MACRO THAT WAS DISCUSSED IN THE VIDEO: /focus [exists][] /run if not GetRaidTargetIndex("focus") then SetRaidTarget("focus",8) end (change 8 to whatever marker corresponds)
@@anderssolberg3654 The macro above does not override an existing raid mark, while yours does. This makes coordination easier, because the first person to mark a target keeps it, and others on the same target can instantly see that an pick another.
definetly a game changer the macro ! it leveled up my m+ game by lots. Started playing with it at the start of DF , and surely it made me improve and it made the communication process much better. A
I completely disagree about push weeks. I don't hate push weeks, it's that I DON'T LIKE weeks where it feels terrible to play M+. Like it's cool everyone's playing on a push week, but I'd rather not have an entire game mode suck every other week just to preserve it.
The problem with m+ is and always has been that they heard we wanted to play the dungeons more, so then they spent untold thousands of dev hours over many years trying to come up with things to put in the dungeons to make them more annoying to play
Perfectly said. My idea for 'push weeks' is to boost extra rewards from the those weekly quests that come once a month on the rotation. Specifically, the one when we have the "extra piece of gear at the end of the dungeon" week On top of that, on that week we also could have something like "players have 1% chance per key level to drop mythic track items on end of dungeon M+ rewards this week, starting at +12 keys". Rare enough that it doesn't make sense to farm endlessly, but also cool enough for anyone who actually gets it, and it boosts dungeon participation on that week
It's crazy no one called him out for this. That is such a nostalgia take. Blizz just made such a huge improvement to the M+ system and he wants the system he was crying about just last week.
fr. push week is just the result of "most weeks the game sucks, but on this one week it doesn't" wanting to PRESERVE that dynamic is toxic and bad. we are moving into a world in TWW where every week should have generally increased player participation. no big spikes on push weeks, cuz push week won't exist, but the lows of the non-push weeks will be much less low, too. in general, more people will be doing M+ all of the time, which should help the average pugger consistently find people to do keys with in group finder.
Its because he has all the tike in the world to play, he doesnt understand other peoples POV who dont hsve thr same amount of time he has to push keys@tuckerstevens9689
As someone who normally ends the season in the mid range of keys (like 25-26's last season), my group normally spends the entire season progressing instead of only pushing at the end. Push weeks are cool and all, but we're gonna play every week so the bad weeks just burn us out and reduce the chance we're gonna try for that push at end of season
Dope, well in the context of their conversations it seems they consider those to be mid-range keys. Sure, most players may not shoot for that range, but I have a strong feeling that if I'm commenting on a Poddy C video and say the keys I'm running are 'high keys' then I'd probably a decent amount of pushback on that
weird that it was implied that 12 hours a week is a low amount of raiding, for the average guild, even average CE guild, 12 hours a week is on the upper end of raid hours
Well it's a matter of perspective. Look at who is on the panel. Every one of those guys raids more than 12 hours on the first day of the season already.
@@Daimyo- Its kinda the problem with the wow content creator landscape atm. A lot of the channels/streamers feel like they fall into 2 buckets: 1.hardcore highend, the game is literally my job and I'm able to play 12 hours a day whenever I want to. 2.Generic over view channel that just tries to pump out endless content for views with no real focus. I'd love for their to be a bigger influencer who cares about high end content like mythic raiding & M+, but not to the point where they think 12 hours a week is on the low end for raiding. Kinda just impossible to exist with the incentives for making content, but it is a little annoying at how out of touch the super high end people can be sometimes and not seem to notice. I liked what JB said in Max's last video when he just said, "idk im not a low key player, I don't know what its like or what they want."
I think you guys are over estimating the "hype" of a push week. I'm 3300 this season and I never see weeks as "push weeks", it's just a week I'm allowed to play normally. The weeks I actually notice are the cancer weeks where I can't time a key within 2 levels of my score because of shit affixes, and weeks like that kill my will to push for longer than just the shit week.
There's is already an addon for "simple mode" - Plater. You can import plater profiles (eg Quazii who makes one for every M+ season) that already identify the must kick casts and change the color of the castbar when one of those casts is going off. You could also add "MUST KICK" on that castbar if you wanted to. It's a really good tool for first time M+ers to use, the problem is that they just don't know it exists.
I feel like this new system lets you schedule that "push week" at any point you want, which is just a pure net positive. You have the choice to not go hard early on and hard at the end, or vice versa. The openness of this benefits everyone. Ppl playing as much as they want, and then taking breaks when they want is great.
I agree it's healthier, but I wonder if we'll see people burn themselves out faster without an artificial limit. And if people are as ok with the homogenized endgames experience as they claim.
41:48 maybe a weird cook: what if the mobs have their thematic named cast (e.g. azure strike) in normal, heroic and m0 and when you go into m+ the casts change their names into cleave, volley and so on?
HOLY FUCK man. Do you guys ever think about the average time most players have to play a week? + making time schedule for it with 4 other people. Push week sucks for most people.
What reward besides the title is at the top %? I was nearly 3100 in S3 of DF and I didn't get any rewards past 2500... There is no rewards past KSH, and that's only cosmetic.
I love how folks who perform mythic raid - which has no affixes - think M+ needs affixes. There's nuanced counter points to my observation - but wish they made this point / observation
If you're one of the groups that prefer having a push week and then off-week cycle, you can still just do that. Just set that as your intent for how your group functions. Choose to push one week, and rest the next week, and then push again. The option is there for you.
The "simplified mode" Dorki was talking about for dungeon mechanics is something FFXIV did where abilities have shared and consistent telegraphs and it made learning the fights really easy, I never had to wonder if some ability was a tank buster, I knew because there was a YOU ARE ABOUT TO GET GOT marker on my head.
@@Sargaxiist2022 and the 'get away from this thing' pulse that is universal for all content except that one trial where it means the opposite and I will never stop complaining about it
Dratnos’ understanding of the fort/tyran situation is spot-on. There’s literally nothing to doom about. Having both always active AND the 20% guile buff just means each key level is more meaningful, which is absolutely a better system than we’ve had in the past where a 28 and a 29 barely feel different.
The real issue w fort and tyrannical together is unless they aggressively balance better than the past, when and what you lust and where you can blow CDs is gonna get weird. Imagine a hard mini boss right before a big hard boss.. but both are now buffed. If u luat and blow CDs for the miniboss now you dont have them for the boss. this is especially bad in anything linear where as past dungeons sometimes let u path around for a while to atleast get CDs back
Imo guile exists in fear of a 12 ending up easier than an 11 with no bargain because bargains do have negatives and possibly 1 set of bargain or all of them add difficulty higher than 1 key level. If needed you could make guile 10% till 15 then 20% for a smoother experience but I think that's why it's there
I think that when they talk about seven minute boss fights, they are acting like it will only be tyrannical. There is no time for long boss fights in the top fortified keys. This change is going to put a lot more pressure back on high dps comps and pull away from just surviving keys since you will no longer be able to push as high. Ultimately, it will end up fixing a lot of the issues of infinitely scaling content by reducing the highest possible key.
The thing about tyran + fortified is that in the current system, we can do let's say a 20 of a dungeon on either tyran or fort. But with Fort AND tyran, we will only be able to do a let's say 18 or 19. But that means that the bosses at the highest level won't be as bad as the bosses we deal with on a 20 Tyran in the current system. Same with trash So bosses will take longer than they do now on fort But shorter than they do now on tyran. And same with trash so I think it's not as bad as dorki says
Can we please get rid of everyone but Dratnos? That would be fanstastic and vastly improve the podcast. The other people take up too much precious time that could be Dratnos time!!! Dratnos only from now on.
I assume the thing with Xalatath's Guile is that simply removing the bargain without adding anything else likely makes the key easier, and "from 12 onwards, keys are easier" doesn't really make sense. It's a way to ensure when you get into a 12 it is harder than an 11. Depending on how kissy/cursey the bargain affixes are it might not need to exist or could be tuned lower, but I don't think it's a bad thing. Also, the relative gap between one key level and the next remains the same whether guile is active or not, so that part doesn't really matter, it's just a bigger jump between 11 and 12.
"Gamers are not good at coming up with solutions but they are good at identifiying problems. Somthing just wasn't right." I have to keep this one in mind.
1- On Guile's You guys are worrying too much about it. If anything a +12 might end up being easier than a +11, just because the mob is not going ballistic with 40% haste when about to die. 2- On push week We need to consider that a push week that happen while the player is on FF14 or Elden Ring matters very little. Gaming as a hobby changed a lot, expecting the player to wait around for the good weeks despite all other great games might be unrealistic
As a title player, dorki is showing his premade privilege here. Im sure you get hyped for push weeks, but for people pugging it absolutely is total garbage how long it take to get a group just to only really have a chance on some weeks, and then to not time something by 5 seconds purely because a mob was in sanguine for one second. Also something they didnt bring up at all is people taking breaks. If you take a break mid season and you want to come back and push, sometimes you have two weeks of push week left when there's two months left in the season, and you're now hard gated by a garbage system
Automarkers are amazing in pugs and in casual friend groups. All you have to do at the beginning of a dungeon is say “hey guys, I’m marking all the important to pay attention to mobs in each pull; keep an eye on them for kicks and stuns”. Then comms are as easy as “I got star” or a ping can be used in pugs
It's funny that there's concern about the 20% health/damage increase at 12+, and issues with people learning to push in this new system - this is the exact issue I had with them scaling back the dungeons and a 10 becoming a +2. There's much less room for learning and improving, and its pretty much sink or swim now Not to say the squish was bad, but I think they could have squished it a little less
1:09:02 I've had a few RLs pull this off very well. Celebrating the failure. Something along the lines of "Oh my god guys! everyone hop on stream. This wipe was a perfect example of what not to do... blablabla, thank you for showcasing this for everyone". When they do it well, they transform the negativity of having made a mistake and causing a wipe into a bit of a victory lap for having maybe taught the group something... But with a bit of pressure to not do it again because that would potentially open them up to a lot of mocking. A bit like a comedy act, it relies a lot on charisma, executing it well, and not overdoing it. But when they pull it off the raid night feels more efficient and inviting.
So y'all are missing an important point when it comes to the guile affix; it adds a lever to balance health and damage in a way that only affects high m+. They could change it to 8% damage and 25% health if they wanted for instance.
I think one of the problems with the recent M+ changes that probably isn't on y'all's radar has to do with the new or "bad" player experience. The jump in difficulty between Heroic and M0 dungeons is pretty massive, and M0s are much less accessible two weeks into a season. The result is a significant lack of "low hanging fruit" content. The beta has really shown this. Learning the new dungeons on heroic it wasn't clear that any of the bosses had mechanics at all, but going into M+ testing (because no one is really doing M0s) the difficulty jump is destroying people even in very low keys. Yes those players are "bad" or just haven't learned the dungeons yet, but that is a hugely demoralizing experience that may discourage those players for trying to break that barrier.
I agree that affixes are good for the game as a way to add a bit of change week to week because running the same dungeons over and over would get stale MUCH faster than they do now. But affixes need to be a MINOR variation, a sprinkle of flavor that does not overshadow the dungeons themselves. Sanguine; instead of healing mobs, they take 10% less damage while in it. Bolstering; 3% damage per stack, max 5 Stacks and one stack drops every 4 seconds. Raging: at 30% hp mobs enrage for 20% damage for 10 seconds, removed by CCing or soothing the mob. Bombardier: On death medium and large mobs toss out swirls, if hit you do 10% less damage for 6 seconds, max 3 stacks The idea is, affixes should offer a slight change week to week to how you experience the dungeon, but should be no more than a minor hindrance of failed
10:00 I think this change is actually really good. It will squish the key levels at the high end which accomplishes two things. Fewer key levels divides the player base at the top less. Progression between each key level is more challenging/meaningful. They might want to reduce the damage increase though or remove it entirely because the one-shots might go hard with this affix and then it would be more about DPS/big pulls to time the key instead of about surviving.
I had a little cook about a shaman buff they can add i need ppls thoughts. Its called Blessing of the elements and depending on what roll you are aka rdps, mdps, healer or tank it does a different thing so: If you are a tank u get enveloped by rock and get an absorb shield, If you are a healer each heal has a chance or just flat drops a bubble of water on the target and healing them, If you are a rdps(or maybe just a caster idk how it will work for a hunter) each spell shoots out a little fire ball with it, If you are a mdps each melee attack (maybe we can count melee abilities) does a little chain lighting that does flat damage split between all enemies This way u can contribute all the extra dmg, healing and shielding of the buff to the shaman while something like giving ppl more stamina like priest do is a bit harder to give to the priest as healing
Here's a way to offset the staleness of high keys: Constant class balance (a la League) where Blizzard either directly or indirectly pushes the meta in certain directions based on... well, whatever they want.
They're thinking of Xalath's guile a bit incorrectly (Dratty is the closest to correct/ basically correct). All XG is doing it removing 2 key levels (1.9 but same difference). With XG in the game you would cap out at say an 18, and a 19 would be impossible, while without XG those exact same keys are just 20 and 21, with the same size gap and everything. There isn't "larger gaps between the keys" unless you just ignore the fact that XG is just skipping two key levels. Yes the gap beween a 13 and 14 is bigger with XG and without it, but a 13 with XG is just equivilent to a 15 without it, so there is no reason to compare a 13 with XG to a 13 without it.
I feel like a lot of the m+ interrupting issues can be solved by making interrupt behave like removing curses. You can overlap decurses so interrupts shouldn't be overlapable or go on cooldown if you overlap.
I'm confused, if they add meaningful rewards to really high keys, people will complain they're being forced to do it (like Torghast), but if they don't add meaningful rewards, then there's no point in doing the keys.
hey no, we ferals have lived in oppression for so many years, i suppose we have now battle the shamans for who's the most oppressed xD ! loved that dorki s giggle at the end. that's the kind of giggle i get while pugging da keys
While I agree that the +15 second death penalty is heavy, I do like the fact that it is an affix that technically doesn’t impact the way you play the game. We have all talked about wanting affixes that don’t add extra mechanics etc to the key, this affix fits that slot well. If the damage issue/defensive creep was addressed, the death penalty affix wouldn’t seem so bad.
The 15 second death penalty is going to crank the toxicity of pug groups. Already it's blame the healer, blame the tank, blame the dps bla bla. Nobody is TRYING to die, but in a group that is going to crucify you for messing up it feels so bad. It's bad for the community and takes away from that 5-person group feeling like a team for 30 minutes. Just shaving a few minutes off the timer is a better tweak.
A big thing that I think is required for guilds struggling to get CE is to have a recording of your raid. You need to look at that video and identify problems beforehand, so that you can address those issues before raid night. You waste so much progression assuming people are doing the right things or worrying about not wanting to backseat game people. Some people need more direction because they either can't or won't take the time to learn how to do the boss themselves. You have to decide what's more important to you: killing the boss or those player's feelings. If you are playing in the raid, then you cannot notice all these mistakes going on. A lot of people will either not own up to their mistake or not understand how big of a mistake it was. Sometimes you might notice some really bad positioning that isn't apparent during the raid that needs to be fixed. My first ever CE, and attempt at mythic raiding, was on the last few days of S3 Dragonflight. I was in that same position as you, except I wasn't an established person in the guild. The amount of effort I was putting in was clearly not the same as some of the other people. I would watch my own gameplay to figure out ways to improve. Any time I died, I asked myself, "Why did that happen/How can that not happen again". I don't expect anyone to put as much time and energy into it as I did, but someone in the guild has to do this for the group. These endbosses are not free kills and generally require mechanics and finesse to finish them. I think most guilds have the same issue where damage is fine, but the mechanics and living through to the enrage is the problem. You want to be in a position where everyone is alive and you don't have enough damage to kill the boss. That's the hard part of these fights, optimizing for damage is a lot easier after people understand positioning and the overall dance that they have to do during each phase. This doesn't have to take that much time either. Just have a notepad out and write down the time after the pull that you want to check things on. This is for the pulls where you aren't too sure what went wrong, so that you can watch it back and see exactly what happened. Also check WCL and just watch through your best 2-3 pulls each night. Note down anything you see that could be improved. Is there consistent problems between these 2-3 pulls? Maybe you see a pattern and you start checking some other pulls to verify. Come up with a solution to what you watched. Whether that is personally talking to certain people or making a note of it to everyone prior to the raid night. Instead of going into the night hoping things magically get better and you progress, you have identified areas for people to improve and work on during that raid. An example of what I noticed last tier happened when I was looking to help this other Holy Priest out during P3 Fyrakk when he was dying a lot to swirlies. I could just be annoyed with it and hope that he stops dying. However, I watched the video of my PoV and saw him cancel Spirit of Redemption, the angel form after death, in a matter of milliseconds instantly with a macro. Most of his deaths came either right before or after the 2nd/3rd Apocalypse Roar where we needed him to be healing. We wasted so many wipes due to that inexcusable mistake. There was almost nothing lethal to heal, except those Apocalypse Roars and we could have easily gotten to the next one and had our seed carriers get more practice had he actually healed. Had I not watched the recording, then I may have never noticed that. At the end of the day, you have the roster that you have and sometimes that isn't good enough to get CE. You can't hit their buttons for them, make them do mechanics, or position properly. You have who you have, and if you have problems with it, then you should leave the guild or recruit better players. However, I think that if you properly prepare and come into raids with ideas and strategies to work on, then at least you can feel proud that you gave it your best shot. I was very doubtful about our situation the last week of raiding. We literally raided 3 hours a day Monday, Tuesday, Wednesday, Thursday, Sunday, and killed it an hour into the last night, Monday. It was incredibly stressful and I would've felt utterly defeated had we not killed the boss. However, I knew that I did my best given the circumstances. I feel like that's where you need to land as a player and an officer. Do you feel like you did your best? If yes, then feel proud and try again next time. If no, then try to identify ways you could change to do better.
I always had this problem pretty much every season in dragonflight. Not a title gamer, but closer to it than most. We would play keys for the weeks and months pretty regularly, gearing up and waiting for push week. Finally push week comes and we organise our play hours to do extra keys, get a bunch of score and EVERY TIME at least one guy wouldn't show up for days and days and days, and not contact us. That was really bad.
Every week being push week means the random week I have more time to play because work is a bit lighter, LFG will be full of groups and my friends will want to play as opposed to saying "see you next week" or "let's do alt keys" because it isn't a push week. Overall, great change
Not everyone is a streamer that gets the opportunity to play the game for up to 12+ hours a day as a living. Push weeks are terrible for average folks that have a day job and enjoy playing the game at a higher level. These types of comments really make it seem like you guys are so far out of touch with how normal people experience games, its almost a little sad honestly. Its up there with the recent questioning of "why is nobody on before 5pm to play wow?" Nearly everyone who isnt a streamer has a day job.
Just once I want Blizzard to remove all affixes except Tyran and Fort, probably during TWW S4 and see whether if people like it or not. I'm not speaking for everyone, but I'm confident that at least 80% of people will love it.
Sanguine good, if... Its an easy fix. Any mob standing in sanguine, cannot use Ranged abilities or spells. To make up for how pointless this makes abilities, add "Mobs in sanguine are slowed by 50%" With these changes, its still good to boop mobs out of sanguine, but if you dont, tank can entirely handle them by effective kiting. I would love to test this version of sanguine
Funny how top tier players are so out of touch with players that actually have a job and a life. Yoda have the same take as dorki basically saying that push weeks are good while complaining about cancer affixes weeks. Most people can’t play 12hrs a day in a premade team, and play 15hrs a day during push week
I think raid buffs should be balanced so they are right on the edge of feeling necessary and right now I think they well exceed that mark. If mage buff was 2% int you'd still want one ideally but you wouldn't feel like your trolling without one, so why not just tune down some of these buffs so comps don't feel quite as restrictive. Same with m+, druid/dh/mage buffs often play a role in why they are meta.
Something we could do as a community, probably raiderio, could do a special even the last week of every month if something. Like break the meta one month, maybe one month where rio decides what comp we play, one month is like fastest +12s so its with affixes or something. I think it’s more of a community problem solution that something for blizzard to figure out.
To address the patreon question, I have found the most success in having people watch streams of successful kills from the pov of their class and spec. For example, I play warlock, and if I am struggling with the timing of a mechanic or trying to figure out how to maximize my efficiency, I will watch thd’s vod of the kill or kalamazi’s vod of the kill to get the flow of the boss and how they optimize their cds.
Hear me out. Buff trash health, leave boss health alone, give players something like haste/global cdr (effects things that haste doesn't, like ineffable truth) during bosses. This makes the bosses shorter AND more fun. It also makes trash pulls into bosses more viable because you'd have that buff. Am I insane?
Personal thoughts, I think blizzard will scale dungeons and tune then based on both fortified and tyrannical being active. So they EXPECT you to have those in their tuning. So anything that is only 1 of the 2, instead of being "this is a fortified week, trash is gunna hit hard", it will be "hell yeah, fort week, bosses are gunna be ezpz"
@dorki they already have the 'simple mode' through plater addons. Different color cast bars for different types of abilities. Just make that built in. You keep the same blizzard "whats the theme of the ability name" and still get the intuitive UX you want.
Had to comment on the push week thing because as someone who can’t play the game all day and sometimes has tight schedules for a week, it felt awful to miss a push week and have to wait 6+ more weeks or whatever for another one. They didn’t have to make every week a push week but just make the bad weeks feel less bad or at least do a push week like every 3rd week even.
Maybe consider that Blizzard is apprehensive towards putting more rewards behind high keys because they don't want players to feel 'forced' into really difficult content. It would be like Blizzard adding more rewards for reaching Gladiator in Arenas. While more incentive for top end content is great, you don't want to put so much up there that casual players feel like they're missing out on a lot.
I believe the many of players that push IO will appreciate the remove of “push weeks” due to real life & raid preventing 5 people aligning their schedules to match for the 6 days out of a season that are easiest to get IO while needing to push as high as they can for the 8 dungeons in rotation during both Tyran and fortified weeks. Personally for me a person who occasionally can’t play much for 2-3 weeks at a time due to work but enjoys pushing 3300+ (I know not super high but push weeks have made it harder) I look forward to being able to push as I please
I wonder if now they can make bosses easier. Since you will have tyran every week, bosses will feel like bosses every week and they don't have to worry about them feeling week on fort.
Ok but does noone understand that keys don't actually scale more from level to level? There's exactly one big jump, from 11 to 12. The JB take doesn't make sense in any way more compared to every single previous season. It's just that the top is shifted down by two numbers, and noone really cares if you can do a 19 or a 17 if thats what everyone else can do. AAAAND 5 seconds later Dratnos explains exactly that.
The chart mostly shows that, while guile DOES scale multiplicatively with the other modifiers, because key scaling at that level is already exponential, it only really amounts to a 2 key level difference at any point. So dratty is kinda right that, in effect, it just deletes old 12 and 13 and skips you straight to old 14. Ultimately, guile needs to be looked at through the window of: is it good or bad that - there are fewer push levels to climb - there is a huge jump from 11 to 12. Because realistically, it shouldn't have a substantial effect on the meta since top keys will look the same as they do now, just 2 levels lower.
I keybind all markers F1-5 and I tell the group that I will always have circle it star or box or diamond. When I’m running to the pack, I just put my marker on that target. Most of the time it’s F5 unless the tank has marked himself with a box.
I think blizzard kind of fucked up the difficulty scaling in general already with making the jump from heroic->M+ substantially larger. You go from not having to worry at all about surviving or taking damage to instantly being dead if you don't press a defensive or your healer doesn't out gear the content. I think widening the gap between low keys and high keys will make it substantially less likely people push higher then where rewards stop. I really think making another jump in difficulty is just bad for the game, It feels like we will run into the "can you survive" if yes you can time the key even faster because of the added scaling. M+ is almost always more fun when the thing that limits you is the timer because you can create your own difficulty by pulling more and more packs together to try and time it where as just adding 20% hp and damage feels like its going in the opposite direction. I feel like they could just remove affixes and not add a replacement and it would still be more difficult then a +10 just purely based on the fact that buff the affixes give is being removed as well. Unless they have some excellent tuning the same problem M+ has had all of dragonflight will still exist just now we wont have push weeks and hell weeks instead we will either have all push weeks or all hell weeks entirely down to tuning.
So... no affixes... I used to run heroic dungeons for hours and hours and hours and hours back in the olden days of WotLK and Cata. They gave decent loot and reputation plus some had cool unique mount drops and such. There's no more mount drops from dungeons. There's no more rep from dungeons. The gear that drops doesn't matter because THE GREAT VAULT exists (same reason a ton of people will never step into mythic raid, because why would you bother unless you love raiding, same goes for high M+ and no extra rewards). Dungeons fundamentally have zero value outside of the reward system they set up, and the gear isn't the valuable thing that drops 99% of the time after you have your hero track stuff, it's the stuff from the vault. (same goes for raid). IMO they need to restructure loot in general, delete the great vault or stop it from being able to leap-frog where you are in gear progression (no more getting above the level youre playing), and add interesting unique rewards back into the game... plus they could add some kind of mini optional/bonus grind in akin to rep but idk what that'd be... tokens for transmogs or something I know most people disagree with my take on the great vault but thats because it's a BS way of getting strong gear lol adding a token-system thats time gated to guarantee purchase pieces would be an acceptable replacement for that system and it obviously works super well as we're seeing in S4, just pace it slower probably.
I'd like to see some discussion or ranking of which hero talent tree abilities have the most fun buttons to press. Nothing else really matters for me in the game more than having a button press that feels good
MACRO THAT WAS DISCUSSED IN THE VIDEO:
/focus [exists][]
/run if not GetRaidTargetIndex("focus") then SetRaidTarget("focus",8) end
(change 8 to whatever marker corresponds)
Whats the difference between that macro and this:
/script SetRaidTarget("target", 6);
/focus
If you could reply that would be nice =)
@@anderssolberg3654 The macro above does not override an existing raid mark, while yours does. This makes coordination easier, because the first person to mark a target keeps it, and others on the same target can instantly see that an pick another.
@@NikolasHonnef alright, cheers :)
definetly a game changer the macro ! it leveled up my m+ game by lots. Started playing with it at the start of DF , and surely it made me improve and it made the communication process much better. A
Us “Poddy Watchers” would like to be referred to as “The Poddy G’s”
This goes so hard.
Maybe Pod Racers
The Poddy Trainers
pod people
Poddy Squady
"Adding Growl as a 4th Affix to PoddyC" Button
No cat allergies.
The cat half of the screen is half empty, like it's waiting for something to fill the void.
I completely disagree about push weeks.
I don't hate push weeks, it's that I DON'T LIKE weeks where it feels terrible to play M+.
Like it's cool everyone's playing on a push week, but I'd rather not have an entire game mode suck every other week just to preserve it.
Yeah, and its not even like push weeks are fun to play, they are just less unfun than the other weeks.
The problem with m+ is and always has been that they heard we wanted to play the dungeons more, so then they spent untold thousands of dev hours over many years trying to come up with things to put in the dungeons to make them more annoying to play
Perfectly said.
My idea for 'push weeks' is to boost extra rewards from the those weekly quests that come once a month on the rotation. Specifically, the one when we have the "extra piece of gear at the end of the dungeon" week
On top of that, on that week we also could have something like "players have 1% chance per key level to drop mythic track items on end of dungeon M+ rewards this week, starting at +12 keys". Rare enough that it doesn't make sense to farm endlessly, but also cool enough for anyone who actually gets it, and it boosts dungeon participation on that week
We want Growl, we want Growl!!!
So we can hear him struggle to breath while ranting? No thanks
Doorki broke last bridge with regular people with " i like push weeks" bring back growl
It's crazy no one called him out for this. That is such a nostalgia take. Blizz just made such a huge improvement to the M+ system and he wants the system he was crying about just last week.
Average No life/streamer take from him
fr. push week is just the result of "most weeks the game sucks, but on this one week it doesn't"
wanting to PRESERVE that dynamic is toxic and bad.
we are moving into a world in TWW where every week should have generally increased player participation. no big spikes on push weeks, cuz push week won't exist, but the lows of the non-push weeks will be much less low, too. in general, more people will be doing M+ all of the time, which should help the average pugger consistently find people to do keys with in group finder.
Its because he has all the tike in the world to play, he doesnt understand other peoples POV who dont hsve thr same amount of time he has to push keys@tuckerstevens9689
This is my first time fully disagreeing with a dorki take.
I love the current line up, but man growl would be the perfect 4th
I worry we’d lose something with a 4th, but getting that healer perspective consistently might be interesting.
I think Growl will be a seasonal affix here...
max looking very two dimensional today
Oh, that's not max, it's a cardboard cutout of him.
oof, we got the replacement cat again? when can we get growl back?
Yo. Dorki is great. Growl and Dorki
Growl lowkey got me into healing, love that guy
was it a +2?
Same dude
Him and jak for me
As someone who normally ends the season in the mid range of keys (like 25-26's last season), my group normally spends the entire season progressing instead of only pushing at the end. Push weeks are cool and all, but we're gonna play every week so the bad weeks just burn us out and reduce the chance we're gonna try for that push at end of season
That is easily top 5% of keys lol
Dope, well in the context of their conversations it seems they consider those to be mid-range keys. Sure, most players may not shoot for that range, but I have a strong feeling that if I'm commenting on a Poddy C video and say the keys I'm running are 'high keys' then I'd probably a decent amount of pushback on that
Having all dungeons at +25 in season 3 would've put you in the top 1.1% of all scores, or top 0.7% if you were horde, 1.5% for alliance.
I was personally offended by "i like push weeks"
The 20% thing at +12 exists for one reason only: to make sure that a +12 with no affix isn't easier than an +11 with affix.
They have to know this. I swear they're just making up shit to stir controversy.
@@Daimyo- I dunno, sometimes I wonder
I haven't heard anyone say this out loud 😅
Yeah and since it's a buff only to HP also pressures the time not survivability
Growl is the voice of the people, Dratnos is the man of the people
we need Growl because he is a healer,
weird that it was implied that 12 hours a week is a low amount of raiding, for the average guild, even average CE guild, 12 hours a week is on the upper end of raid hours
Well it's a matter of perspective. Look at who is on the panel. Every one of those guys raids more than 12 hours on the first day of the season already.
@@Daimyo- Its kinda the problem with the wow content creator landscape atm. A lot of the channels/streamers feel like they fall into 2 buckets:
1.hardcore highend, the game is literally my job and I'm able to play 12 hours a day whenever I want to.
2.Generic over view channel that just tries to pump out endless content for views with no real focus.
I'd love for their to be a bigger influencer who cares about high end content like mythic raiding & M+, but not to the point where they think 12 hours a week is on the low end for raiding. Kinda just impossible to exist with the incentives for making content, but it is a little annoying at how out of touch the super high end people can be sometimes and not seem to notice. I liked what JB said in Max's last video when he just said, "idk im not a low key player, I don't know what its like or what they want."
I think you guys are over estimating the "hype" of a push week. I'm 3300 this season and I never see weeks as "push weeks", it's just a week I'm allowed to play normally. The weeks I actually notice are the cancer weeks where I can't time a key within 2 levels of my score because of shit affixes, and weeks like that kill my will to push for longer than just the shit week.
Plus god forbid u miss the week everyones allowed to play for irl reasons and now everyone u played with and similar skill level is above you
There's is already an addon for "simple mode" - Plater. You can import plater profiles (eg Quazii who makes one for every M+ season) that already identify the must kick casts and change the color of the castbar when one of those casts is going off. You could also add "MUST KICK" on that castbar if you wanted to. It's a really good tool for first time M+ers to use, the problem is that they just don't know it exists.
I feel like this new system lets you schedule that "push week" at any point you want, which is just a pure net positive. You have the choice to not go hard early on and hard at the end, or vice versa. The openness of this benefits everyone. Ppl playing as much as they want, and then taking breaks when they want is great.
I agree it's healthier, but I wonder if we'll see people burn themselves out faster without an artificial limit. And if people are as ok with the homogenized endgames experience as they claim.
where waffle cat :(
impressed how max still manages to remember to not cut ppl off in conversation. Shows real effort!
41:48 maybe a weird cook: what if the mobs have their thematic named cast (e.g. azure strike) in normal, heroic and m0
and when you go into m+ the casts change their names into cleave, volley and so on?
Dratnos is the man of the people. Growl is the cat of the people!
And dorki is the bear of the people
@@sbsftw4232 and an owl occasionally :)
Can't wait to see how Dratlander slowly descends to milk drinking madness.
Dorkie is losing his mind if he thinks that people above a 12 don’t know what’s going on with the affixes and know that it will be suddenly harder..
HOLY FUCK man. Do you guys ever think about the average time most players have to play a week? + making time schedule for it with 4 other people. Push week sucks for most people.
Nope, they've never had jobs in their lives, they're full time gamers and they don't understand how real people function.
I want them to stop putting rewards behind the top %, we need more more score based rewards
What reward besides the title is at the top %? I was nearly 3100 in S3 of DF and I didn't get any rewards past 2500... There is no rewards past KSH, and that's only cosmetic.
I love how folks who perform mythic raid - which has no affixes - think M+ needs affixes. There's nuanced counter points to my observation - but wish they made this point / observation
Bring back Growl, Bring back Growl! . 4th member of The PoddyC!
bring back growl
If you're one of the groups that prefer having a push week and then off-week cycle, you can still just do that. Just set that as your intent for how your group functions. Choose to push one week, and rest the next week, and then push again. The option is there for you.
The "simplified mode" Dorki was talking about for dungeon mechanics is something FFXIV did where abilities have shared and consistent telegraphs and it made learning the fights really easy, I never had to wonder if some ability was a tank buster, I knew because there was a YOU ARE ABOUT TO GET GOT marker on my head.
And the "you better stack or nuke the group marker"
@@Sargaxiist2022 and the 'get away from this thing' pulse that is universal for all content except that one trial where it means the opposite and I will never stop complaining about it
Dratnos’ understanding of the fort/tyran situation is spot-on. There’s literally nothing to doom about.
Having both always active AND the 20% guile buff just means each key level is more meaningful, which is absolutely a better system than we’ve had in the past where a 28 and a 29 barely feel different.
The real issue w fort and tyrannical together is unless they aggressively balance better than the past, when and what you lust and where you can blow CDs is gonna get weird. Imagine a hard mini boss right before a big hard boss.. but both are now buffed. If u luat and blow CDs for the miniboss now you dont have them for the boss. this is especially bad in anything linear where as past dungeons sometimes let u path around for a while to atleast get CDs back
Growl glazers in full force
Omega Death Fear Must Kick would be a sick add-on that just converts everything in the game's text into plain speech.
Max definitely looks like the one who drinks the milk
Imo guile exists in fear of a 12 ending up easier than an 11 with no bargain because bargains do have negatives and possibly 1 set of bargain or all of them add difficulty higher than 1 key level.
If needed you could make guile 10% till 15 then 20% for a smoother experience but I think that's why it's there
Growl causing Joker arcs left and right.
give us growl as regular
wen Growl!
I think that when they talk about seven minute boss fights, they are acting like it will only be tyrannical. There is no time for long boss fights in the top fortified keys. This change is going to put a lot more pressure back on high dps comps and pull away from just surviving keys since you will no longer be able to push as high. Ultimately, it will end up fixing a lot of the issues of infinitely scaling content by reducing the highest possible key.
The thing about tyran + fortified is that in the current system, we can do let's say a 20 of a dungeon on either tyran or fort. But with Fort AND tyran, we will only be able to do a let's say 18 or 19. But that means that the bosses at the highest level won't be as bad as the bosses we deal with on a 20 Tyran in the current system. Same with trash
So bosses will take longer than they do now on fort But shorter than they do now on tyran. And same with trash so I think it's not as bad as dorki says
Literally this
Can we please get rid of everyone but Dratnos? That would be fanstastic and vastly improve the podcast. The other people take up too much precious time that could be Dratnos time!!! Dratnos only from now on.
I assume the thing with Xalatath's Guile is that simply removing the bargain without adding anything else likely makes the key easier, and "from 12 onwards, keys are easier" doesn't really make sense. It's a way to ensure when you get into a 12 it is harder than an 11. Depending on how kissy/cursey the bargain affixes are it might not need to exist or could be tuned lower, but I don't think it's a bad thing.
Also, the relative gap between one key level and the next remains the same whether guile is active or not, so that part doesn't really matter, it's just a bigger jump between 11 and 12.
"Gamers are not good at coming up with solutions but they are good at identifiying problems. Somthing just wasn't right." I have to keep this one in mind.
1- On Guile's
You guys are worrying too much about it. If anything a +12 might end up being easier than a +11, just because the mob is not going ballistic with 40% haste when about to die.
2- On push week
We need to consider that a push week that happen while the player is on FF14 or Elden Ring matters very little. Gaming as a hobby changed a lot, expecting the player to wait around for the good weeks despite all other great games might be unrealistic
As a title player, dorki is showing his premade privilege here. Im sure you get hyped for push weeks, but for people pugging it absolutely is total garbage how long it take to get a group just to only really have a chance on some weeks, and then to not time something by 5 seconds purely because a mob was in sanguine for one second. Also something they didnt bring up at all is people taking breaks. If you take a break mid season and you want to come back and push, sometimes you have two weeks of push week left when there's two months left in the season, and you're now hard gated by a garbage system
Automarkers are amazing in pugs and in casual friend groups. All you have to do at the beginning of a dungeon is say “hey guys, I’m marking all the important to pay attention to mobs in each pull; keep an eye on them for kicks and stuns”. Then comms are as easy as “I got star” or a ping can be used in pugs
It's funny that there's concern about the 20% health/damage increase at 12+, and issues with people learning to push in this new system - this is the exact issue I had with them scaling back the dungeons and a 10 becoming a +2. There's much less room for learning and improving, and its pretty much sink or swim now
Not to say the squish was bad, but I think they could have squished it a little less
1:09:02 I've had a few RLs pull this off very well. Celebrating the failure. Something along the lines of "Oh my god guys! everyone hop on stream. This wipe was a perfect example of what not to do... blablabla, thank you for showcasing this for everyone". When they do it well, they transform the negativity of having made a mistake and causing a wipe into a bit of a victory lap for having maybe taught the group something... But with a bit of pressure to not do it again because that would potentially open them up to a lot of mocking.
A bit like a comedy act, it relies a lot on charisma, executing it well, and not overdoing it. But when they pull it off the raid night feels more efficient and inviting.
So y'all are missing an important point when it comes to the guile affix; it adds a lever to balance health and damage in a way that only affects high m+. They could change it to 8% damage and 25% health if they wanted for instance.
would love Growl back to cover all roles' perspectives. Plus we need the additional cat to balance out the 2 humans.
I think a lot of M+ problems could be solved if trash mobs had journal entries.
Bring Growl back
I think one of the problems with the recent M+ changes that probably isn't on y'all's radar has to do with the new or "bad" player experience. The jump in difficulty between Heroic and M0 dungeons is pretty massive, and M0s are much less accessible two weeks into a season. The result is a significant lack of "low hanging fruit" content. The beta has really shown this. Learning the new dungeons on heroic it wasn't clear that any of the bosses had mechanics at all, but going into M+ testing (because no one is really doing M0s) the difficulty jump is destroying people even in very low keys. Yes those players are "bad" or just haven't learned the dungeons yet, but that is a hugely demoralizing experience that may discourage those players for trying to break that barrier.
At 26:09 no blizzard isnt telling us when to push, we have control over it. Sounds like a W.
I agree that affixes are good for the game as a way to add a bit of change week to week because running the same dungeons over and over would get stale MUCH faster than they do now. But affixes need to be a MINOR variation, a sprinkle of flavor that does not overshadow the dungeons themselves.
Sanguine; instead of healing mobs, they take 10% less damage while in it.
Bolstering; 3% damage per stack, max 5 Stacks and one stack drops every 4 seconds.
Raging: at 30% hp mobs enrage for 20% damage for 10 seconds, removed by CCing or soothing the mob.
Bombardier: On death medium and large mobs toss out swirls, if hit you do 10% less damage for 6 seconds, max 3 stacks
The idea is, affixes should offer a slight change week to week to how you experience the dungeon, but should be no more than a minor hindrance of failed
10:00 I think this change is actually really good. It will squish the key levels at the high end which accomplishes two things. Fewer key levels divides the player base at the top less. Progression between each key level is more challenging/meaningful. They might want to reduce the damage increase though or remove it entirely because the one-shots might go hard with this affix and then it would be more about DPS/big pulls to time the key instead of about surviving.
I had a little cook about a shaman buff they can add i need ppls thoughts.
Its called Blessing of the elements and depending on what roll you are aka rdps, mdps, healer or tank it does a different thing so:
If you are a tank u get enveloped by rock and get an absorb shield,
If you are a healer each heal has a chance or just flat drops a bubble of water on the target and healing them,
If you are a rdps(or maybe just a caster idk how it will work for a hunter) each spell shoots out a little fire ball with it,
If you are a mdps each melee attack (maybe we can count melee abilities) does a little chain lighting that does flat damage split between all enemies
This way u can contribute all the extra dmg, healing and shielding of the buff to the shaman while something like giving ppl more stamina like priest do is a bit harder to give to the priest as healing
Here's a way to offset the staleness of high keys: Constant class balance (a la League) where Blizzard either directly or indirectly pushes the meta in certain directions based on... well, whatever they want.
They're thinking of Xalath's guile a bit incorrectly (Dratty is the closest to correct/ basically correct). All XG is doing it removing 2 key levels (1.9 but same difference). With XG in the game you would cap out at say an 18, and a 19 would be impossible, while without XG those exact same keys are just 20 and 21, with the same size gap and everything. There isn't "larger gaps between the keys" unless you just ignore the fact that XG is just skipping two key levels. Yes the gap beween a 13 and 14 is bigger with XG and without it, but a 13 with XG is just equivilent to a 15 without it, so there is no reason to compare a 13 with XG to a 13 without it.
Suggestion for Blizzard:
Change M+ scaling for Bosses vs Trash:
- Trash +12% HP / keylevel.
- Boss +8% HP / keylevel.
or something like that.
I feel like a lot of the m+ interrupting issues can be solved by making interrupt behave like removing curses. You can overlap decurses so interrupts shouldn't be overlapable or go on cooldown if you overlap.
I'm confused, if they add meaningful rewards to really high keys, people will complain they're being forced to do it (like Torghast), but if they don't add meaningful rewards, then there's no point in doing the keys.
hey no, we ferals have lived in oppression for so many years, i suppose we have now battle the shamans for who's the most oppressed xD ! loved that dorki s giggle at the end. that's the kind of giggle i get while pugging da keys
Can Max aim his camera up a like? Cheers. Thanks.
While I agree that the +15 second death penalty is heavy, I do like the fact that it is an affix that technically doesn’t impact the way you play the game. We have all talked about wanting affixes that don’t add extra mechanics etc to the key, this affix fits that slot well. If the damage issue/defensive creep was addressed, the death penalty affix wouldn’t seem so bad.
The 15 second death penalty is going to crank the toxicity of pug groups. Already it's blame the healer, blame the tank, blame the dps bla bla. Nobody is TRYING to die, but in a group that is going to crucify you for messing up it feels so bad. It's bad for the community and takes away from that 5-person group feeling like a team for 30 minutes. Just shaving a few minutes off the timer is a better tweak.
A big thing that I think is required for guilds struggling to get CE is to have a recording of your raid. You need to look at that video and identify problems beforehand, so that you can address those issues before raid night. You waste so much progression assuming people are doing the right things or worrying about not wanting to backseat game people. Some people need more direction because they either can't or won't take the time to learn how to do the boss themselves. You have to decide what's more important to you: killing the boss or those player's feelings. If you are playing in the raid, then you cannot notice all these mistakes going on. A lot of people will either not own up to their mistake or not understand how big of a mistake it was. Sometimes you might notice some really bad positioning that isn't apparent during the raid that needs to be fixed.
My first ever CE, and attempt at mythic raiding, was on the last few days of S3 Dragonflight. I was in that same position as you, except I wasn't an established person in the guild. The amount of effort I was putting in was clearly not the same as some of the other people. I would watch my own gameplay to figure out ways to improve. Any time I died, I asked myself, "Why did that happen/How can that not happen again". I don't expect anyone to put as much time and energy into it as I did, but someone in the guild has to do this for the group. These endbosses are not free kills and generally require mechanics and finesse to finish them. I think most guilds have the same issue where damage is fine, but the mechanics and living through to the enrage is the problem. You want to be in a position where everyone is alive and you don't have enough damage to kill the boss. That's the hard part of these fights, optimizing for damage is a lot easier after people understand positioning and the overall dance that they have to do during each phase. This doesn't have to take that much time either. Just have a notepad out and write down the time after the pull that you want to check things on. This is for the pulls where you aren't too sure what went wrong, so that you can watch it back and see exactly what happened. Also check WCL and just watch through your best 2-3 pulls each night. Note down anything you see that could be improved. Is there consistent problems between these 2-3 pulls? Maybe you see a pattern and you start checking some other pulls to verify. Come up with a solution to what you watched. Whether that is personally talking to certain people or making a note of it to everyone prior to the raid night. Instead of going into the night hoping things magically get better and you progress, you have identified areas for people to improve and work on during that raid.
An example of what I noticed last tier happened when I was looking to help this other Holy Priest out during P3 Fyrakk when he was dying a lot to swirlies. I could just be annoyed with it and hope that he stops dying. However, I watched the video of my PoV and saw him cancel Spirit of Redemption, the angel form after death, in a matter of milliseconds instantly with a macro. Most of his deaths came either right before or after the 2nd/3rd Apocalypse Roar where we needed him to be healing. We wasted so many wipes due to that inexcusable mistake. There was almost nothing lethal to heal, except those Apocalypse Roars and we could have easily gotten to the next one and had our seed carriers get more practice had he actually healed. Had I not watched the recording, then I may have never noticed that.
At the end of the day, you have the roster that you have and sometimes that isn't good enough to get CE. You can't hit their buttons for them, make them do mechanics, or position properly. You have who you have, and if you have problems with it, then you should leave the guild or recruit better players. However, I think that if you properly prepare and come into raids with ideas and strategies to work on, then at least you can feel proud that you gave it your best shot. I was very doubtful about our situation the last week of raiding. We literally raided 3 hours a day Monday, Tuesday, Wednesday, Thursday, Sunday, and killed it an hour into the last night, Monday. It was incredibly stressful and I would've felt utterly defeated had we not killed the boss. However, I knew that I did my best given the circumstances. I feel like that's where you need to land as a player and an officer. Do you feel like you did your best? If yes, then feel proud and try again next time. If no, then try to identify ways you could change to do better.
I feel like blizzard adding a prize pool would be so good for the scene. Maybe one day a true pipeline to pro could exist
I always had this problem pretty much every season in dragonflight. Not a title gamer, but closer to it than most.
We would play keys for the weeks and months pretty regularly, gearing up and waiting for push week. Finally push week comes and we organise our play hours to do extra keys, get a bunch of score and EVERY TIME at least one guy wouldn't show up for days and days and days, and not contact us. That was really bad.
Every week being push week means the random week I have more time to play because work is a bit lighter, LFG will be full of groups and my friends will want to play as opposed to saying "see you next week" or "let's do alt keys" because it isn't a push week. Overall, great change
Not everyone is a streamer that gets the opportunity to play the game for up to 12+ hours a day as a living. Push weeks are terrible for average folks that have a day job and enjoy playing the game at a higher level. These types of comments really make it seem like you guys are so far out of touch with how normal people experience games, its almost a little sad honestly. Its up there with the recent questioning of "why is nobody on before 5pm to play wow?" Nearly everyone who isnt a streamer has a day job.
Just once I want Blizzard to remove all affixes except Tyran and Fort, probably during TWW S4 and see whether if people like it or not.
I'm not speaking for everyone, but I'm confident that at least 80% of people will love it.
Sanguine good, if...
Its an easy fix. Any mob standing in sanguine, cannot use Ranged abilities or spells.
To make up for how pointless this makes abilities, add "Mobs in sanguine are slowed by 50%"
With these changes, its still good to boop mobs out of sanguine, but if you dont, tank can entirely handle them by effective kiting. I would love to test this version of sanguine
Funny how top tier players are so out of touch with players that actually have a job and a life. Yoda have the same take as dorki basically saying that push weeks are good while complaining about cancer affixes weeks.
Most people can’t play 12hrs a day in a premade team, and play 15hrs a day during push week
I think raid buffs should be balanced so they are right on the edge of feeling necessary and right now I think they well exceed that mark. If mage buff was 2% int you'd still want one ideally but you wouldn't feel like your trolling without one, so why not just tune down some of these buffs so comps don't feel quite as restrictive. Same with m+, druid/dh/mage buffs often play a role in why they are meta.
Halls of Infusion before update was the worst run of the expansion. You can mount in Brackenhide.
Something we could do as a community, probably raiderio, could do a special even the last week of every month if something. Like break the meta one month, maybe one month where rio decides what comp we play, one month is like fastest +12s so its with affixes or something. I think it’s more of a community problem solution that something for blizzard to figure out.
Hot take: Sanguine could have been a great affix. Make 2 changes: 1. Cap the total amount healed. 2 make it soakable by players.
To address the patreon question, I have found the most success in having people watch streams of successful kills from the pov of their class and spec. For example, I play warlock, and if I am struggling with the timing of a mechanic or trying to figure out how to maximize my efficiency, I will watch thd’s vod of the kill or kalamazi’s vod of the kill to get the flow of the boss and how they optimize their cds.
As Shaman main I just want to say how much I appreciate Max having our backs. Thanks man
Hear me out. Buff trash health, leave boss health alone, give players something like haste/global cdr (effects things that haste doesn't, like ineffable truth) during bosses. This makes the bosses shorter AND more fun. It also makes trash pulls into bosses more viable because you'd have that buff. Am I insane?
Personal thoughts, I think blizzard will scale dungeons and tune then based on both fortified and tyrannical being active. So they EXPECT you to have those in their tuning. So anything that is only 1 of the 2, instead of being "this is a fortified week, trash is gunna hit hard", it will be "hell yeah, fort week, bosses are gunna be ezpz"
Someone has a link to the set focus and mark macro?
check pinned comment!
@dorki they already have the 'simple mode' through plater addons. Different color cast bars for different types of abilities. Just make that built in. You keep the same blizzard "whats the theme of the ability name" and still get the intuitive UX you want.
Max in his room pinching a dairy cow on the head 😂 nah I love your dogs man but that was funny
Had to comment on the push week thing because as someone who can’t play the game all day and sometimes has tight schedules for a week, it felt awful to miss a push week and have to wait 6+ more weeks or whatever for another one. They didn’t have to make every week a push week but just make the bad weeks feel less bad or at least do a push week like every 3rd week even.
Maybe consider that Blizzard is apprehensive towards putting more rewards behind high keys because they don't want players to feel 'forced' into really difficult content.
It would be like Blizzard adding more rewards for reaching Gladiator in Arenas. While more incentive for top end content is great, you don't want to put so much up there that casual players feel like they're missing out on a lot.
I believe the many of players that push IO will appreciate the remove of “push weeks” due to real life & raid preventing 5 people aligning their schedules to match for the 6 days out of a season that are easiest to get IO while needing to push as high as they can for the 8 dungeons in rotation during both Tyran and fortified weeks. Personally for me a person who occasionally can’t play much for 2-3 weeks at a time due to work but enjoys pushing 3300+ (I know not super high but push weeks have made it harder) I look forward to being able to push as I please
Growl is the peoples champion! We want more Growl!
I wonder if now they can make bosses easier. Since you will have tyran every week, bosses will feel like bosses every week and they don't have to worry about them feeling week on fort.
Ok but does noone understand that keys don't actually scale more from level to level? There's exactly one big jump, from 11 to 12. The JB take doesn't make sense in any way more compared to every single previous season. It's just that the top is shifted down by two numbers, and noone really cares if you can do a 19 or a 17 if thats what everyone else can do.
AAAAND 5 seconds later Dratnos explains exactly that.
Growl should be a permanent 4th member
where is Growl? I need to hear his lovely voice.
The chart mostly shows that, while guile DOES scale multiplicatively with the other modifiers, because key scaling at that level is already exponential, it only really amounts to a 2 key level difference at any point. So dratty is kinda right that, in effect, it just deletes old 12 and 13 and skips you straight to old 14.
Ultimately, guile needs to be looked at through the window of: is it good or bad that - there are fewer push levels to climb - there is a huge jump from 11 to 12. Because realistically, it shouldn't have a substantial effect on the meta since top keys will look the same as they do now, just 2 levels lower.
I keybind all markers F1-5 and I tell the group that I will always have circle it star or box or diamond. When I’m running to the pack, I just put my marker on that target. Most of the time it’s F5 unless the tank has marked himself with a box.
I think blizzard kind of fucked up the difficulty scaling in general already with making the jump from heroic->M+ substantially larger. You go from not having to worry at all about surviving or taking damage to instantly being dead if you don't press a defensive or your healer doesn't out gear the content. I think widening the gap between low keys and high keys will make it substantially less likely people push higher then where rewards stop. I really think making another jump in difficulty is just bad for the game, It feels like we will run into the "can you survive" if yes you can time the key even faster because of the added scaling. M+ is almost always more fun when the thing that limits you is the timer because you can create your own difficulty by pulling more and more packs together to try and time it where as just adding 20% hp and damage feels like its going in the opposite direction. I feel like they could just remove affixes and not add a replacement and it would still be more difficult then a +10 just purely based on the fact that buff the affixes give is being removed as well. Unless they have some excellent tuning the same problem M+ has had all of dragonflight will still exist just now we wont have push weeks and hell weeks instead we will either have all push weeks or all hell weeks entirely down to tuning.
So... no affixes... I used to run heroic dungeons for hours and hours and hours and hours back in the olden days of WotLK and Cata. They gave decent loot and reputation plus some had cool unique mount drops and such. There's no more mount drops from dungeons. There's no more rep from dungeons. The gear that drops doesn't matter because THE GREAT VAULT exists (same reason a ton of people will never step into mythic raid, because why would you bother unless you love raiding, same goes for high M+ and no extra rewards).
Dungeons fundamentally have zero value outside of the reward system they set up, and the gear isn't the valuable thing that drops 99% of the time after you have your hero track stuff, it's the stuff from the vault. (same goes for raid). IMO they need to restructure loot in general, delete the great vault or stop it from being able to leap-frog where you are in gear progression (no more getting above the level youre playing), and add interesting unique rewards back into the game... plus they could add some kind of mini optional/bonus grind in akin to rep but idk what that'd be... tokens for transmogs or something
I know most people disagree with my take on the great vault but thats because it's a BS way of getting strong gear lol adding a token-system thats time gated to guarantee purchase pieces would be an acceptable replacement for that system and it obviously works super well as we're seeing in S4, just pace it slower probably.
I'd like to see some discussion or ranking of which hero talent tree abilities have the most fun buttons to press. Nothing else really matters for me in the game more than having a button press that feels good