I guess it shows how out of date and out of sync I am with the entire concept of mythic plus (which I've literally never partaken in because it just looks so backwards to me) that I look at the "oh noes these things suck because you can't pull big and you can't skip" type analysis and immediately think "so stop pulling like a crazy person and burdening your group with skips they'll have to avoid in case of wipe you nut! Pull it carefully, pull it all, as is intended!"I don't like what the M+ mindset has done to dungeon runs of all difficulties, but I'm not too angry because as blizzard's designs make certain content avenues unattractive (dungeons, LFR) they add new ones (world quests, islands, warfronts) to replace their spot in the path of least resistance chilled out casual main thoroughfare.I just don't get you kids doing M+. Get off my lawn! ;)
I'm not a fan of the skip mentality mythics cause, either. I don't do dungeons very often, but when I do, I only do LFD. Since I hardly do dungeons, I often don't know my way around as well as everyone else and sometimes pull packs the rest of the group was trying to skip. If I don't, someone else does it instead. Then we end up with people in the group who get pissy for pulling extra mobs. People should keep the mythic mentality to mythic and just assume everyone in LFD are new players. Since most won't speak up that they haven't done a dungeon before, especially later in the expansion, every LFD run with strangers should be treated like there's a new player. Easier to just pull more packs than necessary to avoid accidental pulls than to treat an LFD dungeon as though it were a race to beat the timer.
TBH they just need to make system req you to kill a specific amoutn of mobs before a boss is targetable.this forces the idea of clearing the path incase someone DOES die.I stopped tanking and healing becasue ppl were always "skip this/skip that" even in heroics...i mean ffs if u want speed runs do a guild run.
What they could do to fix explosive is to make it pulse increasing AOE damage. That way, more orbs and orbs being ignored has the potential to seriously punish the group while also giving an opportunity to the group to manage it how they see fit (smaller pulls, out-heal the damage, etc.). This would also open up the affix for some of the non-instant caster classes.
Last week was unplayable in terms of improving scores. That is probably true for most dungeons this week as well, but I'll at least play on main. As a DH some times playing playing fracture I literally only have 2 charges of 1 spell that can kill explosives. It feels really bad that targeting them and using an ability like soul cleave doesn't do any damage to them. I get why spiritbomb, starfall and other AoE abilities do not kill them, but cleave abilities like avengers shield, soul cleave, blade dance should do damage to the PRIMARY target orb.Anyways, it is a great thing that changes are happening at all! I love to see that. I just wish more of the harder stuff was nerfed. I loved the week of tyrannical, volcanic, raging because I was able to do 16s and 17s in time. Going back to struggling to time 14s the weeks following that is less than exciting.
Now please nerf Bolstering in that it can only bolster 4 times maximum.
Now if only the whole 'Cc'd mobs dont spawn orbs' concept would actually work, great.But last week we had numerous occasions where sapped mobs would spawn orbs right on top of them, and even aoe stunned ghuunies spawn 2 orbs right next to them. Fun times...
Manor considered "most affected" and Atal'dazar considered "least affected", again.Overall, M+ tuning is truly horrible. It would be okay if that list of "desirable" keystones would change every week, putting some weight on deciding which key to run and which to avoid, but right now, you got Atal'dazar, Tol'Dagor, or Boralus, (I'd throw Motherlode in the mix maybe too ) you should run them any time of the day over Waycrest, King's Rest, Shrine, or Temple, regardless of the affixes ( with maybe Quaking being a bit annoying in Tol'dagor ).I think it's kinda sad.Also, you just can't "bring the player, not the class". This has never been proven wrong a mentality as much as nowdays with MM+ dungeons. Try to get the least possible amount of melee players, because the game is way too hostile to melee players in its current state.Ah well, it's still enjoyable but I can't shake the feeling it's a bit of a wasted potential...
Insightful analysis from Jdotb as to be expected. However, I'm left a little cold by all this talk of "mythic+ community" and considering the impact on high keys only.I get that Jdotb has his niche and a particular audience running high keys, I also get that Wowhead now partners with Method to bring it's users content and articles that will be of interest but somewhere along the way we seem to be losing the idea that mythic+ is for everyone and that changes to affixes impact everyone. Sure, you find your ability level and you can work to learn the dungeons, the strats and the skips, in order to get better but it feels like the community have just imposed brackets via raider.io score and these articles are only talking to a portion of the community. I guess Jdotb is and that's ok but it would be great if Wowhead considered the wider audience as well.The highest key I ran in Legion was 16 and the highest so far in BfA is 10. As such I don't feel part of (or want to feel part of) an exclusive "mythic+ community" that auto excludes certain specs or classes and treats certain tricks and skips as "mandatory" rather than useful utility options only occasionally available. Hearing affix changes discussed solely in terms of the effect on big pulls on high keys and timer changes even questioned as unnecessary due to the assumed prevalence of "mandatory" skips just leaves me a little cold. Too much stratification, too much of a straitjacket in approach.
Part of me despises mythic+ -- I hate timers -- and we've yet to find a key we cannot clear in a methodical manner. The problem is, obviously, getting the keys as you have to beat the timer to improve the key.It wasn't bad in Legions since by the end of the expansion players could over gear the dungeon. That's not the case so much right now.It'd be nice to have a parallel option to clear keys not on a timer, even if it means making the non-timed instances more difficult on a per mob basis. (say make a 10 timed key equivalent to a 5 non-timed key as far as mob difficulty is concerned) and making the advancement only +1 as long as the key is completed. Makes for boring youtube streaming I suppose -- eSports friendly it's not.I doubt this will happen, but a lot of people have essentially given up on mythic+ as it's just not fun, and the "go go go" mentality isn't really appealing. Same issue with island expeditions (though less so). It's a shame really. Thank goodness there's raiding :-)
To the people who are unwilling to do Mythic+ because they're intimidated/confused by this kind of discussion, please don't be. This article is largely talking about people who really push Mythic+ well above +10 and you'll rarely have to do some crazy pull or weird death skip to complete a +5. Unless it's a really hard week like Grievous or Explosive, you'll be able to complete the dungeon pretty normally and your tank just has to know which trash to pull to hit the required trash percentage. I recommend trying out keys with your guild, because you can easily hit configurations like "everyone's learning" or "this one guy who does +8 dungeons can be our guide", and it's nice and chill. Like the rest of the game, it's a better experience than pugging, and you can really get a lot more out of the game by trying new and different types of content.
Another amazing and thoughtful, thorough guide by my dude and the undisputed healing god JdotB.