Hello dear readers and fellow wow players.
as the title says time walking is not fun it is just rushing,rushing,rushing and then some more rushing, till you are at final boss and have killed him, and poof they are gone just as fast as they came.
I have been playing a few timewalking dungeons playing as a tauren restauration druid and i am lucky i have some instant heals but boy do they move on fast and move out of range fast because i have 0 secs to even loot mobs or they already have moved on to the next whole rooms of pulling everything.
Does anyone else here have the same experience? because this just is not how i like to play dungeons⦠please let me know what you people think if it is just me or if you all have the same experience
I admit i am one of those that like mauling fast through TW dungeons, especially with a twink. lots of the times people want to run again and again with me because of the fast leveling.
I do however like to stop and loot everything that i can, even mine in the dungeons aswell xD
The only thing that annoys me is when the tank doesnāt look out for his group.
I donāt know why but some dungeons have mobs that randomly will attack you when you follow the group or those who just cast aoe DMG but the tank just runs like hell
Theyāre not designed to be brutal slogs like they were current, theyāre designed to be run quickly and efficiently to get the weekly quest and to farm badges.
HOWEVER.
What does need addressing. Is the balancing issue between player levels.
Level 11 tank runs through entire dungeon, pulling as much as they can, even bosses, completely invulnerable, and oblivious to whatās going on behind them as they lose their aggro and the dps start to build aggro trying to keep up until whatever was once chasing the tank says āoh sod this, Iāll kill this DK instead.ā
Stumbling along at the back, level 80ās getting blasted by an enemy in two hits, having to constantly press and release.
You talk about the tank and dps but the healer is the one who needs to cast healing spells but does not really get the chance.
Because they always move out of range, and like i said in my post i am still lucky with some instant cast healing spells but i know a few classes that are not so lucky.
What if we enforced a change where the run becomes slower, and simultaneously the requirement in number of runs was similarly lowered to ensure somewhat equal completion time of the quest? As I had proposed in another thread: Triple the HP of all enemies, triple the amount of timewalking badges from each run and raid boss, and reduce the number of dungeons and bosses to just 2. So weād have fairly equal time spent for fairly equal payout and also ensured a pace that is easier for players to follow.
Theyāve frequently tweaked the difficulty and I generally end up avoiding them all together then. Itās just not worth the time required.
They should lower the number of dungeons required anyway IMO for the weekly quest. But Iām not a fan of TW beyond taking advantage for levelling. Iām only there for the quick and fast pace.
Letās be honest here, as if we can follow what is going on when 50+ mobs are swarming over us and several of them are casting spells⦠so yeah some people get stunned by a charge some get silenced or locked and some get feared. and all this while we charge like crazy people to clear it as fast as possibleā¦
That mentality is not going to change unless blizzard get rid of timers in mythic plus . When you regularly reward a human being for being fast then there brain is gonna auto tune to fastly finishing any content
Thatās not how I experience it. But then again; I play BM Hunter. I just stand at range and spam my aoe stuff.
And in the case where I get aggro for some reason; I use my pet to get it off me.
I donāt do M+ though and I still just want to get those old dungeons over with fast.
Because itās old content that Iāve seen and done many times before.
We speed ran dungeons in TBC and Wrath once we outgrew them. It just became how much can you pull and LoS. Rushing is just the nature of players, not M+ related.
Well even way back in classic we had strat timed runs and same with shattered halls in TBC and black moris both had timers of sorts.
i enjoy the current TW its just fun for me to blast things on my alts and take a break but i doubt i will do them once they are buffed as the rewards suck compared to effort needed.
Aah, the same age old card everyone uses when someone says basically anything on the forums if you do not like it do not do it⦠itās getting boring to read that.
There isnt one simple solution to this whole TW problem. You have different groups who want different expirience.
Some would like challenge, a hard slog where you can test yourself against old school mechanics and simple mistake can mean a wipe. Though you sort of get that with inclusion of older dungeons into M+.
Some enjoy them the way they are right now. Be it for the massive exp per hour for their alts or becasue they want their weekly done asap. Do as many as possible in shortest possible time, with no need to focus so that they can watch something on second monitor or just āzone outā.
Than there are those who would love for these instances to be expirienced how they used to be - slow paced, one maybe two pulls at the time. Where you outgear it just enough so that you dont need be fully focused all the time but also cant completely ignore boss and mobs mechanics.
Thats just few most common archetypes I could think of. There could be even more: people who enjoy speed running or mount farmers (more times you kill specific boss means more chances for it to drop a mount).
Personally Iām the āslower nostalgia tripā type player but I understand that it boils down to journey vs destination (instance āexpirienceā or rewards/loot) and to many it is not the content they want to do but they dont want to pass on the benefits, chence rewards focus.