I have done all keys at 10+ on time except for GB. That one I have only done 9++
I am 624 item level with mostly BIS gear and stats
I have played M+ since BFA launch and have done all in 20+ and most seasons 23-25 keys mixed on Fury, BM hunter and Prot Paladin
This is hands down the hardest season with both Tyranical and Fortified on 10+ and above
I missed a 10+ GB today first by 1 minute with 6 total deaths (not on boss fights just ad hoc during trash pulls) and then by 10 seconds with around same number of deaths
I might just have gotten old (44 years old) but I cant recall strugling this much with the equivialant to a 20+ in the other expansions
My plan now is to just play D4 and Hell Divers 2 and wait for GB nerf so I can come back and get the achivement and teleport end of the season
But is it just me who has gotten old or is this season just harder than normal and more unforgiving on the timers than ever?
Let’s be honest… You will probably stay for the anniversary event
Agreed with the rest though. My benchmark for content is that it’s fun, and for me it’s not fun.
It is, but they could also just nerf other things, and we’d retain the positive sides of the affix at least. It’s not just bad to care about surviving. For example, they could just extend the timer, or you know… replace it by something less nerve-racking than a timer
I’m not sure dungeons are that hard and the affixe is as rude as you say. The major issue is we are understuff compare to max ilvl which was different in the past.
So you have 624 ilvl that’s 15 ilvl below the max. Usually the majority of people do +10 way closer to the max ilvl so it feels harder.
Let’s say you usually do 20s week 3 or 4 when it become more common, you were prolly almost max ilvl.
Quite honestly, I support the idea of no penalty existing for dying. Missing a player for a portion of a fight and/or having to resurruct after combat and sit down to eat/drink, or run back from the last checkpoint is enough penalty.
Instead I’d change it to the following which could shake up the way people approach Mythic+ dungeons: All boss enemies in the instance take x% increased damage, where x is 10% of the Enemy Forces defeated so far. This percentage can go beyond the required amount of enemies to reach 100%.
So for example, if you have defeated 25% of Enemy Forces when engaging the first boss, that first boss takes 2.5% increased damage. If you have defeated exactly 100% of enemy forces when engaging the final boss, then the final boss takes 10% increased damage. But if you have defeated even more than 100% of enemies, the final boss can take more damage! 11%, 12%, 15% if you defeated the equivalent of 150% of enemy forces! This would accompish 3 things:
It gives an incentive to try to kill more enemies near the entrance of the instance and fewer when deep inside. As a result, accidentally pulling enemies near the instance could be more easily forgiven since it’d help with higher damage on bosses and therefore less time fighting those, instead of having people leave because “you ruined percentage by pulling more than required for 100%”. At the same time, if one accidentally pulls extra enemies near the end, there is less incentive to leave the group because you are already deep inside the dungeon and close to clearing it.
Reduces the punishment of pulling extras since the lost time fighting the extra enemies is slightly recovered on a faster boss kill (even if just a few seconds)
Groups that aim for completion and not to time the key and face trouble with boss mechanics can have those boss fights take less time and therefore be exposed to those mechanics for less time.
It’s the hardest season so far, not because of the mechanics but because of Forti + Tyrannical at the same time and 15s death timer. Mechanically other seasons were harder, like Shadowlands S1.
This season is one of the worst seasons in terms of Difficulty vs reward.
The 15Seconds per death being 3X the penalty compared to the old 5 on top of the Tyrannical/Fortified Affixes both Applying to 10+ being there makes this season by far the hardest ever. Wouldn’t be as bad if one of the 2 wasn’t there. And then there’s the added thing of keys being 10 levels instead of 20 aswell as 10+ only giving Mythic track gear means that there’s a hard stonewall . Unless you got a No leaver 10 or can time 10’s easy this season you won’t be able to find a way to get past the wall unless you get boosted or do Mythic raiding.
Tanks got nerfed, did you die at all? The enrage mobs are no joke at 10 stacks. I would also look at what route you did. 1st pull should be 3 packs and bl, for example. (3 mobs, dragon and patrol)
no, GB is not really a hard dungeon, but it is a dungeon where we have to kick and trash have mechanics and minibosses we have to play around in a dicy terrain all over the place. I agree with you on one thing, for casuals, it is a really harsh session because we are getting punished multiple times for a single death. I timed 11 with 13 death I believe (something like that).
No you are not wrong. It is way harder than previous expansions. It’s still not “hard” content, but compared to the past it is.
Main thing that made a difference apart from the affixes, is the gearing.
All previous seasons, you had 15-18 keys giving myth track vault items, and multiple weeks of gearing.
Now myth track vault is gatekeeped at the +10 level, and it really slows down the progression.
It will get easier, especially if you group with other 624+ item level players, i did my 10 vaults at 10+ this week over 2 days, i usually just do Mist of tirna scythe its easier to focus thru all the chaos, and their not much need for double pulls.