Most people don't like challenger's peril but because most of the other changes good, we accept this one bad thing as the price we have to pay. This affix is a kick in the nuts to, let be honest, bad players (and i count myself amoung them) and this isn't going to make us play better, they just won't play above +7. What you will get is alot more groups just falling apart after a wipe or two. The timer itself should be an affix at +12 or +15 and increase the subtraction to 30sec. This would make the affix target the players it's supposed to be for and not at the players who just won't play M+ with this affix. I don't play m+ because of affixes but especially the timer, it's like driving an electric car with 10% battery and it's 9% to get to a charger, it's not fun or exiciting it just sucks.
Pugged my way to 2.5k this season and last (as an off meta tank, if it matters). Dont think i was close to depleting a single key. Seems like such a minor change to increase death penalty imo.
@@Trollrocker89 thats not really true going into The War Within. I'd be happy with the timer gone or at least set as a high key level affix would nice.
@@Greycalibur That is indeed really true. For Season 4 of dragonflight: former +10=mythic 0. You have a +10 without a timer. And that doesn't change for tww.
I'm sorry, but the Affixes that boosted individual classes/specs/magic types weren't to my liking. I would like to focus on one character for my KSH/KSM stuff not "oh what do I have to play this week because it's way more impactful"
It blew my mind that they went with that original affix format where holy/fire/frost/whatever is dominant one week and something different the next. Especially after they claimed that the launch tier sets were very bland because they didn't want to lock players into hero specs.
You could clearly tell that those affixes sprung from the idea "we have warbands now... let's incentivize players to use more than one character!". Which kinda excludes anyone that wants to play one character primarily. So good change.
Only complaint is Challengers Peril, tons of groups fall apart with 20minutes left on a timer cause the group is “off pace” 15 second deaths = a key is dead after 1 wipe now. Massive L.
"off pace" probably being mentioned a few times here and there during an entire season of farming 8s and 10s. Sanguine gone means so many runs not being delayed by endless amounts of extra HP.
20% of Haste for 20s isn't exciting enough? Everyone getting a Power Infusion once per minute isn't exciting enough? Was he actually asking to have a proper Bloodlust up for like 40% of the dungeon?
I think he means it’s just you cast or hit faster. It isn’t exactly interesting. It’s a nice buff but it’s just one step short of a flat damage increase
@@DeeFourCee haste doesn't just make you attack faster, it shortens the cd of hasted abilities and some abilities scale off of haste. it's also multiplicative with things like bl, pi, etc
Why is it so hard for people to accept that if they're failing the timer it's most likely because they are not ready for that dungeon level. Run some lower keys, get better gear/knowledge and then go back to the higher keys. People saying they somehow "deserve" to be able to complete higher keys without actually putting any effort into it baffles me. For those that are completely terrified of "timers", sorry, you simply have to accept that particular content is not for you. It's the same principal throughout the game, some stuff is simply above yours AND MINE capabilities .... I don't do rated PvP - I'm crap at it I don't run Mythic Raids - I don't have the patience for it these days I accept the above is true for me and move on with other aspects/content that I can enjoy. On the brighter side, people will have the additional option of doing Delves, either solo or in a group and there are no timers plus they increase in difficulty AND have their own track for the weekly vault!
i don't like the fort and tyrannical change. those should just be scrapped. blanket power gains is already a part of M+. why have a power gain affix too?
Because the power increase from key level is linear and affects HP and damage bonus equally. Fortified and Tyrannical buff their respective targets differently. For example Tyrannical gives the boss 30% more HP but only +15% damage bonus. You might argue that they should just bake this into the key level somehow but as it stands this at least clearly let's players know there are modifiers that are different from the normal increase.
@@SmugHomura I understand that it changes only a part of the dungeon. My issue is it’s boring. I’d rather have a consistent level of difficulty with interesting affixes. Trash that feels like mini bosses and bosses that take 5 minutes aren’t particularly fun to me.
@@ninjaman0003 I'm sorry for your loss in that case I suppose. Personally I'm overjoyed that the affixes are gone at high keys because I cannot trust Blizzard to make fun affixes so I rather they don't try. They seem to conflate friction with fun a lot when it comes to affix design.
@@lost1head It's not. They do not give an equal buff so there is actually a difference. Fortified gives trash +20% HP and +30% Dmg, this means that the trash pack deals more damage compared to their own health with the buff than without. Tyrannical does the opposite: it makes bosses have more increase in HP but less in DMG, again that's an actual difference in how the fight plays out compared to not having them. If they were equal buffs (like +20% to both stats) then you'd be right, but the entire point is that they're not equal and they do a little bit of rebalancing of mob stats in the dungeon. Blizzard could bake these changes into the +10 dungeons if they wanted to but doing it this way is more transparent to the players that there is still an actual difference in the buffs.
Don't really like taking away the "bargain" part of the affixes at higher keys. You're just... removing an aspect of the game. It makes sense RP wise, but it's dumb gameplay wise. Like "now that you're stronger, the game is artificially harder and less interesting." Okay, I guess. Maybe I'm just misunderstanding.
They did it so that for high content every week is the same. It's what many high key pushers asked for. Though I agree that the jump in difficulty will be insane. I assume that this will literally be a wall for most players they will never get past. You get 20% stronger enemies, lose the positive bargain part, on top of both fortified and tyrannical on top of the standard M+ scaling.
@@generalzwinger3943 yea pretty much anyone that actually does high keys, prefers no affixes- the only people i really see complaining about this is people who won't even play the key levels effected by it
At least they take some risk, the community is overwhelmingly positive about these changes. Feedback makes things perfect, they finally decided to listen
This is all fake positive change from blizzard, they increased the difficulty of the dungeons and gave players some buffs to shut them up, the number of adds is more than before and they added more mechanics, this doesnt solve the main problem.
I think he forgot about the Mythic Dungeon squish. +10 is equivilent to a +20 of the past.
Most people don't like challenger's peril but because most of the other changes good, we accept this one bad thing as the price we have to pay. This affix is a kick in the nuts to, let be honest, bad players (and i count myself amoung them) and this isn't going to make us play better, they just won't play above +7. What you will get is alot more groups just falling apart after a wipe or two. The timer itself should be an affix at +12 or +15 and increase the subtraction to 30sec. This would make the affix target the players it's supposed to be for and not at the players who just won't play M+ with this affix. I don't play m+ because of affixes but especially the timer, it's like driving an electric car with 10% battery and it's 9% to get to a charger, it's not fun or exiciting it just sucks.
You already got the timer deleted from keys up to +10. what more do you want?
Pugged my way to 2.5k this season and last (as an off meta tank, if it matters). Dont think i was close to depleting a single key. Seems like such a minor change to increase death penalty imo.
@@Trollrocker89 thats not really true going into The War Within. I'd be happy with the timer gone or at least set as a high key level affix would nice.
@@Vandel96 this hurts bad players, good players don't/won't care about the timer even after this change. What is your average key level this season?
@@Greycalibur That is indeed really true. For Season 4 of dragonflight: former +10=mythic 0. You have a +10 without a timer. And that doesn't change for tww.
I'm sorry, but the Affixes that boosted individual classes/specs/magic types weren't to my liking. I would like to focus on one character for my KSH/KSM stuff not "oh what do I have to play this week because it's way more impactful"
It blew my mind that they went with that original affix format where holy/fire/frost/whatever is dominant one week and something different the next. Especially after they claimed that the launch tier sets were very bland because they didn't want to lock players into hero specs.
You could clearly tell that those affixes sprung from the idea "we have warbands now... let's incentivize players to use more than one character!". Which kinda excludes anyone that wants to play one character primarily. So good change.
a bad thing that you can also adapt to use for yourself is good mechanics
Only complaint is Challengers Peril, tons of groups fall apart with 20minutes left on a timer cause the group is “off pace” 15 second deaths = a key is dead after 1 wipe now. Massive L.
"off pace" probably being mentioned a few times here and there during an entire season of farming 8s and 10s.
Sanguine gone means so many runs not being delayed by endless amounts of extra HP.
20% haste for 33% of the key combat time is pretty impactful
20% of Haste for 20s isn't exciting enough? Everyone getting a Power Infusion once per minute isn't exciting enough? Was he actually asking to have a proper Bloodlust up for like 40% of the dungeon?
I think he means it’s just you cast or hit faster. It isn’t exactly interesting. It’s a nice buff but it’s just one step short of a flat damage increase
Preach likes stuff that requires more than hitting a button every now and again😊
@@DeeFourCee he asked for more power not more interesting. Literally said "wish it was more powerful"
Oh cool, faster attacks sooo much excitement woo. Yawn 🥱
@@DeeFourCee haste doesn't just make you attack faster, it shortens the cd of hasted abilities and some abilities scale off of haste. it's also multiplicative with things like bl, pi, etc
Haste values are really low in testing so haste will be more impactful than in that clip or what you think
always tyrannical means never tyrannical, because they will always just be the same.
For metrics!
Why is it so hard for people to accept that if they're failing the timer it's most likely because they are not ready for that dungeon level. Run some lower keys, get better gear/knowledge and then go back to the higher keys. People saying they somehow "deserve" to be able to complete higher keys without actually putting any effort into it baffles me. For those that are completely terrified of "timers", sorry, you simply have to accept that particular content is not for you.
It's the same principal throughout the game, some stuff is simply above yours AND MINE capabilities ....
I don't do rated PvP - I'm crap at it
I don't run Mythic Raids - I don't have the patience for it these days
I accept the above is true for me and move on with other aspects/content that I can enjoy.
On the brighter side, people will have the additional option of doing Delves, either solo or in a group and there are no timers plus they increase in difficulty AND have their own track for the weekly vault!
i don't like the fort and tyrannical change. those should just be scrapped. blanket power gains is already a part of M+. why have a power gain affix too?
Because the power increase from key level is linear and affects HP and damage bonus equally. Fortified and Tyrannical buff their respective targets differently. For example Tyrannical gives the boss 30% more HP but only +15% damage bonus. You might argue that they should just bake this into the key level somehow but as it stands this at least clearly let's players know there are modifiers that are different from the normal increase.
@@SmugHomura I understand that it changes only a part of the dungeon. My issue is it’s boring. I’d rather have a consistent level of difficulty with interesting affixes. Trash that feels like mini bosses and bosses that take 5 minutes aren’t particularly fun to me.
@@ninjaman0003 I'm sorry for your loss in that case I suppose. Personally I'm overjoyed that the affixes are gone at high keys because I cannot trust Blizzard to make fun affixes so I rather they don't try. They seem to conflate friction with fun a lot when it comes to affix design.
having both of them up is the same as not having them
@@lost1head It's not. They do not give an equal buff so there is actually a difference. Fortified gives trash +20% HP and +30% Dmg, this means that the trash pack deals more damage compared to their own health with the buff than without. Tyrannical does the opposite: it makes bosses have more increase in HP but less in DMG, again that's an actual difference in how the fight plays out compared to not having them. If they were equal buffs (like +20% to both stats) then you'd be right, but the entire point is that they're not equal and they do a little bit of rebalancing of mob stats in the dungeon. Blizzard could bake these changes into the +10 dungeons if they wanted to but doing it this way is more transparent to the players that there is still an actual difference in the buffs.
Don't really like taking away the "bargain" part of the affixes at higher keys. You're just... removing an aspect of the game. It makes sense RP wise, but it's dumb gameplay wise. Like "now that you're stronger, the game is artificially harder and less interesting." Okay, I guess. Maybe I'm just misunderstanding.
They did it so that for high content every week is the same. It's what many high key pushers asked for.
Though I agree that the jump in difficulty will be insane. I assume that this will literally be a wall for most players they will never get past. You get 20% stronger enemies, lose the positive bargain part, on top of both fortified and tyrannical on top of the standard M+ scaling.
@@generalzwinger3943 yea pretty much anyone that actually does high keys, prefers no affixes- the only people i really see complaining about this is people who won't even play the key levels effected by it
Watch them find a way to fuck this up like everything else.
Who the players? Ofc
At least they take some risk, the community is overwhelmingly positive about these changes. Feedback makes things perfect, they finally decided to listen
This is all fake positive change from blizzard, they increased the difficulty of the dungeons and gave players some buffs to shut them up, the number of adds is more than before and they added more mechanics, this doesnt solve the main problem.
Git gud scrub