed veteran gear, you also get the ability to trade in 90 Drake crests (which you no longer need at that point) for 15 Wyrms.
Then we’ll have to agree to disagree. We have different mindsets and philosophies when it comes to gaming. Which is fine.
But this particular system is meant as endgame progression specifically for solo and world content players. They generally don’t share your mindset (of course that’s not true for everyone; there’s all sorts of players across all activities of the game). But I think it’s safe to say that overal, my statement is true. Just like most people doing the current high end endgame content most likely generally share your mindset.
Yeah I think this is it. At the end of the day blizzard has decided you have to play with at least a certain degree of consistency / competency to acquire X ilvl loot on a regular / repeatable basis. There are obviously exceptions such as the crest crafting available from taking wyrms from vault, or the timewalking / m0 dungeon event quests awarding normal and heroic raid items respectively.
I don’t disagree with their decision, though I can admit there are perhaps more elegant ways to have achieved it. I still think delves do look to make good on their intended purpose though.
I think the mindset of ilvl requiring a correlating degree of competency / consistency is just how progression is in WoW, and now that progression exists for players who have not previously engaged with group content, it still has to follow that general principle.
I really hope so!
Honestly it’s probably the 2nd biggest thing I’m anxious about for TWW. With the 1st one being that we’re going to have 3 underground zones that we’re supposed to spend most our time in. I did not enjoy Zaralek, so I definitely have my fears and doubts.
Having flown around in two of them they don’t feel underground in the way the caverns did. The skyboxes are still very open in places and we have grass, trees and other foliage also.
It’s more like… Idk if you’re watching dungeon meshi at the moment, the areas they were in in the earlier episodes. Outside… But inside.
Why?
Some people are bad at games.
There is nothing wrong with being bad at games. Many of them can’t improve. Some of them don’t want to improve.
There are plenty of sites (Wowhead, Icy Veings) with many guides and builds and other resources.
Plenty of youtubes on how to play better.
If players want to improve they have plenty of resources to help them do so.
I googled that, because I didn’t know what it was. I’m not into anime, so no, I don’t watch it.
I’ll just wait and see for myself. Won’t be that much longer of a wait.
And if I truly don’t enjoy being in those places, I suppose it’s time for an extended break and wait for the first big content patch where hopefully we’ll get a non-underground zone added.
It is, what it is.
fixed for you.