Blizzard thought: 'Hey Korrak’s Revenge is a in a great place right now (not)! Let’s give the same treatment to timewalking dungeons by making it just as dull, boring and meaningless as the other types of content!’
The first iteration of Korrak’s Revenge was fun, even though I barely played PvP, It was at least entertaining in a casual way to kill players or be obliterated while getting a good amount of experience doing so.
Leveling about 20+ characters back then was not mind numbing at all and went by like a breeze, I actually enjoyed myself doing two things I typically enjoy the least, which is leveling alts and PvP. But then they decided to destroy the experience for everyone by killing the experience gain, queue times getting worse and worse and generally not even worth playing.
Timewalking was on the 2nd place for that, content that was relatively quick, gave a good amount of experience and timewalking badges at the same time, which seems like a good deal.
But when they start increasing the time it takes to finish a single timewalking dungeon when experience/timewarped badges are not increased, it just feels bad overall. It only leads to fewer people doing this content as it’s boring, not more engaging.
The same thing happened to Korrak’s Revenge, barely anybody cares for it except for some PvP’ers that like endless AV battles in the middle of the map at level 80 for whatever reason, but for leveling it’s the worst thing you can do now.
Was this necessary? The game in general seems to have MoP: Remix level of scaling where players between levels 73ish-79 can easily get one-shotted and do next to no damage, and fresh level 80’s who are undergeared also struggle.
Blizzard motto is to annoy the players just enough, read up on Stanford Prison Experiment to realize what they’re doing here. This is just someone’s pet psychology experiment.
i played tank all fine untill level 70
than i get 1 shotted by trash pack in dead mines
(mind you ive had heirlooms/gear at the dungeons level before you come at me with stupid excuses for their incompetence)
your pathetic game balance make me want to quit subscription , not making more alts
and i will write the same post when i will windraw my bank card and they ask me why
It’s a mess, group got carried hard by mid level holy paladin doing more damage than other four combined and as a tank I couldn’t even hold aggro as a tank for longer than a few seconds. Later I went to do horseman and another healer had obliterated him in a couple of seconds, I couldn’t even get near him in time to land a melee hit.
So you’ve literally achieved nothing with your hotfix because loot is trash for lvl 80s who are now even weaker than before in comparison to players still leveling up.
lol stratholme, I’m having fun in there confusing players who keep asking me why I keep picking up scourgestones from bosses and they don’t see them. I just type /tapsnose
After the hotfix I just healed a couple TW classic dungeons and the scaling is still a chaos.
The first thing I immediately check at start is how many 70+ players I have in the group. Those are the ones I have to pamper for even the smallest scratch because they tend to die to literally anything. The horseman mentioned above is the easiest example, it just oneshots lvl 80s. On the other hand, dungeon mates below 30 are not a concern at all, you put up a shield/hot and you can forget them.
I don’t know what exactly is faulty in the calculation of the scaling but it feels appropriate somewhere between lvl 50 and 70. Below that is too easy, while being 70+ is basically a death sentence and a major headache for healers.
Please for the sake of our mental health (at least what remained), if you can’t fix the sclaing at least give us level brackets where the difference between the lowsest and highest level player cannot be more than for example 10 levels.
It’s the same bug if you fly in to a surface funny using skyriding, the game just takes a dump and boots you out cos it doesn’t know how to deal with it (or thinks you’re cheating, idk)
Yeah it’s probably some anti-cheat detection thing that thinks you’re:
A: Going too fast.
B: Going into locations you’re not allowed to.
But strangely enough at times you can fall through the map without getting disconnected…
There was even some powers during Plunderstorm that caused you to disconnect:
Firewhirl
Fade to Shadow
Quaking Leap
Windstorm
I believe I disconnected with several of these powers during that event, and all tie down to the same sort of mechanic, a blink or charge like ability.
But I’ve experienced the same skyriding disconnect you’re talking about, when you bash spacebar to go up and it doesn’t respond and then suddenly it like lets you go ‘too quick’ and it disconnects because you were in water a moment ago or something stupid.
Could be solved by adding satchels to dungeon completion really. People are just leveling too fast compared to gear acquisition and skipping bosses to get to that last boss XP bonus doesn’t help.
I’d say this is the issue, but even before this nerf, dungeons where slower than questing for XP lol. There is no way to gear up proper when you ding every 3 mins
So, I just finished leaving a Deadmines on my 626 shaman because the mobs do too much damage and I’m queued with lvl 74 healers that cannot do enough heal to keep me up. I’m not saying they don’t know how to heal, they just cannot do that much heal with their ilvl. Also, why am I teleported to the spirit healer when I release in a Timewalking dungeon?