World of Warcraft: Current Year

Palum

what Suineg set it to
26,289
40,631
Am me is you?

Seriously though there's nothing new. Nothing feels challenging without suffering through tired ass m+. There's no sense of mmo in the rpg. No new systems. Game should've been reinvented 5 years ago with WoW2 but only fags and commies work there and they can't create shit.
I think the problem is they have abused the current formula to death, and the old chaotic temporary systems were the only thing adding anything new into it. So when you go and stop making those, you get one expansion which feels new (DF). This is the second one which is pure recipe and no spice.

To be clear I don't want temporary power, but I just want the core game to not be so formulaic. Farming gear like it's an ARPG gets old, especially when you don't even get ARPG combat and the time requirements for everything are so much more severe.

Seasons are a pox upon the world. When they were patches, with actual content, that mattered. Now they just demean everything about an RPG.
 

Juvarisx

Florida
3,877
4,068
Good job, that's +500 above me.

How would you rate the dungeons?

GB feels like a difficult gear check but I got pretty good at it, last boss is hectic but I never seemed to fail it. All the bosses have positioning mechanics which felt fun.
SV felt similar difficulty but for whatever reason it just seemed eay easier to fail, I think it's harder to carry as a tank there as the mechanics required DPS to think more.

DAWN in theory is probably the easiest but something always seemed to go wrong there with new awful things happening the higher to key got.
NW surprised me, I actually did it on Mythic in Shadowlands and the hook thing was a nightmare. On higher keys everyone knows the mechanics so felt like the easiest and most consistent one overall.

For me with 43 yr old reflexes and playing as a warrior (easiest to hardest)

1. Dawnbreaker - super lax timer, people generally have the route down, 1st and 3rd bosses are easy, the 2nd boss has a nasty overlap that is a healer check
2. Mists - As easy as it was in shadowlands, last boss can be a mess if people spread poison all over but at 10 people stack so it doesnt go all over
3. NW - With people who know the mechs its an easy key, bring a DK for 2nd boss to make is easier
4. SV - Tight timer and last boss lives forever. Tank check on trash, as long as you have awareness there shouldnt be a lot of random death
5. Ara Kara - Lax timer, but with a tank check on boss one and a healer check on boss 3 you are reliant on people who have done them with a lot of hp since the fights go on a long time
6. GB - hardest trash by far and there is a lot of it, bosses are not bad and warrior can reflect tentacles on last boss to clear the way
7. Siege - Last boss is a stress test for healers and the trash between 2 and 3 is made by someone who hasnt played the game
8. CoT - Dungeon goes from a joke under 10 to one of the hardest. Trash is hard, bosses are hard, and the 3rd boss is a nightmare

Not a bad season affix wise though the Devour affix (heal or dispel) sucks for warrior cause you are very limited on how to remove it, dungeon pool is okay I really don't like the Azj-Kahet ones at all and I would like a lil more variety on routes.
 
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Chris

Potato del Grande
19,430
-10,739
For me with 43 yr old reflexes and playing as a warrior (easiest to hardest)

1. Dawnbreaker - super lax timer, people generally have the route down, 1st and 3rd bosses are easy, the 2nd boss has a nasty overlap that is a healer check
2. Mists - As easy as it was in shadowlands, last boss can be a mess if people spread poison all over but at 10 people stack so it doesnt go all over
3. NW - With people who know the mechs its an easy key, bring a DK for 2nd boss to make is easier
4. SV - Tight timer and last boss lives forever. Tank check on trash, as long as you have awareness there shouldnt be a lot of random death
5. Ara Kara - Lax timer, but with a tank check on boss one and a healer check on boss 3 you are reliant on people who have done them with a lot of hp since the fights go on a long time
6. GB - hardest trash by far and there is a lot of it, bosses are not bad and warrior can reflect tentacles on last boss to clear the way
7. Siege - Last boss is a stress test for healers and the trash between 2 and 3 is made by someone who hasnt played the game
8. CoT - Dungeon goes from a joke under 10 to one of the hardest. Trash is hard, bosses are hard, and the 3rd boss is a nightmare

Not a bad season affix wise though the Devour affix (heal or dispel) sucks for warrior cause you are very limited on how to remove it, dungeon pool is okay I really don't like the Azj-Kahet ones at all and I would like a lil more variety on routes.
CoT is interesting.

That's one where you don't really learn the mechanics at lower difficulty then all of a sudden you care about positioning and dodging orbs on the last boss.

Honestly at +8 I still don't really get the 2nd boss and it's the only one in all the dungeons I don't get. Hug people when cold and dodge the rest?
 

jayrebb

Naxxramas 1.0 Raider
14,505
14,318
Siege needs to be deleted. Too much LOS and anti-caster trash. Hardcasters are a huge liability in a group there if you are pushing high keys.
 

Juvarisx

Florida
3,877
4,068
CoT is interesting.

That's one where you don't really learn the mechanics at lower difficulty then all of a sudden you care about positioning and dodging orbs on the last boss.

Honestly at +8 I still don't really get the 2nd boss and it's the only one in all the dungeons I don't get. Hug people when cold and dodge the rest?

Second boss you want to do a few things, but in reality it is the easiest boss in the dungeon
-Tank needs to stack the pair of them close together for cleave as best they can
- Players need to stack on tank during the cold AoE to dispel it off the tank
- Players Should be near the edges of the room close together so the charges go into the wall and they go nowhere allowing for maximum uptime
-The rest is just the usual maximize uptime while not getting hit by stuff

Third boss is where it gedts bad
-Tank needs to slowly kite the boss around the room so players can stand outside of the floor crap
-Floor crap is spawned as an AoE under the boss AND when you pickup an heal absorb orb, so you want to strageticlly pick them up to not add to the mess
- The AoE is the strongest boss AoE in the dungeon pool so players need room to stack and use personals to survive it, sometimes more then one so they cant really on the other parts of the fight

This leads to players having to take full damage outside of Dark Pulse and stacking a heal abosrb so the healer is going balls out the entire fight, if you dont have lust up forget it after +10

Last boss its on the tank to kite correctly and having the party stack on top of the tank to control where the balls fly to or they go all over leading to deaths. Warriors can reflect splice which is nice, but if you have a group not stacking its game over.