We’re talking about a player who has +25/26 keys timed right now. This same poster I know for a fact has been doing keys around 20s in SL as well. If I’m told that a +6 was somehow too difficult for the same person just last season, you’re going to have to forgive me for questioning their honesty.
+6 is still at the difficulty level where mobs die too quickly for caster to fully get their damage in. There are amputees getting KSM every season. Surely the average player can handle a +10 with no timer and affixes.
This is a VERY GOOD change. I love challenging content, but I hate how the timer works at the moment.
Another idea would be something like 3 safe zones in the dungeon where you can rest and the timer doesnt keep going. Maybe after every Boss your timer stops.
I like where you want to go, but the problem with this is that WoW is extremely focused on cooldowns, and so what this means is you can stand within this zone and let your cooldowns recover. Perhaps you can even pull mobs towards it and kill them from inside, or use it to reset between every pull, leaving players forcibly doing nothing instead of allowing them to take a break, as intended.
Perhaps it would be better if the group leader could click a button somewhere that completely freezes the dungeon, all players and all their cooldowns and everything else included, and it should not be usable in combat and, like the pause button in StarCraft 2, be usable only 2 times per dungeon.
The only thing that can make you lose timer rn is low dps, hps, or tank not pressing half of his buttons, atleast its true for keys lower than +20, in my experience I had so many keys thay were timed with like 30-40 deaths its funny, you need to be consistently bad to lose timer.
There are big margin of error involved
Completely irrelevant. These people exist, and they deserve to be no more a burden than they have to be in order to present a challenge at all. Punishing a player by deducting progression opportunities for someone else’s mistake does nothing but create opportunities for rage instead, and thus it should not be done.
Depletion will be less painful since you will not have to go thru three levels of difficulty which are yielding same loot before you attempt higher reward again.
Well it’s 2 instead, as it sometimes is now, but it sometimes is also 3 now, ergo an objective improvement to be sure, but not one that shakes anything up.
What really makes this system less painful is that it simply goes away for a good chunk of the playerbase. They are just moved out of M+ in general and put into something much more their speed - literally.
There could also be drama regarding people getting kicked from m0 by loot stealers or people leaving because they only needed loot from the first boss.
stop misleading people.
people will have proper gear for it AND m0 will not have a timer so players who need practice can get used to that level easily with m0. m0 will matter , so will heroic.
How come the affixes still get active at lvl 2 / 5 and 10 then? No need to put that in an article if it is only a +10 key, all affixes would be active right away then.
And the image in the article is:
M0 and then 10 dots till m10 and up that is timed.
Its not me having an issue reading.
The key levels are merely squished.
Its relevant to your post, because phrasing implies that you can lose key by one mistake, no, timer gives you so much margin of error that you can completely wipe several times and still finish key in time, to NOT time the key your team needs to be consistently bad.
Or it may create opportunities to self reflect and improve your own gameplay via looking up on class discord/icy veins or wowhead guides on how to actually play your class.
You know, challenging content requires investment, and I never seen keys to actually make people go bonkers, but I heard stories about raids ruining guilds not on a good notes, actually with high amount of raging and cursing, and raids are too individual-skill dependent content that requires you to work as a team but on a much larger scale.
Maybe it’s not a mythic dungeons problem after all? But actually human problem
Agree that heroic dungeons are literally pointless right now. Am I reading it right though, an M0 in S4 will be the equivalent in difficulty as M10 in S3? If so, those dungeons are going to be rough via LFG.
why ? a +11 isn’t hard right now if you manage to find a group. also people will have a chance to practice at a higher level which will help so many to improve their gameplay
Nah it wont. Maybe for the first few weeks. But if gear starts to go up, its fine.
We have seen it in other seasons aswell, first few weeks are slow in lfg for higher keys and you need a lot of rating / key pushing.
But gear will sort that out, just a few weeks you will easily be around 490+ ilvl (or higher) didnt read ilvls that well and gear/class scaling will sort it out.
Premade groups or friends / guildies playing will have no issue.
Chatted to my guild. I think the biggest problem with the new setup is the weekly lockout for M0.
Right now alts can spam +2 to +9 dungeons. And people can relog to other alts and continue the spam, whilst some people stay on their primary alt.
With the new setup, and the weekly lockout, its going to give a lot less flexibility.
Someone will want do Halls of Infusion M0, and many people may have already done it and been locked out.
The only work around will be to spam dungeons at +2 or +3, and hope you can manage it with low geared alts.
I guarantee this will be the biggest problem area when these changes go live.