nothing will happen because I haven’t used any profanity, you can only abuse the automated system so much, they will hear the appeal in that case. I don’t care. Keep snitching, rat. Have your moment of glory because you cant achieve it anyhow differently.
no, you are not really playing M+, I see you give one dungeon a one-try a week maximum, sometimes not even that. And if you don’t raid as well, then you are not really playing now, do you?
opinion of someone who doesn’t even know about boosting is irrelevant. It doesn’t matter whether you are pretty sure or not. It’s irrelevant since you don’t know anything about it anyway.
stop spamming something you don’t even understand yourself, you can read even a law in your favor but they are not really. You just wish they were, like you do now. Since you are so boring, only copy pasting the code of conduct I will put you next to your delulu hunter brother in my ignore now. See ya guys in a year.
They are running 10s? Do you not understand how old and new keys work? I suggest you go look up the blue post Blizz made about all this. It might be of use for you it seems.
Then you must be boosted then. “And in 10s kicks really don’t matter that much” is something you said to me. Not a single person doing 10s thinks kicks aren’t important. Doesn’t matter if you have gear or not. Getting hit by constant casts that hurts, puts dots and stuns you will kill you. Especially if it hits the healer. Not something you can out gear or outdamage/heal. Get out of that little bubble of yours and face reality.
I admire your confidence but you are out of your mind completely they made the comparison because of AFIXES, not the key level difficulty. They made changes so everyone who wanted the keystone master achievement would have to go through it. That was not a thing before, and tyrannical and fortified were not even the problematic affixes that made people not want to play for that week. It was Sanguine and Bolstering that made people quit.
yeah sure, multiple times up to 3k.
yes I did. And you said you don’t believe me, so you do not believe boosting exists either, Because those boosted players are not kicking. Do you understand what I’m pointing out with that?
it does actually, Dawnbreaker, for example, is a heavy healer-dependent dungeon, the stuff that makes the key depleted most of the time is not even kickable, you have to press defensives and healers have to heal like hell or you won’t survive. With higher gear, you can bypass it, because you have more stamina. It’s really that simple. The higher your gear is, the easier the content. That’s literally the reason why we all keep gearing up.
nothing is constant and most of the heavy hits are actually unavoidable because in truly high content people do their kicks so they’d never experience the challenge if everything dangerous could be stopped.
After having read through this thread, i can for certain say that you are the one out of your mind by your own farts from having that head that for up your behind. Can’t come up with actual arguments so you resort to insults like a 14 year old when people don’t agree with you.
What comparison? The comparison between old keys and new keys? That is to show that the keylevels aren’t as bloated anymore. Not because of people having to go through it to make KSM. You are reading something that isn’t there. And defining a key by its affix and not its keylevel is something people with egos do.
And yes, tyrannical and fortified 100% decided if people did keys that week or not. Just look at the leaderboards for both affixes.
Nice so you admit to being boosted. Good to know.
Boosters not kicking isn’t the argument. Stop strawmanning.
Really doesn’t. Go down to a +4 and sure, it doesn’t matter. But start climbing and more and more, kicks and CCs will be the matter of timing it or not. Some dungeons will hit harder than others. Been like that since Legion.
So the problem isn’t only kicks but defensives also? So you want Blizz to give people a boost by pressing the defensive too then i presume? That would make people want to take less damage while also be rewarded for doing it, right?
Not kicking and the casts will be constant. Though no “normal” cast will outright kill you. That’s what i mean by you not understanding it being more complex than you think it is. Get hit by a caster, that slows you, then you can’t get out of the avoidable in time and you’re dead. Or a dot which put quite a bit of strain on the healer. If no one kicks, more dots and then an unavoidable aoe happens and you’re dead by the dot because low hp. Some might make it through and some won’t.
After what you’ve been saying, i’m sure you’re getting hard carrie…i mean playing the game
I was expecting this to be horrible, but these ideas are actually really really good.
The average player doesn’t care about anything else than their DPS, so by hitting their DPS if they mess up mechanics, you’re incentivizing people to do mechanics.
Honestly I hope they add these things. I think it’d be good.
And THAT is why you beleive its a “healer dependant” dungeon… when in reality it is not. Things there dont hit much harder than anywhere else.
And that is why, if you kick those bolts properly DB is one the easiest dungeons to complete. Toguether with Arakara and MotS.
The issue is NOT people not kicking. People are kicking all the time, even on a +2. The issue is the “machine gun casters” that unless you got MDI pro coordination of kicks some of those casts will go through. So lets be honest here, NONE of us here are MDI pros.
For the record: I am ferefing to low keys AND high keys. Both. With a lot of gear, or with out a lot of gear.
So what they need to do is revert the spell quew changes back to how it used to be. Instead of incentives to kicking and whatnot…
In all fairness; i can’t consider ever Mists or Dawnbreaker on the same level. Dawn is just not healable from some point, and i run out of mana all the time. Mists has no healing check at all.
Scripted does not mean you do not run out of mana. On 2 bosses people get blasted full time, even on short time frames after each other. We are also scripting our defensives and healing cooldowns. Calling out on voice.
In the meantime, where do you actually need to heal in mists? We yolo mists.
DB is actually the first 13 I timed. And in 14+ we almost finished it too. We decided not to because we did not want a +13 SV or something really hard to push.
Try my build. No acid rain or downpour because I dont use Healing Rain at all. ZERO.
You got more GCDs available and are able to use Healing Wave more often. The way to get the Deluge buff is with riptide instead. Which you cast on CD, even when out of combat.
And because of tier set + 4 stacks of tidal waves and 20% haste you can cast sub 1s Healing Waves for spot healing.
That is how I do it.
Certain boss fights, luitenants, and packs have periods of really nasty unavoidable damage overlaps. Like for example the luitenant that casts the orbs (and the boss). You can get 1 party member with a dot + the AoE of the orb. That guy needs to be at 100% or he dies. THAT is the moment to cast personal defensives.
And link wont cut it in that situation. Link dosent save you from 1-shots.
There are few healer checks. 1st boss with the nightmare, 2nd boss with the ilusions and last boss 2 times when he does the big AoE. 1st and 3rd boss are kind annoying sometimes because you have to be on the move. And 1st boss specifically if 1 of his casts is not kicked it could cause a 1-shot.
But yeah… compared to other dungeons its a yolo dungeon. I spend my time DPSing there.
There are just no overlaps at all. The damage is coming so far spread from each other and theres no other damage before that from other sources. And we just interrupt the first boss…
Like how can we compare already only the dawnbreaker 2nd boss with anything in mists? Not talking even about the leitanants with the dots and aoe-overlap, what you mentioned.
Overall i think every dungeon should have something of everything. Not like dawnbreaker where for the full dungeon i have to spamm and be so ducking stressed out for 30 minutes that i can only play 1 dungeon on a full evening. There need to be some middleway.
Like the stress. Because I understand it, and can predict it. I dont like other dungeons though… with random stuff going off all the time.
But I do agree that atleast the ST dot that every single mob puts on some party member should be toned down a bit. Or atleast, have a cast time so you can predict who gets it.
Like how do you even heal 2 players with the dot on things like the ritualists in the first pulls? Why do we need dots and aoe overlaps, where dots are so random that they usually keep targetting the same player multiple times in a row. Wtf can i do?
And by “healing” I do Healing Surge 1 target, riptide the other. And swap. Use Chain Heal if you got the instant cast ones.
The thing with CB totem is that when the cast ends, the HP of the affected people goes from 40/50% back to 100%. So for the next cast its no biggie if the same guy is hit more than once.
Also keep an eye because the tank can get targeted as well. If that is the case, you can ignore him.