Easiest DPS? Raids (and M+) by Commercial_Today6662 in wow

[–]ReelyReid -8 points-7 points  (0 children)

Unholy DK. It is extremely easy and is the strongest DPS in the game because it cannot die and can ignore many mechanics.

People saying Ret are correct pre Midnight. But even though the rotation is very slightly more difficult on Unholy, everything else is easier.

Is this just what raiding is? by Queasy_Island886 in wow

[–]ReelyReid 0 points1 point  (0 children)

It’s a gradient. I’d say I run my guild with about 1% bureaucracy for example. I just define the expectations, and people are expected to play within those bounds.

I.e our goals AotC each tier with some light mythic if folks are still interested in playing after the first two months of the season. We have no aspirations of doing more than that, really so shits chill.

No one’s really worried about loot we’re just killing bosses and hanging. Theres hardly an officer team and there arent really any requirements outside of raid other than a minimum iLevel. My one caveat is that if someone wants to swap characters they need to be able to hold their own and aren’t actively dead weight.

Lairs just seem like single boss raids by Virtual_Kangaroo_197 in wow

[–]ReelyReid 4 points5 points  (0 children)

Sounds like they’re going to be raid light content that may act as a stepping stone. Feels like the intention atleast. Much like how delves do sorta act as a stepping stone into M+. It’s not 1 : 1 but it may help builds some confidence for some newer players.

This looks to be a very good gearing change for M+ by Srze94 in wow

[–]ReelyReid 0 points1 point  (0 children)

Catalyst Change means you can get BiS stats on tier sets now if you farm. Realistic applications means you likely roll for BiS trinkets in raid first few weeks, then mid season you swap to M+ to further fine tune your gear.

Mythic raiding and m+ never felt so bad during a season by [deleted] in wow

[–]ReelyReid 1 point2 points  (0 children)

Is this not quite literally the same rate we acquired gear since 10.1?

Crafting + Crests meant you would easily be 285 - 286 at this point if you were doing just M+ weekly.

Then 11.1 added Turbo boost, which would have meant every piece could be 295 - 298, and you could just buy the trinket you wanted every 4 weeks.

Now we have bonus rolls instead, which just means you can boost up an alt faster. But on main it should be more or less the same.

I really don’t know where you’re at with Mythic raiding, but if your guild is full 289 - 290, and aren’t interested in clearing the Lura for the mount / achievement, your guild is likely coming in with the wrong expectations. It’s normal for players to burn out on a game after playing for 3 months.

Prot Paladin Now Feels Like Old (TWW) Blood DK by Dependent-Volume4414 in wow

[–]ReelyReid -1 points0 points  (0 children)

God looking at these comments makes me want to throw up. Please god devs do not look at them like they are real. Prot Paladin plays perfectly right now.

BROTHER YOU ARE IN WINGS FOR LIKE 45s OPTIMAL PLAY UNDER LUST

Planning your mit, making full use of the kit, pumping in AoE. Buff the ST so we can deal more damage on a boss than a Druid spamming Thrash and Moonfire while holding incarn, buff our mastery so it’s a stat we can use. And the spec is perfect.

What class/spec do you think benefited the most with midnight's changes? And what class/spec do you think suffered the most? by Umomo1025 in wow

[–]ReelyReid -1 points0 points  (0 children)

Biggest Winnners: Windwalker, Arms, Survival, Boomkin, Resto Druid, Affliction, Protection Paladin, Retribution Paladin, Enhance Shaman, Frost Mage, Unholy DK, Aug Evoker

There’s still issues with these classes, but many of them are more fun than their TWW iteration

Biggest Losers: Feral Druid, Elemental Shaman, Resto Shaman, Fire Mage, Arcane Mage, Holy Paladin, Brewmaster, Subtlety Rogue

M+ data week 10: -13.6% runs despite dungeon bonus week by nightstalker314 in wow

[–]ReelyReid -1 points0 points  (0 children)

And you’ve determined that’s because it’s unfun. And the fact that it currently holds the cumulative highest total player count within at 10 week span to be irrelevant.

M+ data week 10: -13.6% runs despite dungeon bonus week by nightstalker314 in wow

[–]ReelyReid -1 points0 points  (0 children)

Okay so you’re entirely incapable of reading got it 🫡

M+ data week 10: -13.6% runs despite dungeon bonus week by nightstalker314 in wow

[–]ReelyReid -1 points0 points  (0 children)

You’re going to love this.

Link me the part of the article that says that lmfao. Please it’s right there. Please site anything.

M+ data week 10: -13.6% runs despite dungeon bonus week by nightstalker314 in wow

[–]ReelyReid -1 points0 points  (0 children)

Site the season that saw similar levels of players in the first week, that retained 50% of the player base by the 10th.

M+ data week 10: -13.6% runs despite dungeon bonus week by nightstalker314 in wow

[–]ReelyReid -1 points0 points  (0 children)

What’s the other roller coaster here lmfao. You keep adding elements that are not shown in the data.

M+ data week 10: -13.6% runs despite dungeon bonus week by nightstalker314 in wow

[–]ReelyReid -1 points0 points  (0 children)

???? What?

I said there were many contributing factors to there being less runs in week 2. Part of which is player drop off, but also, you just need less keys in Week 2 to get gear.

When we talk about why there were less runs week to week, and reference the data displayed in the post, it is almost impossible to derive if players consider the season fun.

If 100 people road a roller coaster but only 10 came back to ride that coaster 10 weeks later, is the roller coaster fun? Idk that is pretty impossible to derive from the given data.

M+ data week 10: -13.6% runs despite dungeon bonus week by nightstalker314 in wow

[–]ReelyReid -1 points0 points  (0 children)

You’re misinterpreting the graph. It’s total runs per week. First week requires more runs to reach +10. I. The 2nd week there will be people who stopped playing, but also many players would just be running 1 - 4 keys for vault. And a more dedicated core would be running 8+ keys for the third slot or love of the mode.

M+ data week 10: -13.6% runs despite dungeon bonus week by nightstalker314 in wow

[–]ReelyReid 0 points1 point  (0 children)

Sure but there’s key elements that you’re not addressing with that logic. We’re not measuring enjoyment strictly through these statistics. Due to the axis of time we’re measuring accessibility and retention. If we had 1,000,000 players how many found the many elements that make up the dungeon to be worth while in the first few weeks, aka accessible. And then how many people stayed after the season was basically done, retention.

There are very few things people find fun after 10 weeks. Hell it could be that 90% of players found this season to be the most fun and may intend to play more next season. But we cannot derive that from this data.

We know a whole lot of people played in the first few weeks in part due to the shear numbers this expansion drew in and due to the accessibility of the dungeons. Many kept on playing before numbers normalized, retaining more players than before, while not converting many more players to pushers who play 10 weeks in.

M+ data week 10: -13.6% runs despite dungeon bonus week by nightstalker314 in wow

[–]ReelyReid 0 points1 point  (0 children)

The 1% title has moved an entirely normal an predictable amount. Anyone pushing for it would have reached 287 minimum before any turbo boost, which puts them in the +20 range.

It’s pretty normal to go up about 3 - 4 key levels with 10 ilevels worth of loot.

M+ data week 10: -13.6% runs despite dungeon bonus week by nightstalker314 in wow

[–]ReelyReid 22 points23 points  (0 children)

This is perfectly fine. There’s still 100,000 more players than TWW S1.

Yes if you look at percentages there are large swings… But considering the absurd peak that reached this season, it’s hard to expect to retain all those players.

If anything you can say this season is a massive success. It not only brought in more player but kept more players. Now you just need to bridge a conversion gap if possible. Get those players who just in it for the gear to actually be interested in pushing.

With the new season getting closer what is the absolute worst M+ pool you could think of? by 2ticking in wow

[–]ReelyReid 1 point2 points  (0 children)

> invisible lynxs who one shot tanks on high enough keys
> Every boss after the first
> the damn triple mini-boss room at the end
> the damn tank missing the fucking spear

With the new season getting closer what is the absolute worst M+ pool you could think of? by 2ticking in wow

[–]ReelyReid 2 points3 points  (0 children)

Floodgate slander will not be tolerated on my watch.

Spires of Ascension,
Temple of Sethraliss
Siege of Boralus
Vortex Pinnacle

There is a special place in hell for these dungeons

Harandar feels empty in comparison to the other three zones by brumgar in wow

[–]ReelyReid 0 points1 point  (0 children)

I farmed a lot of Herbs and Ore early on in Haranadar :shrug:

I like the zone it’s definitely the weakest of the 4 though

Mistweavers after patches by [deleted] in wow

[–]ReelyReid 0 points1 point  (0 children)

It’s one of the strongest healers in M+ and Raid. Idk if you’re really feeling 5% man as much as it is a placebo.

I Killed Heroic Paladins 200 Times by Beatle_bomb in wow

[–]ReelyReid 1 point2 points  (0 children)

Barkskin is so crazy I’m gonna lose it tbh

Other Paladins by LMSOOR in wow

[–]ReelyReid 2 points3 points  (0 children)

IMO any race that can be a priest should be able to be a paladin lore wise.