Retail has Raiding, PvP, World content, and Mythic+, but according to you, itâs M+ keeping the whole thing afloat, while Classic, Classic Hardcore, SoD and all that donât have M+, yet are miraculously doing just fineâŚ
I have to say Iâve liked the idea of rewarding successful kicks and stops for a while.
Given the focus on damage meters as a way to measure personal skill/progress a lot (if not most) folks in higher m+ are highly motivated to do anything to increase DPS - and I do suspect that if a kick/stop gave a 5% DPS boost for a few seconds theyâd all be desperate to snipe the next one.
So much so they would probably need to change kicks to (similar to dispells) only go on cooldown if yours was the one that âtookâ!
That latter would be a nice QoL improvement - even on itâs own - Iâve long suspected that part of the issue with kicks in PUGS is that when folks do use them - then end up overlapping and the whole group ends up on CD with the first cast!
every healer has an easier time finding a group than a DPS. There are too many DPS around, and almost always there are higher rio people than you are in the queue that gets preferred. And you claimed you have not played for some time, so meta or not now, you raised up in the shaman meta and quit when it shifted.
those statistics are not even applicable to OUR rank anyway, itâs the top 2000 runs summary from the 14+ bracket. Sure people will still prefer meta specs, but they donât even know why, so most donât care enough to wait for desired player and just invite a person that seems decent, aka, high ilvl, rio, and a lot of successful runs completed.
it doesnât have to be that much, I was thinking of a 300-500 versatility for 5 seconds or something like that. Just so they are aware that successful kicks will give something in return.
Can you please elaborate on this? How is this a bad thing? Do you think people would lose their cooldown all at one cast and not have it for another?
That will likely not happen, and if, in keys under 11 it would definitely cause a lot less issues than no kicks. And most casts will likely be stopped because of that. (which is the ultimate end goal of my proposition) healers can hold on to their kick cooldowns if something goes south.
High-key-level PUGs are mostly coordinated by weak aura, rather people track each otherâs kick CDs, or a weak aura puts a mark on targets while everyone has its own mark to stop its casts. And there are even more solutions to manage group kick orders. First, we need to make people use the ability in the first place.
Pretty much what Uda said, everyone will be interrupting the bolts and no one will have an interrupt for the volleys. I mean I do know people that are pretty much clueless of dungeon mechanics and are just playing for details statistics which does include interrupt counts, they will end up with a lot of interrupts but when you click on breakdowns you see that 90% of their kicks are on spam casts, and trust me it shows if I am not playing on something with multiple disrupts we wipe on most pulls because all the major casts go out.
but where do you see the problem in this? I still consider this a good thing. You will be in such a group too and if you are aware of some heavy ability like volley gonna come up next, you can save your kick for that. Who is forcing everyone to race for it? the 300 versatility buff Iâm proposing or what?
and to everyone waste their kick CD on the same cast at the same time could happen basically only if there is just one caster target, so a boss/miniboss fight and very rarely in packs. Even if that happened, many classes can prevent the cast another way, stuns, disorients, knockbackâŚ
you guys seem to see a problem in this, which I fail to even recognize, so pls, explain how it would create a problem. How is âeveryone interruptingâ worse than no one?
1 kick is not enough my dude, take GB for example the Mass Tremor goes out pretty much one after the the other and you do need to interrupt those, now if everyone just wastes their interrupts on the Earth bolts, me getting 1 MT out of 3-4 that doesnât really save the group.
By understanding that a buff when interrupting has been implemented before and the result wasnât as dire as âeveryone tries to interrupt the first castâ. Thatâs just some make-belief, or whatever you want to call it.
you are picturing a situation that is not that bad if the spell goes through and predicting something that is very unlikely to happen anyway. I think you are just looking for a reason to ditch the idea, not for a real scenario
not every class has the same CD on kick, after a successful kick a short silence follows, and the cast itself takes some time as well, so if you focus on just one ability that needs to be kicked, you can do it by yourself, more than often, if you like. It will all align up.
how is it that Iâm not? Sure, sometimes multiple people kick at once, but Iâve never seen a wipe because of this, we just stop the cast somehow differently. And if itâs miniboss/boss they are designed to align with the cooldown of one person, I donât know about any NPC that requires multiple people kicking it to prevent a group wipe.
In 12+ runs, we are trying to stop everything, even un-kickable casts with stuns, knockback, etc. Very often we waste multiple CDs even when one would be enough. It never matters and healers love this. You are the first person Iâve encountered to complain about too many kicks.
Sure. They got to +12 without ever kicking. They just outhealed every single thing and had a total of 3 kicks in total in the entire group /cope
Thatâs literally how it is. People will chase the meta no matter what. Kicking a cast gives you 500 mastery? Which specs benefit mastery the most? Which specs donât benefit it as much? Pick a shammy with a 12 sec kick CD or a Spriest with 45 sec CD? Blizzard would have to do even more work to make it fair for everybody. They canât give too much stats and they canât give too little. Got to look at it from more perspectives other than âkick+be rewarded for it=more will kickâ. It can look simple if you look at it from only that perspective.
Obviously. Blizzard could do that. Use development time and resources to test them out. If itâs a success? Awesome. If itâs not? A complete waste. Itâs a gamble for them. Especially so with how picky and whiney the wow community is.
Yes, at this point of the season, it is really not unusual. You do 10++, and you have 12; you do 11+, and you also have 12⌠And in 10s kicks really donât matter that much. People have gear nowadays, so most mechanics could be just eaten and out-healed, and many people doing 10s for weekly, not everyone is pushing higher, so many people are being carried at this point.
By that I mean you can still finish the dungeon when 2 people donât kick a single time, not a full group of people like that ofc.
META is important only for a few people because some classes can bypass a lot of mechanics. Meta is irrelevant until you get to the point where there is nothing else you can do to prevent/combat things differently. Itâs not just damage/heal output.
the thing you are talking about is not META, but MINMAXING. And I can assure you nobody would min-max such nonsense.
Do you seriously believe 500 mastery for 5 seconds after a successful kick would swap the META? Brother, look at your buff bar during combat sometimes, bet you dont even know how many you actually have on yourself and what each of them does. 500 mastery is like 3 gems, sounds too much? make it 2 gems value then. I donât care. The idea is to encourage people to use abilities they mostly ignore. What the possible buff actually might do is irrelevant to me.
and now you even advocate for Blizzardsâ interest Bro, why do you care about them? Arenât you paying for the box price and monthly fees already? But hey, sorry for trying to think about a better game, I wonât do such a thing again. I will just st#u, sit and take whatever happens from now on. I promise.
well, I thought the guy above, believing a small buff for a successful kick would swap the meta, is a delusion, but you are beyond that. Believing people would quit the game because they changed a button? They do that all the time, they even make drastic changes, like making stuns shorter and giving them longer cooldowns at the same time.
Every season isnât not unusual for people to not frequently kick. What is unusual is you claiming that kicks doesnât matter in higher keys. Or that 2 out of 5 donât kick at all. Which i just donât believe whatsoever.
And all this just tells you donât really know much about the scene.
Its like i said, which specs benefit from the buff the most. That will create a meta no questions asked. Look at augvoker in DF.
Having the most damage and utility WILL decide if you get invited to keys or not. Low or high. And like i also said, it depends on how much they give. Give too little and the buff wonât matter at all. Give too much and there will be other problems. Like someone here said, sniping each others kicks to get the buff which then leads peoples kicks overlapping which already happens a bunch. Not only in this season.
No, i am being realistic. Of course i want the game to be as good as it can be. That doesnât mean iâll jump on the community ideas without looking at what good and bad it can do and constantly blame Blizz for every single thing. You have such a narrow vision that you canât see why people would have issues with this. And acting like a child at that with the last comment.
10 is not a high key anymore at this point, but it is a key for the biggest vault reward.
Most people are already 630+, it was high key when we were 615.
ofc you donât you, are under 620 and you run 8s. Iâll check my details when Iâm on, if I still have any history. Lol
I donât even know why Iâm still talking to you, you obviously have no clue what you are commenting on First of all, the buff doesnât be the same for everyone, secondly, I already told you that 500 of any secondary stat is equal to 3 gems. If 3 gems can shift the meta well I will swap all my 7 gems to something else and shift the meta twice
I have a solution as well reward positivity with more loot, so everyone feels forced to be nice instead of being toxic, and those that arenât nice well their choice no bonus loot for them.