Ruby life pools is overtuned

I don’t even disagree that they should give us ways to select our keys, but the other argument is just pure bs.

Dungeons should be balanced, otherwise what’s the point of doing it if the others are easier? Especially if you are only looking to push the key for a reward at reset.

If one dungeon is way harder than the other, then you will see a lot of people avoiding it, that’s just how it is. And allowing us to select our keys would not solve this, it would just make it so everyone would avoid it, unless they need a specific piece.

But making that group will be more difficult, simply because less people want to play it.

So yea, the argument is just really shortsighted.

“it makes no sense”, no, your argument makes no sense, not mine. Mine is correct, yours is not, simple as that.

Yes it’s not that hard on a +7 you are right.

Easy right? So why are 8/10 M+ Runs over on that Boss…

That title goes forever to the Cathedral.

What makes ruby so much harder to time is the absolute and unrelenting healing pressure, if even one member takes uneeded damage it just spirals out of controll and the healer will fall behind.

The last boss dragon also feels extremly random in her movement pattern.

Some fights she lands and breathes instantly, some she did not land once until phase 2 or she flies so far away you cant focus her down then the next she stays within range all the way until phase 2.

main problem i have with ruby is on the last boss all my cds are literally channels or casts, so when i have to dodge quake and the boss doing aoe wind shear, while everyone runs arround and their dps is also 20k because said running it takes ages, and there is alot of unneeded dmg being taken. needless to say i have done it once on 11 in overtime havent looked back yet. Gl with tyranical :rofl:

Next week’s Ruby will be really fun with tyrannical :upside_down_face:

Cathedral of eternal night was a very good dungeon aesthetically, but the mobs hit too hard.

I hope it will return in the future, but better balanced.

One thing I’ve read about that boss is that when treant dies it does small AoE which heals everyone inside (I mean, both players and boss/adds) and it clears dot stacks which is given to whole group upon spawning that treant. That can be gamechanging.

So what? Some trinkets drop from the last boss in a raid, some drop from the first. Big deal.

Because they have separate scores and loot tables - just like raid bosses incidentally.

All are awful if your team can’t avoid any damage. People standing in the crap on the ground like it gives any buffs.
RLP last boss (2nd too, but somehow this one is doable) has a lot of crap on the ground and there’s also a dragon breath. If someone stands it in they take huge damage and put healer in danger. Sadly - most panic and stands in crap. So I’ve decided to avoid that one for a while.
Nokhund trash on second boss - people don’t give batsh!t to totem that deal heavy aoe damage. Like… holy baboons…

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We are interrupting the treeant - and we are killing it

The problem is that all of the little adds have way too much HP
and spawn swirlies like everywhere, even if you try to run together

Then you ALWAYS get Quaking when he’s spawning the adds
Forcing you to run out

It’s just carnage

I didn’t mention interupting.

Except we get our loot from the vault and we got only 1 key to play. The difficulty of the dungeons should be balanced. The situation should not go again to the Kings Rest situation sitting on a complete dead key. Fun stuff opening your weekly chest knowing you can not play your key at all. We had weeks we ended up with 5 KR keys already during the weekend.

Raiders have to do way bosses to get to hard bosses and might therefore get vault loot from the wrong boss, too. And you can just do the easy dungeons for the number of runs and do the hard ones for pushing - just like in raids where you farm bosses and then progress harder bosses and will get a piece of gear out of it that’s either from the easy or the hard ones.

But sure, the vault is messing everything up. What else is new. I personally think M+ should be able to reward higher in level loot without it and the vault shouldn’t exist, but anyway…

It’s clear that Blizzard has built a couple odd system up around the notion that the dungeons should be balanced, but I still think it’s stupid. No other games work like this.

Well that is something we can’t. Since we get only 1 key. A raid you can just enter and do the first boss.

You got 5, not 1. Each person has a key.

Regardless, I agree that the key system is stupid. Difficulties should be unlocked in accordance with this: You can run any dungeon. There are no keys. Unlocked difficulties is the one you did +1 (or +2 or +3 depending on how fast you were, just like today) and all difficulties down and in any dungeon.

So for example if you have done Ruby Life Pools +12 and Academy +15 in +2 you can run Life Pools for any level from +2 to +17.

And the highest keystone determines the number of bonus rolls you get up to 4 or something depending on level, and you just roll those on the keys you finish and what you get a random piece FROM THAT DUNGEON ON THAT DIFFICULTY in the same item level as you’d have gotten from the vault. Other game modes lose the vault. (PS: Oh no mythic raiders might have to do M+ like M+ players have to do raids for maximizing drops, stop the press)

If this was the case everyone would just run shadowmoon

You have my seal of approval

I like the idea of allowing us to trade keys and select the one we want.

But this is exactly why balancing dungeons is so important.

Yes but specific dungeans are allready easyer You’re essentially giving people ‘free reign’

Like I dont remember which was the easiest one of legion, but I do remember BFA’s Atal dungean was the easyest to do if you controllled the fears.

And get all the Shadowmoon gear and nothing else.