I did all eight M+ +5/+7 some bosses need some tuning cause they do way too much damage, it’s just the beginnig ok but…
this season is the worse I ever experienced, it’s really horrible, why do blizzard keep creating dungeons with so many not needed places and mobs that I have to study how to route through? it was ok in the old days for stratholme not timed but some M+ like siege of boralus, dawnbreaker, necrotic wake are a nightmare to route correctly, why do I even need to study a route to do a dungeon? it’s so annoying being blamed every single run for a bad route or having people aggro packs you dont need, I did +20 Necrotic Wake in Shadowlands and I thought I was finally free of it…
just give me nice straight dungeons like Mist of Tirna Scithe, Uldaman, where I can focus on tanking and not on people aggro everything in siege of boralus or flying all around in dawnbreaker and landing on mobs we dont have to pull, really… who designed that dungeon? flying in wow was a bad idea and you found an idea worse than that, flying in dungeons…
I know that a lot of tanks can do it, I can do it too but it takes away a lot of the fun from the game… I love wow, why do you keep ruining it?
i feel genuinly sorry for all peopel who tank just casualy
the design / routing of those dungoens i just … wow .
i had blast tanking in SL and DF - this expansion ? i wouldnt touch tanking on my alts with only exception being blood dk who can grip grip grip grip grip and some more gripping of caster
honestly thanks god for dvleves - for my its gonan save so much nerves
Personally i think S1 mplus dungeons are boring and without imagination.
I don’t know what is up with these dungeons but they feel akward to play
Mainly talking about stuff like
Find and kill 4 npc before you can go to next boss
or pick up dragon and try to clear first part of the grim batol with it
or dawnbreaker and it’s constant flying from one ship to another.
I did get they wanted to put flying into dungeon
but why not do it the nokhnud way? it was simple and no objects were in my way
I cannot finish a dawnbreaker… people land where they are not supposed to… doing % is a nightmare, I land 3 sec before the healer and I die, wipe fest, people leaving… and I’m doint +6/+7…
I mean the hook that should take boss down is kinda buggy
because sometimes when you can clearly see that player is pointing arrow at the boss hook does not go off.
Remove the hook pull back mechanic for players over 15 yards away in SOB. I am repeatedly prevented from pulling big due to this yanking me back from 50 yards away.
to be fair, players complained a lot about the weapons (and they really should stop listening to high-end players on rewards adn fun gameplay sigh).
But yea, tanking is really hard to get into and you have to play very clean very soon this saison. I think most of the mechanics currently are way too unforgiving, it´s fine if it´s like that above 10 when it´s not gatekeeping gear, but anything up to a 10 shoudl be reasonable even with slightly imperfect play.
dungeons are usually designed so you can pull pretty much everything on your way to the last boss and still make 100% trash. do that and if you notice you are missing some when you reach the end just pull some more next time. if you finish with trash way before reaching lastboss then skip some trash next time. in any case use the addon call mythic dungeon tools to plan ahead and read about some dangerous abilities in trash mobs so you can also determine what double or triple pulls can be done
I know I do that but it’s annoying, just remove useless mobs in M+ and give only mobs needed to reach 100%, so people dont blame tanks for route everytime