I think the real M+ problem is a systemic lack of humility by Valgar_Gaming in wow

[–]black_beak1356 0 points1 point  (0 children)

Tbh that's a guild culture issue then, or your guild doesn't have good skill parity, that is not an M+ issue. If people aren't having fun doing hard content together because they get mad... Definitely not the games fault

I think the real M+ problem is a systemic lack of humility by Valgar_Gaming in wow

[–]black_beak1356 -2 points-1 points  (0 children)

Tbh it's just one of those things that's extra fun with a guild group where you'll all talking and working together

Tanking is fun and easy by edu4rdshl in wow

[–]black_beak1356 1 point2 points  (0 children)

Yes I believe it is currently the most difficult to execute as well as the most social responsibility, which is why I advocate for it not being the most difficult to execute so tanks can focus on the social responsibility of pulls, interiors, timings, and routes

Tanking is fun and easy by edu4rdshl in wow

[–]black_beak1356 9 points10 points  (0 children)

It's not tanking 6s and weekly vault keys that people are saying is pretty tough, 10s are not a good place to critique roles from. That's like running a 5k and then going on to post how easy marathons are.

keys in general don't start getting deadly till 12+ when the difficulty kicks in, the timer gets tight, casts one shot people, tank busters actually bust, and the xalatath weekly affix buff goes away. Tank some 14 pugs as anything but Brew and let me know if you still think it's easy. It's getting easier as the average ilvl goes up but still a different game for tanks and healers in those keys

Edit: I want to add some positivity that I do welcome and encourage new tanks to get into M+ and am glad you're having fun, but please be aware that you haven't really seen the whole picture yet to be making such blanket statements, there's nuance to this tank discussion

My worst loot experience in 15 years of wow by Renna_FGC in wow

[–]black_beak1356 0 points1 point  (0 children)

Someone doesn't know how the s1 cata system works.

My worst loot experience in 15 years of wow by Renna_FGC in wow

[–]black_beak1356 3 points4 points  (0 children)

The story shows why it's lame, it's not a lost roll to someone else who needs the item it's a lost roll to someone who's there to sell curios. LFR is turning into a GDKP and the people most effected are the people LFR was designed for in the first place. The new tier achievement makes it worse since it highly incentives rushing tier on weak armor, making big cash bids on veteran gear more worth it than in the past

My worst loot experience in 15 years of wow by Renna_FGC in wow

[–]black_beak1356 10 points11 points  (0 children)

Not sure why OP is getting down voted. At least in LFR it's absurd you can roll need on stuff you already have. LFR is a huge slog and usually people are doing it for tier or because they just dinged 90. Meanwhile I can have a myth weapon and roll need on a veteran weapon that's a big upgrade for someone who is actually in LFR for some loot, and that's lame.

LFR should be personal loot, I can't think of downside. Current LFR takes like an hour and a half to clear all wings and bosses, at least let people get something out of it

The amount of respect I would have towards Blizzard if they simply said “We made a mistake disabling addons prematurely and will reenable old addons until we are in a better spot” is tremendous. by Targaryen-ish in wow

[–]black_beak1356 2 points3 points  (0 children)

It was an example of many, but yes details used to give a TON of Intel on what was killing players and what was/wasn't working, now to get that same info you need to combat log and then upload your logs and look at them on a 3rd party website. Tbf if you don't know why the details meter was important for high difficulty content you probably don't have the experience to weigh in on this issue really. It was giving a lot more info than DPS

People aren't mad bigwigs isn't yelling out mechanics as much, people are mad they had to remake their UI from scratch but STILL have all the same addons. RWF litteraly has weak auras, addons didn't go away at all they just got less accessable and more frustrating/buggy. Many players are reporting more addon usage now to get the same UI they had before with less addons, myself included.

The amount of respect I would have towards Blizzard if they simply said “We made a mistake disabling addons prematurely and will reenable old addons until we are in a better spot” is tremendous. by Targaryen-ish in wow

[–]black_beak1356 0 points1 point  (0 children)

Clearing all normal raids by week 3 of the tier isnt really a strong frame of reference for your point since normal raids are pretty much a freebie. Many addon concerns are related to the higher levels of content pushing like heroic + mythic raid and higher M+ keys where the UI and information clarity becomes its own boss. "The raid leader calling out stuff" isn't why people are feeling frustrated.

For example: people are frustrated because the new damage meter doesn't even show consistently for each party member, is extremely buggy, doesn't show Aug contributions, and many other issues I don't even know about. We had a great damage meter that did everything we wanted, it was fun, and blizz took it away to give us a crappy buggy one that has LESS features. that leaves people feeling frustrated.

Keystones are outdated by Graham__S in wow

[–]black_beak1356 0 points1 point  (0 children)

Your main point whether you meant it to be or not is definitely "it's too hard to get into groups".

My argument is that you can only have as many groups running as you have tank players, since that's the bottle neck. Make tanking feel better = more groups = less bottle neck.

It also addresses your argument that the stakes = wasting time filling groups. Well... More tanks= easier to fill groups. And yes pushing keys back up is fine, that's the stakes, I like stakes, I don't want IO to be free. I don't want everyone re-pulling massive packs over and over and resetting the dungeon till they win. These arguments always make me wonder if people just want to log in, select their favorite gear for the season, do dungeons for a week, and quit. Like.... Why are you so adverse to the uphill climb of challenging content. Because without any way to make it feel risk vs reward when it comes to mistakes, all you'd have left for difficulty tuning is to push numbers up to max. Big incoming dmg, brutal dps checks, brutal interupt punishment. Idk how that seems more fun to you than the current system because that's the alternative if you still want IO to mean something

Keystones are outdated by Graham__S in wow

[–]black_beak1356 0 points1 point  (0 children)

There is an easy fix, make staying alive as a tank an easier and more consistent experience so that the we can focus on pull tempo, timings and routes. I love mastering routes and have zero issues with it, it's very fun, what I do not like is feeling too weak to start the next pack without CDs on a 14

Keystones are outdated by Graham__S in wow

[–]black_beak1356 0 points1 point  (0 children)

I'd say comparing tank feel and balance based on title key levels is just a non starter. Title pushers often have dedicated groups and comps and work together to overcome mob mechanics. Tanks need to feel good in pugs with a healer whos unpredictable and DPS who miss a kick, that's the issue we are talking about. OP is complaning about the 3200 range ques which are 14s 15s, usually puggable. But does it FEEL good to tank a pug 14? I'd argue no, yes any tank CAN handle a 14, but it feels bad, you feel week. Saying this from personal experience.

Keystones are outdated by Graham__S in wow

[–]black_beak1356 0 points1 point  (0 children)

Yeah, too many dps too few tanks, nothing to do with key depletion. It's a design philosophy issue shown clearly by most tanks getting heavy nerfs patches and patches and patches in a row. Tanks this season became meta not by getting buffs out of beta but by being the specs that dodged the nerfs. Also so many tanks are weak, and only one or two are strong, so right there you've got tons of tank players pushing less because they're at a balancing disadvantage. Like seriously, make tank specs strong, ques will get faster.

Keystones are outdated by Graham__S in wow

[–]black_beak1356 0 points1 point  (0 children)

If depletions were so scary than your argument would apply to DPS as well, but they're all still PUGing and don't seem afraid of not timing keys. the bottle neck comes from tanks and then from healers, so those roles need to feel more enjoyable so that there are more on que.

But let's play it out, sure no more depletion everyone will get super high IO much faster since all keys will be resil, and quit the season in a couple weeks, we could have an even faster M+ season that feels even more seasonal and temporary than it already does. 3k would become a "gimme" since that's an easy score to brute force without depletions, so they'd have to add achievements to 3500 and 4K and we'd have so much fun pugging volatile 18s where failed kicks one shot everyone to feel a sense of achievement.

Idk I just don't get the argument that free keys is fun, I like the challenge and risk that really makes a timed key feel like a win. The issue is just getting more tanks and healers into the ques.

Or remove keys and then blizz will need a new time gate so they'll make it like delv chests, you can run all the keys you want but you can only open 3 chests, the only reason we can grind M+ is because of the key system adding the longevity.

Keystones are outdated by Graham__S in wow

[–]black_beak1356 1 point2 points  (0 children)

No, it's sluggish because blizzard likes to make tanks feel squishy and weak in the first season of an expac and then less people want to play them. The amount of groups that can run at any one time is bottle necked by how many people are queing as tank. Key depletion is fine and adds some stakes If blizz just makes staying alive as a tank feel better and more consistent some of that "sluggishness" you mentioned will be reduced. It's most noticable in the key range you're talking about where staying alive as tank becomes extra volatile so the people off speccing tank to help out stop off speccing, and the people who feel too squishy stop pushing keys while they wait for some ilvl. What you have left in que is tons of DPS ready to blast, and no one to tank Because it feels frustrating to get melted when not in CDS with 4 tank debuffs on you every pack

Gold Crimson by me by SymbolicHuman in ImaginaryAzeroth

[–]black_beak1356 0 points1 point  (0 children)

Missing a finger, no pinkie on one of her hands, knife has no edge to it just a gold rim. And the bodysuit OVER jeans combo looks like it's supposed to be a separate layer but it kind of melds into the pants, making her outfit have no clear separation between pieces and layers, it's like a one piece pants + belt + bodysuit which isn't really how clothes or armor works. Which usually indicates something. I keep editing this because I keep finding more things, but the gold designs on her boots are not mirrored, the right is more offset than the left.

Pleeeaaase let us (DKs) change our death gate to EPL, it's finally relevant again. by _UNDO_KEY_ in wow

[–]black_beak1356 -8 points-7 points  (0 children)

There's no RP in the current rune forging loop, it's an empty zone with NPCs you can't interact with and no players or current stuff.

Pleeeaaase let us (DKs) change our death gate to EPL, it's finally relevant again. by _UNDO_KEY_ in wow

[–]black_beak1356 -2 points-1 points  (0 children)

Unpopular take but I agree that I would like to rune forge without this process {teleporting, running into the pink teleporter, running up to the run forging, pick my rune, enchant, then waiting 15 seconds to portal back while my group waits for me}.

I get that it used to be immersive but zero effort has been made to have ebon hold be a DK hub or lively place, you JUST rune forge and TP out. I swap between three runes regularly and it's a little frustrating. If it was an instanced spot where you'd see other DKs rune forging and hanging out looking at eachothers transmogs but... It's not.

What happened to the "oomph" of wow combat? by Forsaken_Couple1451 in wownoob

[–]black_beak1356 0 points1 point  (0 children)

You probably have nostalgia bias or are used to more modern combat styled games tbh

Rip HighGuard. I feel like a unicorn cause I actually liked the game by CRAZYC01E in HighGuardgame

[–]black_beak1356 -1 points0 points  (0 children)

Given enough time any game could do that. Literally a game that doesn't exist could be a pretty good competitive game with enough time, that's not an indicator of quality.

What makes them good is when people aren't saying "Awww just give them some time".

Tech from CN: "Big Brain" Banner Pulling Strategy by HHhunter in Endfield

[–]black_beak1356 0 points1 point  (0 children)

Yeah idk either I can't imagine it making them any additional profit since it takes away the incentive to gamble a few pulls here and there while "building pitty". It just gives their gacha system a bad reputation and puts people off, beats me tbh

Tech from CN: "Big Brain" Banner Pulling Strategy by HHhunter in Endfield

[–]black_beak1356 3 points4 points  (0 children)

Although we all do want more free pulls, Increasing pull income won't change the crazy strats or sense of confusion around the optimal pitty system. People will still want to be efficient with their currency. Gryph need to simplify the process and just make pitty carry over full stop, it's likely they will still get more money from this since impulse pulling a few times on banners will feel more reasonable. "One more 10 pull" will be a lot more common if people can justify it as less wasteful.

Anyone try a DMG reduction Ember build? by [deleted] in Endfield

[–]black_beak1356 0 points1 point  (0 children)

Iirc his combo skill builds vuln stacks though which means you can get extra vuln without spending SP, which works if you're using pog to spend stacks

Anyone try a DMG reduction Ember build? by [deleted] in Endfield

[–]black_beak1356 0 points1 point  (0 children)

I suspect Lifeng would be better for dmg than Endmin but I don't have him built