Can anyone give a good reason why do we need to lose 15 seconds per death in dungeons when the key already has a timer to it and still you have to run back, also you lose all cds ( if you used ) and buffs.
To add punishment to deaths. To make you think carefully about risky pulls.
By that logic, you could add not 15 seconds, but, say, a minute. What’s the difference? The key is broken anyway )
There is no good reasons.
Blizzard could punish failure in a more engaging, fun and infinitely less frustrating way.
But they chose to put that dog-#$@& of an affix for 2 seasons in a row…
There is none. Even before the affix rework people questioned the 5s death punishment. They need to get rid of it. Dying already is punishing enough.
If a tank dies, you need an extreme amount of luck to recover that pull with a cr.
If a healer dies, you have to invest important cds that are missing during high dmg income phases.
If a dps dies during cds, the pull will last way too long and can result in a wipe because the tank has to invest more cds, until he burns out.
Just get rid of it already.
I think it’s fine to get rid of the time penalty completely. I hate bricking keys after a single mistake in a 30 minute run, and losing a BL or CDs is punishing enough. Alternatively only impose a death penalty on combat rez.
Wrong. It is to make sure that death skipping isn’t an option at high keys.
There are certain packs that are made unskippable by the devs, but everything is skippable with dying and resurrecting the whole party.
This penalty prevents that from happening on the highest of keys, so it cannot be a META.
Wrong. It is to make sure that death skipping isn’t an option at high keys.
Wrong.
The option of death skipping died when they put the graveyard after each boss.
Death skips only work if you are TPd say… To the start of the dungeon. Not to the last boss you killed.
The option of death skipping died when they put the graveyard after each boss.
I don’t think you understand what death skipping is.
- There’s a pull between boss 2 and boss 3
- The pull has true sight, and will instantly put in combat the whole party. Unable to go around it.
- The pull is not mandatory for %.
You put soulstone on healer, run over the group, wipe, then let the healer mass ress the party. You can do it with any combat ress, or even with reincarnation.
Just as an example, the two guys before The Motherload come to mind.
Just as an example, the two guys before The Motherload come to mind.
Those were skiped with VDH meld. And now, with the pot everyone can do it.
Those type of strats died with VDH. And now with meldpot…
Still wrong.
I can give you a pull with truesight that is skipped today: the Sentinel in Aldani and the 2 big guys from flood.
It’s an egregious mechanic. I’m trying to pug into 13s and it is just a frustrating waste of time - the slightest error by anyone and everyone gets salty and the key gets abandoned. With the failure rate/time wasted it is just a massive “meh” from me and just makes me check out - I can do more enjoyable things with my time.
There are certain packs that are made unskippable by the devs
What kind of packs are these? It seems like you can skip anything.
You put soulstone on healer, run over the group, wipe, then let the healer mass ress the party. You can do it with any combat ress, or even with reincarnation.
Why should everyone die if it’s enough for one to die and the others to just run past and revive him? And this can be done quite easily now, it just doesn’t make sense since there’s meld and potion.
Just as an example, the two guys before The Motherload come to mind.
The tank takes them away, everyone runs past, the tank dies/drops the battle.
Those type of strats died with VDH.
What does VDH have to do with this? Meld is a night elf racial ability. Any tank except a paladin can have it.
This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.