What can be done about M+ queue simulator?

Doing some keys yourself. Then you would know.

In the absence of that, reading the whole paragraphs you cited. Instead of just some isolated and out of context phrases .

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Unfortunately the “good old days” also came with its own cost.
You had your reputation obviously but you could also have it ruined by slander alone. Say you didn’t like a GM of a guild X and left, that GM could easily start rumors and slander your name across the realm.
And the law of social media regarding rumors and slander? “Guilty till proven innocent”.

The current “anonymity” obviously has done its damage and I am not denying it but no “system” is perfect and each comes with its cost.

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So memorable that after 1 week of lemix I forgot it existed :dracthyr_hehe_animated:

You’re not wrong, it’s just that I had resilient keys in a surprisingly short time this season, and possibly only ran Eco Dome maybe 5-6x. Personal goal met, why go back :dracthyr_shrug:

(Again, not advocating for harder seasons. TWW S1 was a disaster that saw a bunch of people I knew quit and never return. But maybe… maybe seasons where gear checks matter, are obvious, and people think “I know what to do but I legit need more raw stats to do it”?)

I did, vicariously.

See?

Because the more responsibility your role has, the more likely it is you get verbally abused for not performing well.
Furthermore most people are inclined to not want to take on responsibility/leadership roles. Why that is, idk, we’d have to ask a psychologist about this.

Because it’s faceroll content. The content is so easy that nobody cares about anything and just steam rolls through it. No thoughts needed.

Obviously not. Mob health scales to infinity in M+. The higher you go, the longer everything lives.

No, it’s the burden of responsibility. A single mistake of a tank can wipe the entire group and thus brick the key … in every single pull. A single mistake of a DPS? Meh, whatever… lost a few seconds, still timeable.

I think we need follower mythic plus option for solo players. Even if it gives 5lower ilvl idc just want to play game.

Gating gear behind “once a week” is already bad enough but making it also just “a chance” on top is beyond ridiculous, yes.

WoW feels, gear wise, really unrewarding. I’m not excited for me vault at all. It’s more like a feeling of dread each week.

Apart from that, having 2200 rio guys with great luck run around in better gear than 3.5k players with bad luck (unlikely but possible) is a joke, ngl.

… you relize your alt is unviable because he already missed X weeks auf mythic vault gear, so you just don’t bother at all. :smiley:

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I do not think that gear checks will help much on the situation due to the general skill difference of the playerbase.

Currently there is a big difference in performance between two characters of the same itemlevel, and if you balance around gear checks then you are only going to hinder players below the top 10%.

If a boss is designed around needing 700 ilvl then the top 10% will clear it in 690 or lower, while the general playerbase will need between 700 to 720 ilvl in order to match the check requirements.

If you want gear checks to work you need to raise the skill floor overall for the playerbase.

I think it is mostly fine how it is right now, though raid gearing could be modernised so it remains a viable alternative to M+ (heroic levels mainly).

Make friends.

Join communities.

Those are the biggest two.

That’s you?

PERFECT. Then you get it. And if you dont you are a troll basically.

GJ.

Your quotes are even about different subjects. You have no idea what context it is about.
You compared heroic dungeons with M+ dungeons for example and think those are the same somehow.

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That is kind of what we have now though? Turboboost exists because that is the design Blizzard tried for, but a lot of players need a mid-season nudge to get them over the line.

Looks at midnight :dracthyr_comfy_sip:

I don’t think you’re wrong, I think it’s dangerous to design content around a raid needing to be at 99% of max possible performance - on the other hand the simplified rotations and more chill encounter design next expansion feels like it will probably reduce the gap between good players and bad ones.

Which I honestly think is a good thing. Two players at the same ilvl having wildly different performance doesn’t seem super healthy for the game. One reason people go nuts over remix is because you only need to check ilvl to know how much weight a player will pull in your pug raid.

There’s a genuine sense of relief in knowing that someone (or yourself) can’t be that bad once they’ve got gear. Retail WoW has kind of lost that - people absolutely can be that bad even at high ilvl.

Canabal will compare watermelons to jet engines if it will somehow prove his… “point”. :rofl:

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Why would how well I am performing, why would it matter?

The reason why most shy away from leadership roles is because if it fails they are most likely to bear the brunt of the blame.

It ties back to success or failure (success rate).

No, no, vicariously means, through the experiences of someone else.

So, to answer your question, no, that’s not me.

No, I didn’t, I compared the ratio between tanks/healers and DPS in Heroics, to that of Mythics.

“Perfoming well” wasn’t phrased well enough I guess. If we still go with that, because it does influence success rate, as you mentioned but what maybe fits even more is “performing as expected”.

Do something people are not used to and you already get the blame.

Anyhow, bad performance is much more noticable/detrimental on tanks and healers than it is on a DPS.
There’s a single tank and a single healer in a dungeon. If one of them makes a mistake, rip.
There are 3 DPS in a dungeon, if one of them makes a mistake, whatever.

Granted, at a certain key level all 3 DPS are required to play close to perfection but that’s not relevant for 99% of the playerbase.

There’s a certain barrier of entry for tanks as well that further amplifies the issue.
Even in the lowest keys you, as a tank, are expected to know the route, know when to use your CDs so you don’t just flop over on the first tank buster, etc.

As a DPS you basically just smoothbrain truck along. Even more so now with the OBR.

That’s part of it yes, hence my previous comment.

It doesn’t only come down to success failure though. Take a route people are not used to and you get blamed already, even if it might be more efficient than the “default” route.

Somtimes DPS make stupid mistakes and you, as a tank, get even blamed for that. I have had multiple scenarios where this happened.
Whatever goes wrong YOU (tank) are the scapegoat, unless the healer couldn’t heal through certain healing checks.

No, we don’t. Infinitely scaling solo PvE content is called Delves.

And for the millionth time, creating bots capable of clearing M+, particularly tanks and healers, is not worth the effort.

So what is your point?

Play as DD you wait.

Play as tank/healer you don’t.

That us what he was saying.

So… Again:

See what? What we have been telling you from the start?

If I’m tanking a +10, and the run’s success is irrelevant to me, and someone blames me for something, justifiably or not, I will pull the entire dungeon and wipe the group.

Their opinion of my tanking is just as relevant as the success of the dungeon run.

If their opinion is irrelevant, why did I wipe the group?

Because of their intent.

I’m glad this narrative about tanks getting insta queues is finally dying.

When was it?!, Last week?!: I was being gaslit by 3 people on here, talking about tanks getting instant queues in M+.

Just to find out they meant meta tanks get fast queues.

And how on earth did you come to this conclusion?

It has nothing to do with with queues but the skill and experience of said tank or healer.
DPS can easily jump keys +12 to +15s easily if they can find a group which will take them ofc.
As a tank, i cant simply join a 15 for “lols” NOT because i will get insta declined but simply cause I dont feel confident tanking a 15 yet.

For dps it doesnt matter, the rotation remains the same…you pew pew either in + 5 or + 15.
For a tank you can roflstomp through +10 and suddenly get wrecked in a +14 because stuff “suddenly” hurts.

Only thing DPS have to worry about is competitively staying close to the numbers their partner DPS are doing, and not dying constantly.

I just don’t see DPS being called out much for bad DPS or always dying. But as soon as it happens to a tank or healer, the DPS are on the flame.