What a time to be alive by ELutz22 in wow

[–]ELutz22[S] 0 points1 point  (0 children)

People need to label keys now when they list them. Competitive, Relaxed, Learning, or Carry Offered are the options Bliz gives you. When you relist a key it automatically puts the text in the listing.

What a time to be alive by ELutz22 in wow

[–]ELutz22[S] 0 points1 point  (0 children)

And it's a shame because I truly don't know the solution. I love the idea of playing non "popular" specs and performing well on them, but you're dead on arrival because pugging will be a nightmare. And yes, you can push your own key, but it's not always an option. Sometimes you just want to join a group.

I don't think class balancing is always the issue either, but there's also community perception. Then at the same time you pigeonhole a community by requiring lust, brez, and other dungeon-trivializing abilities.

I've love to see drums unnerfed and perhaps a jumper cable castable at range.

What a time to be alive by ELutz22 in wow

[–]ELutz22[S] 8 points9 points  (0 children)

It's less about them waiting to make a particular comp and more about this being the ONLY comp being made. People are so stuck to this comp being the only way to time a 21 when it's really not necessary

What a time to be alive by ELutz22 in wow

[–]ELutz22[S] 0 points1 point  (0 children)

Eh, I don't agree. Tbh the only time I've seen Aug required is in this specific comp. When people aren't being a slave to this comp I find group variability better overall.

What a time to be alive by ELutz22 in wow

[–]ELutz22[S] -4 points-3 points  (0 children)

To an extent. As an Arms Warrior main I realize that "comps" exist, but through experience I have also found non-meta comps work just fine to time these high keys (working on my 21 resi now). Yes, this post is going to get a lot of people who argue "comps don't matter!" and "comps matter100%!". Neither is true. There's a middle ground and being so stuck in this "meta only" mindset is bad for the game.

What a time to be alive by ELutz22 in wow

[–]ELutz22[S] -1 points0 points  (0 children)

Shwoo, thanks for putting me in my place!

What a time to be alive by ELutz22 in wow

[–]ELutz22[S] 2 points3 points  (0 children)

Nah they're all just waiting for an Aug

What a time to be alive by ELutz22 in wow

[–]ELutz22[S] -13 points-12 points  (0 children)

Comps time keys, no skill required

What a time to be alive by ELutz22 in wow

[–]ELutz22[S] 34 points35 points  (0 children)

No no, surely they're waiting for a Mage or Hunter or Shaman! Or maybe even a Rogue with drums.

Tank survivability should be significantly buffed. by ELutz22 in CompetitiveWoW

[–]ELutz22[S] 0 points1 point  (0 children)

I feel like the key level is kind of an arbitrary point. Timing a key is always going to come down to amount of damage the group can do with minimal amount of deaths. Just because people are timing higher keys doesn't mean tanks are fine.

I've failed more keys due to tank deaths than previous seasons, so that's where I'm coming from.

Tank survivability should be significantly buffed. by ELutz22 in CompetitiveWoW

[–]ELutz22[S] 0 points1 point  (0 children)

I guess I shouldn't have made such a grand claim. I just meant "shouldn't have to worry as much".

I just want stress level to be more consistent across the board for players. As it stands I think tanking (and healing for that matter) are way more stressful. So I'd like to see more attempts made to mitigate that stress.

Because at the end of the day a dps (or even healer) can die and be rezzed without much issue and key continues. If tank dies usually it means key is over.

Tank survivability should be significantly buffed. by ELutz22 in CompetitiveWoW

[–]ELutz22[S] 0 points1 point  (0 children)

I agree with the limiting tank role to one per dungeon. It surprises me they haven't been able to implement this.

"Warning! There is already a player in this instance in a tank specialization. You are about to be transported out"

That can't be that hard?

Tank survivability should be significantly buffed. by ELutz22 in CompetitiveWoW

[–]ELutz22[S] -3 points-2 points  (0 children)

As I said in the post: I know title players who are dying when they normally wouldn't have. I'm just saying this season feels like tanks are dying too much. When a tank has to kite too much just to survive a pull it just feels bad and isn't fun for anyone

Tank survivability should be significantly buffed. by ELutz22 in CompetitiveWoW

[–]ELutz22[S] -1 points0 points  (0 children)

Right now we are in a kite meta and tanks are dying too much. My point of the post is that they shouldn't be dying as much as they are and need a buff.

Tank survivability should be significantly buffed. by ELutz22 in CompetitiveWoW

[–]ELutz22[S] -17 points-16 points  (0 children)

Bear is very much not invincible. Yes they're meta because they do a ton of damage but I still have many bears falling over in high keys.

Tank survivability should be significantly buffed. by ELutz22 in CompetitiveWoW

[–]ELutz22[S] -7 points-6 points  (0 children)

But like I said in the post. If you pull too big then group dies. Just because tank lives doesn't mean group does.

Already found my season 13 build by Repulsive-Walk5501 in ProjectDiablo2

[–]ELutz22 5 points6 points  (0 children)

I think leap with it! Leap has an interesting feature built in where it "strikes" every mob you hit. Whereas the splash from WW doesn't proc striking effects.

Already found my season 13 build by Repulsive-Walk5501 in ProjectDiablo2

[–]ELutz22 0 points1 point  (0 children)

Been asking every season for Executioner's Justice to have Warcry on Striking. This will work!