11/20/2023 0 Comments Mage tower nerf before bfaHealers are going to get their rewards for free now. This was the only quite challenging thing in this challenge. The casuals brought the 10m players to the game, not the 10%.Sad. WoW doesn’t need raiders and hardcore players, they were never the reason for its success. With the announcing of the newest Council member I actually lost my final hope in this game. The game cannot afford unfairness anymore. Maybe it is just overtuned and could be brought down a bit so it’s still hard but with enough effort and determination you can get it. And also, just because you tone something down that is insanely hard, you don’t need to make it insanely easy, that’s another fallacy people tend to be running into. Just because it’s possible, doesn’t mean it needs to be that difficult. There’s a guy who can beat every single Warcraft 3, Starcraft 1 & 2 campaigns without losing a single unit. People are tending to make the fallacy that because something is hard it’s automatically compelling, and that it’s difficult is necessarily fair. Right now, though, it’s not clear that there’s a defined path like this for the current MT. MT was removed specifically so as to not be trivialized by late BFA geared toons going in and stomping on the monsters.īut even during it’s run, toons were able to “power up” somewhat to better attack the problem, to “DPS” their way out of areas that their skill and other limitation prevented them from succeeding. There’s nothing to suggest that after 9.2 launches and we all jump up a tier in gear, that the encounters will be any easier.Ĭonsider, Green Fire today is trivially done (but doesn’t offer the same reward, notably the title). This part is certainly not intuitive and many will rely on the mixed experience of others to coalesce some best practices on how to better gear for these fights to give the player an advantage over just showing up with off the shelf, random SL gear.īut in the end, it’s not going to be “more iLevel” is better. Some suggest older gear with lots of sockets for example. Now, in time maybe we’ll get guides about how older gear is better. That makes it innately less accessible to the player base in contrast to earlier encounters. The issue here, is that, on its face, since it’s “scaled”, there is no gearing path for weaker players to “power through it”. But they were necessary for this encounter. I defeated the Feral encounter only after not just getting better gear, but augmenting with things like pots and what not. was necessary to defeat an encounter that was “easy” for others. That whole process: learning the fight, customizing my UI, getting better gear, etc. I was over 530 when I finally defeated the encounter late in the game. It took me almost 200 tries, but at the same time I was gearing up. When I did Green Fire, I saw other with a much lower iLevel than me, defeating the encounter. Simply, if your group is struggling with an encounter, getting better gear is an aspect of improvement. Players get better, gear gets better, there’s out of raid mechanisms to empower players (like getting their legendary in SL).īut the point is that the defeat of the encounter happens with the players skills (or lack off) and the raw capability of their gear, which normally slowly improves over time, reaches equilibrium with the encounter mechanics. That’s an extreme case, obviously it’s a spectrum. 5% DPS necessary to defeat the DPS check boss. The way to get geared is to continue to defeat earlier bosses and gear up the raid party over time until that one day when they eek out that extra. At some point its possible for the best players to not be able to meet a DPS check because they are not geared enough. We can take a contrived example of a raid group reaching a DPS check. However, normally we have a technique to augment player skill. There are all sorts of factors that impact “perfect play”. The vagaries of innate player skill, but also equipment, ping rate, internet connection qualtiy, etc. Some of the “git gud” players plateau at “not good enough”. The problem, of course, is that not only is there a disparity in player skill sets, some players are flat out better than others, there will always be a disparity. As you go from LFR to Normal to Heroic to Mythic, the encounters get less forgiving, rewarding precise, knowledgeable and skillful play. There’s nothing wrong with having encounters that require a certain level of skill to overcome.Įvery raid encounter requires some baseline level. So who’s right and who’s wrong? Does blizzard even have the tools to know if this is correct?
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