I Tested ALL War Within Dungeons and Affixes. This is what I learned.
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- Опубліковано 16 чер 2024
- I think the affixes are closer than everybody imagined. I think there are still tangible improvements blizzard can make, but these aren't so bad that blizzard needs to rethink things. The dungeons on the other hand....
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Maybe the healers and the tanks can get a kiss in these kiss-curse affixes?
the other 3 dps should kiss the healer and the tank when they +2 the key 😂
Seriously...
Bolstering/sanguine every other week sounds horrendous. I think the curse part of the kiss/curse ones are pretty crazy. 20% magic dmg is going to be a dead week IMO, its basically a bolster stack off the rip. The armor one is only saved by the fact that there tends to be way fewer unavoidable phys dmg attacks, but it can still brick a key if such a thing exists such as AV breakers. I think the kiss part is actually pretty good. I think it will be enough to sway peoples opinions without really being a big deal. I'm glad they are experimenting, but I think they actually made the affixes more impactful which was the opposite of their goal.
the armor affix is there to make tank lives even worse.
Just in case the tyrannical -> fortified wasn't a big enough difference when pulling 3-4 pack of trash together, now add the armor shredding affix on top of it.
The best thing about mysts was double pulling before the last boss... or pulling trash onto the last boss. That made it fun
unironically pruning defensives and putting healer power in the forefront is a good way of reducing the skill gap between new M+ers and veterans
The irony that they're trying to "reduce cognitive load" when bolstering and sanguine are actually some of the most complicated affixes in M+ currently because of how massively impactful they are, and how much you need to alter what you're doing to make sure you're not adding insane amounts of extra time onto your key.
At least replace sanguine with entangling or volcanic please Blizz… great video btw!
how do you feel about the latest changes? haha
How have they learned nothing from like 8+ years of M+
because they keep laying people off, probably.
They don't seem to be the same people? They repeat mistakes over and over, so I'm having a hard time believing they're not all new devs. Not just M+, a lot of past mistakes and bugs keep repeating.
because they keep laying people off, probably.
18:00 I'm in the camp of let us pull big (less mob mechanics, less one shots, less player defensives) and make the challenging part of the dungeon doing enough DPS/large pulls to time the key instead of the challenge being surviving. Would be a lot more fun imo.
Huge agree. Its more fun by a mile.
It would appear Blizzare is not in the same camp unfortunately
but the challenge will always be to survive... because as soon as the timer become an issue, you combine pulls together and the challenge is once again to survive.
See uldaman, where we are triple-pulling and bringing trash on top of bosses for almost all of it.
Unless they create real barrier within the dungeon to stop you from pulling bigger... like Spires of ascencion.
@@vincenthamel3420 good players in coordinated groups will always find a way. What you're not seeing is how much this design philosophy would help low keys and pugs of all levels and greatly increase the threshold before surviving becomes the problem you need to solve.
@@kylebb96 it would help low keys? You do realize VDH double sigil is getting nerfed, right? so the VDH cannot solo CC an entire dungeon worth of mob, meaning that if you do giga pull in small key, the pug DPS will actually have to participate in the CC chain, something they haven't done for 2 full season?
Are you SURE this help low keys?
The Tank that is in a lot of your footage seems like a Giga chad. I think he is really hot and good looking too. Oh and great vid thanks
I thought the same. Wow, what a man!
**narrows eyes at username suspiciously**
i love the defensive rant, its so accurate and summarises what is frustrating in m+ as healer and dps
I like big pulls and I cannot lie
Blizzard is gonna deny!
@@cobblebottom8421 Oh my!
One way they could address frustrating scaling is by applying scaling coefficients to certain abilities. A big reason certain mechanics feel way off scaling wise is because they want those mechanics to still matter at lower levels, and never addressing the fact that if you just scale that ability the same as everything else it becomes unfair really quick. Having stuff like big one shots or spam bolt casters only receive 80% scaling from each increase in key level could keep the more unfair mechanics from getting too out of hand
Thank you for such a comprehensive explanation, it is really interesting to hear your points.
Blizzard is looking at these old dungeons going "What can we change about these? Oh I know, MAKE THEM DO AOE DAMAGE". The mists staghorn and the siege last boss demolishing terror changes are criminal.
Big pulls aren't that fun if you're a hard capped spec - which, for some reason, there are still a couple of left.
Hi enhancement shaman, hi Outlaw Rogue, hi fury warrior.
This is the kind of content I love seeing from Tettles!
2second ICD on thorns would fix a lot of concerns
I really appreciate your reassessment. Refreshing to see someone revisit an original opinion with updated detail.
Couldn’t agree more with how big pulls were what made me fall in love with M+ when it first came about.
Can't wait for my first big pull on thorns week so my UHDK can die from epidemic spamming 😂
Can't wait to hear what you think of this disaster!
Tettles my boy... old man Skarzog here. I am a filthy casual dad gamer now.
Not going to lie, I had my doubts youd make it out of your parents basement all those years back. But... I am proud of you boy, you grew up well...
The "no big pulls" design is also reflected in a lot of class design, many core abilities are capped at 8 targets.
Yeah it’s lame af
glad you showed some grim batol first boss footage lol, he's...something. Absolutely farmed every pug group I did over the weekend.
I liked the takes - hope for the new affixes being fun, tuning might filter out the healing issues. I’m kind of unconventional in that I like trash in dungeons with mini bosses - think King’s Rest and Cathedral of Eternal Night. I don’t mind interesting mobs and don’t get a hug kick out of mowing down huge packs of trivial mobs, but maybe they should have some big, easy pulls for those who enjoy that.
Been waiting for this
is there a clip of an aff lock or some class instantly deleting themself on an AOE pull with thorned? I neeeeeeeed to see this
I am slightly confused by your wording. I assumed with the way the affixes are worded that Reckless/Thorned would just apply to every mob that doesn't have mana and that would be the majority of mobs. Are there mobs that aren't modified by either type of affix? Are Reckless and Thorned not much more influential both the positive and negative?
where can i get this plater profile @tettles ?
«weak healers are fine» I only have one question: Which dps class do you recommend? I tried being a healer gimp in DF season 2 and promised myself never again.
Do you think the mob debuffs is their "solution" to tank cc balance/indirect nerf to VDH? If you can only pull 5 mobs, then your 20 cc chain isn't NEARLY as needed.
12:30 I love first boss of Stonevault, he just shits out AoE damage every 8 seconds which means you're out of healer cooldowns within the first minute and meanwhile he's turbo fucking the tank and as a healer you're supposed to find a global to dispel the tank debuff before the tank buster for the 25% tank mitigation so they don't get one shot. What the actual fuck is this design.
was thinking the same when I saw that. holy shit they just have no clue.
whoever did this boss is a stupid guy who doesn't play m+ at all.
didn't they say they want to reduce cognitive load in M+? feels like they did the exact opposite thing for the last 8 times they said that. every single enemy has like 4 abilities, unavoidable aoe in every pull, bosses spamming aoe on top of targeted debuffs... this has to end.
They said that about affixes. The new 4 are just passives on mobs, nothing spawning mid pull (like afflicted, incorp, even entangling)
*outlines intended goals and design philosophies
*does the complete fckin opposite
Classic blizzard =)
@@jaded-harper dude go get out and touch some grass. these affixes are actually working towards the intended goal. you not being able to handle more than hitting a classic boss at all is just another topic.
@@ArdropMusic except a spawn that does literally nothing besides cost a global every 30 seconds is less cognative load than emphasizing the already overloaded trash packs. Raging+Reckless on the ogres in Grim Batol is Soothe or deplete since they will absolutely global your tank since you can't CC them to drop their stacks. Attuned on lieutenants on fort straight up just kill people with unavoidable damage. But hey at least there isn't an incorporeal right???
@@ArdropMusic yes, all the +4 affix buckets they are removing add cognitive load. ya know what has even more tho? the +7 affix bucket they are keeping. thats the point the majority of high end players are trying to make. VISUALLY the +4 affixes look like more but in reality they are not equal to +7 affixes at all
on the pull size conversation, another issue they are trying to address is how different specs scale on larger pulls. Some specs are still target capped, or scale poorly. Enhancement is a great example of this problem. They were often A, sometimes S rank in s1 and s2. As s3 went on and people pulled bigger and bigger, they fell down to D. This was partially due to being one of the weakest specs defensively, but also that they can only really hit 6 targets in AOE. They did S teir funnel, but it didn't matter when your constantly pulling 2-3 packs at a time.
I dont like that their solution seems to be restricting pulling big rather than addressing these issues in class disparity, but its probably easier than figuring out how to get each spec to be relative to each other as pull size increases.
The pull thing is weird when some classes are balanced around uncapped AoE. Are they going to get tuned to be competitive with 4-5 dense packs? At least it seems enhance might be back on top lol
This argument really doesn't matter though considering you still bring prio damage and is only a "complaint" to people who only care about overall. Even like the monstrously big pull at the start of AA it literally does not matter how fast you kill the worthless lashers when you're all there waiting 45 seconds for the big ones to die at the end. Aff can do well over a million dps on that pack without using CDs and it literally does not matter and you're griefing for playing it and not Demo/Destro to actually kill the mobs that matter.
That's my point? Aff's ability to do a million on that pack with no CDs is why its ST sucks so bad in AoE spec, so are they going to tune uncapped AoE specs to be able to do stronger priority damage?
My issue with the new affix, as a tank player, is how different pack feels from week to week.
the difference between pulling those big pack of trash in tyrannical VS fortified is already huge. Add bolstering on top of it and it's scary. Add the armor ignoring affix and I basically have to relearn all my pull and CD useage every week.
We really, really, didn't need more affix creating bigger variance in damage taken. We already have 70% parry meaning we sometime breeze through pull without dipping below 95%, and sometime we're unlucky with tank buster and get 100-0 in the blink of an eye through demon spike + fyrakk trinket.
4:30 literally the first thing I thought of was the multiplicative scaling of fort+new affix. Someone in a comment thread was like NOTHING IN WOW IS
MULTIPLICATIVE. Ok dude.
Even if it was additive it would still be a shit show. Imagine release RLP with Attuned. A missed cinderbolt cast was doing like 50% of people's health already so lets add some more so you're GUARANTEED DEAD if it overlapped with anything the big elemental did. Also, surely more damage on the tempest channelers or the last miniboss wouldn't be a problem.
Do you think the healers being weak now is that you're in heroic dungeon gear doing 4's or whatever? Or are they just super weak in comparison to health pools?
Our health pools quadrupled compared to our mainstat only getting like doubled (but we also lost almost all our secondaries as well). Tanks are in the same boat where as like Brew sure you have 8 million health or whatever, but Stagger just doesn't do anything comparitively since you have like no Agi and Brew felt like one of the STRONGER tanks to play despite having to settle for cleansing green stagger.
If the buff part is useless then it's just a negative affix so what is good about it, exactly? What are you 'optimistic' about?
As a healer it is really frustrating taking the heat and getting brought down to make up for all the defensive creep. They really needed to stop and try and envision how they want the whole combination of healers, off healing, defensives, etc to work before they barreled ahead and it really seems they did not and will just try and work it out on the fly again which has not been a fun time. There is still though I guess.
The new affixes in combination with bolstering and raging is going to be the problem. Reckless with bolstering is going to one shot tanks. Raging with focused is going to be a machine gun of spells that you can’t stop unless you have people you actually soothe. Also what if Thorned scales with bolstering and people are just gonna get one shot from attacking the mob.
you know...only pally suffers from reckless and you can still kick the casts even when mobs are raging...
@@sinnis4993 you know...about half of the MUST STOP CAST OR GROUP IS DEAD abilities are stops, not kicks...and only 4 fucking classes can interact with raging at all.
@@jefjon423 doesnt change the fact that you can still interact with casting mobs.
raging was never an issue in high keys, except ToT and EB. But these dungeons had spam casters, thats a different issue.
@sinnis4993 how many kicks do you think we have? Not everyone has Wind Shear. 2 DPS are at 40 second CD, half are at ~20, and 2.5 healers straight up do not have a kick period (Resto has to be in cat form already).
@@amethonys2798 ahh I understand now. You see it from the godcomp perspective. Newsflash for you: melees can easily deal with that. Shocker, right?
I like rotating dungeons I think learning them at the start of each season is cool but S4 made me realise i kinda miss having good tuning. First weeks of each season (or longer if it's last season and they're working on new expansion) is just a mess with some abilities being randomly 2 key levels higher than rest of the dungeon.
I should've read between the lines when Blizzard announced their intention to change Destruction's AOE model away from "big pulls good."
Hmm regarding the damage/death topic. I think you're underrepresenting the fact that ilvl is scaled to 580 currently which is heroic dungeon gear. Looking at the hero/myth items the cap is around 630, so in this testing we are missing between 40-50 ilvl. That is huge. In terms of mainstat/hp etc we will have a lot more survivability once we get to play with actual gear. And some people are already clearing 8/9/10s with the current 580 ilvl.
gr8 vid 👍
ty for shouting out how tragic healing is rn lmao, i don't mind being weaker at the start of an xpac but it feels horrible to be as global-starved as we have been on beta :( burst dmg can be fun to heal every once in awhile, not on every pack & boss encounter
spriest pumping as they should
You say ti completes their stated goal, to be more passive than active, but amoment before you jsut got through saying that that haste buff/damage buff affix, and thorned are deleting dot people. So it IS EXACTLY how we feared it would be. That doesn't give me confidence, just cements my disdain for what is there right now. They want to do kiss curse, ALL THEY NEED TO DO is look to alpha/beta/gammas for Wrath, and I imagin Cataclysm when they come out. I know in wrath Gammas were some of the most fun I ever had in dungeons to day. The separate affixes to the dungeons were also fun, all though the mirror images one did need a nerf.
Keep in mind I haven't been able to play beta, I watch a lot of these videos but thats never the same. So take this with a grain of salt.
Still, just a question. Is it possible that the healing issue has more to do with pushing keys fairly high, fairly early, with bad gear? It looks like the goal is to make incoming damage match incoming healing. And thus, this would make gearing TO heal relevant. Incoming damage is super high and healer struggles massively to move hp bars while you need perfect defensives? Likely means you just pushed a key into a wall that normal runs can't complete. You don't have big enough numbers.
The thing is higher level players do this all the time. Its literally the difference between pushing keys, and casually doing high keys. You are going past the point where normal gameplay succeeds if you just have enough gear and play well enough. You need to play around the stuff that essentially is supposed to be killing you, to be able to finish the key and attempt to push higher. Until either you literally can't survive no matter what abilities (or tricks to avoid it) you use, or there isn't big enough pulls you can do to meet the dps requirements. They don't really balance the dungeons around that, they especially don't balance healing around that.
So could be wrong here, and the numbers are just bad (still also the first testing so hopefully they adjust based on it). But also thinking that the healing thing really could just be intended to be another numbers wall just like not enough dps and not enough survivability.
Spot on. With a little tweak, the new dmg mod affixes should absolutely replace Fort/Tyran. Get rid of everything else. Maybe a good seasonal as well... maybe.
RP in M+ is bad unless well implemented on some key points
4 boss in a dungeon is too much
2-3 boss is the sweet spot
Anyone else notice that some healers focus so much on dps that they tunnel vision and forget to heal their party? I do not mind healers dps'ing but let's be real, it is more important to keep the group alive since their dps is way more potent than healer dps.
5:22 I mean yeah, it is only against SOME mobs, but it is almost always the mobs that matter. The difference between this version and if it was ALL trash is fairly negligible since including casters/lieutenants wouldn't change too much since they primarily do magic damage on anything that would threaten you anyway.
Preach it brother
I guess in TWW each class has 3-4 defensives because thats not true right now in DF.
Most classes has 2 defensives and the healer power take is a huge L. Defensive or not, dying in few seconds in a +15++ key is high. To use them just to not be one-shot is a dumb take. Of course its true but thats not why we have them.
For example shaman - Astral shift + earth ele if talented but thats only 15% hp increase and ghost wolf if talented and with that you have to not do anything for 4sec to get the DR. Yeeh, good luck in high keys. Oh, wait. You dont see them in high keys.
Same with hunters. 1 dr + 1 heal.
Then look at mage with 2 barriers + 2 DR + you can reset few of them every 5min.
Banger video Mr.Tettles, rly appreciate the effort to be positive
I'm pretty sure they do those long rp mechanics to allow players a way to regain cd's pasively vs burning your cds every pack and not having anything to use. I think Grim Batal needs a stacking speed buff after every boss kill for the run backs. Its so brutal right now if you have to run to 2nd boss on..
Not every spec is a 2 minute class. Some need combat to maintain buffs. Forced downtime/intermittent dragonriding kills some specs
100% no. They are just 🤡🤡
Except the biggest complaint in question was City of Threads which is straight up 5 minutes of RP. Wow, you get to blow cooldowns on the pack of like 3 enemies that spawns after finding the NPC. Yippee.
The only RP heavy dungeon that felt tolerable in recent years has been Streets and that's because you could speed it up by sending someone ahead.
I just wanna chill and fucking blast 100 mobs at a time in m+, but that’s just me, perfect play or you fail or one mistake wipes the group feels bad.
Has he reroled to mage? Has moonking totally died in TWW?
Most hated lfr and Dubgeons / Szenarios in Pandaria Remix are the ones were you have sooo long rp times, oftentimes longer than the bossfight itself. Dont know why they think bringing rp back in a raid or dungeon is cool.
I'm glad you tested it and changed some of your opinions on it. It really doesn't sounds too bad and should be pretty good after some tuning.
reducing cognitive overload kinda requires blizzard to do things that limit pull size. otherwise, no matter how simple they make the mob mechanics - you can just pull more and more and more until players can't handle it anymore.
but i agree, its unfun to have pull size limits. Maybe making tanks squishier is the answer - or having fewer aoe stuns stops or capping the number of targets that can be affected by aoe stops (let's say 8, like shadow crash).
Is their a stated reason blizz has been trying to reduce pull sizes since M+ released in legion? at first it was target capping abilities. Then bursting and explosive. then making a bunch of mobs immune to cc. then making every mob have a mechanic that gets exponentially harder. I just want to know why blizz is so dead set on this design philosophy.
the more i hear about this season, the less excited i am for the xpac it seems like misery simulator, maybe time for everyone to go play ffxiv again so blizz actually listen to feedback like in SL, let them realise how out of touch they are
Its almost like they are trying to design the fun out of m+
Maybe I am wrong but I’d like your input… I think that trash is more difficult because bosses can’t be! If you add to many mechanics to bosses that require high amounts of coordination for example chargath this season where if all the dps run and break their chains instantly wipe or if one dies before you break their chain wipe. And on bosses if you die on a mechanic you can no longer time the key! I think blizzard wants bosses to be simpler because wiping on bosses and the key dying feels much worse then having a few wipes on trash that you can get back in the fight quickly! You mentioned BRH fun dungeon with pull sizes but you could easily have 25 deaths on a 24 fort key and time but all the bosses were super simple, but if you did die to the last boss even if you had a flawless run to that point 0 deaths and die to the first volly cast you might not be able to time the key anymore because the run back and 2.5 min waisted in combat with that boss. I’m not great at the game only a 3k player never pushed for title and don’t think I’ll ever be able to so I see our experiences are going to be different, and I agree with big pulls being fun, but if they put all the mechanics into boss fights I think pugging will be impossible to time anything
The issue with simple bosses is the only thing that makes them a threat is having to tune them high. Vexamus and Khajin are two of the most simple bosses in the pool this season yet are among the hardest because the ONLY thing that makes them an actual threat is the fact their unavoidable damage is practically illegal. Even Granyth has pretty much 0 mechanics but can still just kill you from full if you don't defensive every single AoE once you get decently high.
I really hate how the kiss effects target certain classes more than others, ugh... And then it changes every week! I really hate this idea so so much.
Why does Blizzard seem intent on ruining the fun parts of M+? No one wants trash with this many casts and everyone likes to pull big. The idea that they are actively trying to remove it is insanity.
looks like a good expansion to skip :) what yall think?
tbh i hate the sound of the new affixes, they all seem like healer affixes, im not gonna subject myself to that next expac, rerolling dps or tank
What I wouldn't give for a simple dungeon with hundreds of tank n spank trash packs for me and my friends to aoe down... Blizz still has to reference their data points to know what "fun" is, and it shows.
there are target dummies in every major city
This makes me afraid to be a healer. I don't have friends. I pug. ugh
So from the looks of it, first season looking pretty chalked so far if they're really keeping Sang/Bolster etc and Fort/Tyran. Also, I very much disagree with your stance on the new affixes kiss component. It should absolutely NOT be more than a couple % damage boost to affected specs. Anything more than that and you're looking at going out of the way to class stack on certain weeks and it then becomes too impactful.
A small little bonus is what it should be - it would be an absolute mess if they're buffing certain specs even more. And imagine going from dealing 10% more damage to no damage bonus the next week - that feels absolutely terrible. If its only a 2-3% damage bonus though the fall off isn't as bad when it isn't your damage week. I can think of about 20 reasons why larger damage bonuses are a terrible idea, and maybe about 2 reasons why its a good idea.
The fact that blizzard is ignoring all the feedback for years on how bad, stupid and annoying some affixes are and that they keep exactly those is just unbelievable. I wouldn't mind testing new affixes and ideas - but the fact that bolstering, bursting, sanguine is still a thing ist just bullshit. For what reason other than pure stubbornness are they clinching to those affixes?
Also those new affixes affect healers and tanks way more, again not much to do/care about as a dps. If you have a week with fortified and reckless (+boslter/raging) your tank quickly reaches a point where he gets murdered - try playing druid of the claw and use your "new" catweaving ....
I can get behind walking around for 5 mins wasting time is bad not so much on its too complex to let me pull everything. Maybe 1 or 2 specific dungeons could have a giga pull
For me I'm mostly okay with trash having mechanics, but please God reduce the level of kick coordination needed. I hate how kick focused dungeons are these days.
Blizzard fucking M+ and not listening to players again. M+ is dead next addon. Well thank you Blizz
As expected: The one sharting out the new Affixes (probably Ion on shrooms and meth again) didn't know/care about what kind of mobs are really in the dungeons. Figures. Because "players don't really know what they want". Lets hope someone semi-sane at Blizzard tunes those to a playable level.
Amazing how they just continue to double down on shit that makes the game less fun to play. Its like the developers are playing a completely different game.
It's almost like Blizzard hasn't learned anything in almost 10 years of M+. Probably won't change until they put a real team in charge or M+ instead of a couple of interns or devs that don't even play M+.
Jesus christ you guys are salty
I appreciate the measured feedback, without all the hyperbole.
Thanks for the video.
The worst affixes more frequently plus bad new affixes on top, I cannot imagine a way it will be more fun to tank with those affixes than it is right now.
The War Within is the war within blizzard dev teams designing the class/specs vs the dungeon designers
Nerfing big boy pulls is harsh.
My guild is just my pocket healer and me as the tank. Thats how we figure out how to deal with our 3 pugs is the big boy pull at the start. If we wind up with 10 deaths at the start we kick and try again.
The first pull lets me know how fast I can go and lets my healer know who to watch when mechanics go off.
Banger vid
What's the point of even playing a healer if there's no agency for the healer to actually save and properly impact the survivability of the group? That's so fucking stupid, I played all of DF as a main healer(also playing wow since vanilla jeezus), and puging hi-keys was literally nerve-wrecking and I don't know I would ever touch healing again if blizzard's design philosophy stays like this. Imagine telling the dps-ers, you have no agency over the speed of clearing the dungeon... and what's left to have fun then? where's the game, why engage with such unrewarding system?
And also, queues are horrible because expansion after expansion less people want to engage with tank/healer roles due to the amount of dedication/complexity involved into performing decently at said roles. This is depressing and unsustainable...
@Tettes Being have to pull big makes blizz will have to make mobs tune down to just trash for low % because the whole thing is to make every pack matter and have spells and mechs to worry about. Seeing big pulls are cool but not when its meta in the pugging world. In the M+ big push thats fine but not in an real dungeon with pugs Will just make tanks that are not perfect die than be less want to do anything higher. Than the perfect comp will become needed in lower keys if the big pulls are gonna happen where mobs still do alot. Its only sounds good where its needed in the top 1% of keys but in a 5 (15) will be awful if one person missed a kick and someone leaves. If you can pull big still in an an 17+(27) and a mob do 2-4 things than have 20+ mobs. I would hate it if it needed for every key.
Every class has 4-5 defensives? My guy, shaman has 1
In this thread: content creator, who has tested the affixes, says they're actually pretty good. In response, everyone loses their mind over how awful and game breaking the affixes will be.
People came here to see their own beliefs echoed by a content creator. They’re not interested in discussion, they want to be a part of collective outrage.
He didn’t say they’re pretty good, he said some of them are really overtuned (thorns) and poorly implemented.
@@fyregrass5348 Watch from 1:30 to around 1:45. Or not, and just stew in your own juices for no good reason. Whatever floats your boat.
@@fyregrass5348not sure if this comment is ironic or just proof that some people actually either consciously or unconsciously tune out anything that doesn’t fit their predetermined thought.
@drh255 If you ever have to say "Im gonna focus on the positives here because i dont want to just doom all the time" the implication is that there are a lot of negatives that you dont want to talk about.
The video in its entirerty conveys the point that these affixes aren't THAT BAD. Tettles is in no way giving them glowing reviews, he is simply defending them as being not as bad as others are making them out to be.
I happen to agree with him, I just think it's crazy how some people will omit huge chunks of the video to fit their own agenda while then accusing others of doing exactly that.
Can you imagine if Tettles won the lottery for example, he wouldnt make a video and say "Hey guys look im not going to focus on the negatives and doom about this" because winning the lottery is only positive. The fact that he prefaced his thoughts the way he did carries the very implication that alot negatives do exist and I'm sure if you go to his stream and ask him, even he will say as much, he just chose not to focus on them in this video, which i am totally okay with, especially since every other creator is focusing on the negatives.
Context matters, you cant just take a quote out of the context of the rest of the video and draw your own narrative from it. He literally talks about how dot classes are killing themselves for free from thorned which anyone with at least room temperature IQ knows is a pretty large criticism.
you are completely missing the point. nobody with any sense cares to discuss the new affixes until they do something about the old ones they are choosing to keep. the entire +7 bucket needs to go before we even have conversations about the new stuff, or this is just going to get swept under the rug like everything else
11:43 the issue is they buffed our health by like 4x (just in heroic dungeon gear) and our main stat went up....maybe double or so at the cost of also no secondaries. Yeah you get a big health pool to work with, but it takes FOREVER to fill it back up since we're only doing like 50% more throughput than end of DF or whatever.
This also affects tanks similarly where for like Brew you just never get to red stagger and even rarely yellow. You just bleed out and have to purify green stagger (and thus get small Celestial Brews for anything that hits hard). I would assume PWar is probably in the same boat where you just have absurdly small IPs compared to your health bar of like 9+ million or whatever.
Love the video. Really good takes. But lets stop calling it kiss/curse lol. Kiss/curse is "do this right get a kiss, do this wrong get a curse" its currently just curse, but once every 4 weeks you get a passive hug
Maybe he should spend time pugging and then he would see the real issues with m+ rather then sitting here complaining about not been able to pull big. I dont have time to form a group and run keys all day everyday and The fact that you can pug into keys and still find players not knowing how to do mechanics at key levels which use to be 20+ in season 4 is stupid. Rotating dungeons dont help pugs. Yes its nice to keep the dungeons fresh but its more a hassle then it is fun.
I find the trash complexity the most interesting part of dungeons, and the game. Take that away and you're down to boring ARPG or SWTOR dungeon style.
I just dont see how they will ever be able to balance the reflect affix in any meaningful way, its either going to do nothing at all or be overtuned and kill people. Its a dogshit mechanic thats been tried in many games and most of them ended up removing it simply because players hate it and there is no good way to balance it to make it fun.
Can't wait for Thorned+Bursting where the healer is healing affixes more than the actual trash (which still have mechanics btw).
The funny part is they will probably remove that combination, but by doing so it feels like they're admitting there's a problem.
You need to do a review with pugs and you will hate the game
They seem to value the experience of the player the does m0 once or twice ever as much, if not more than, the player who plays it in M+ every week.
The problem with allowing giga pulling dungeons is it creates the exact environment we have now in Dragonflight. The Aug/Spriest/Mage meta wouldn't be the meta if pulls were limited to like 5-7 targets. Things like Ret/Rogue would close the gap on the meta classes really fast. Giga pulling also excludes any comps that don't have absurd amounts of pack control (i.e Veng DH) and super devalues Melee specs. Melee kick has always been a big incentive to bring melee, but when theres 20 mobs all chain casting, kicks don't do anything. The only way to survive is aoe stops.
If they want to allow us to continue to giga pull dungeons, they need to redesign most of the game. Mob control parity would need to be homogenized, or mobs would have to barely cast anything or do any mechanics. All classes would need AOE homogenization so that our caster overlords don't just uncapped AOE their way to victory.
Tru, but idk what u mean about ret. They're probably the easiest/2nd easiest spec and they're uncapped
Orrrrr we just uncap the specs again and remove this chain cinderbolt nonsense xd
It's just sad how it feels like melee gets flipped off by Blizzard at this point. Speaking as someone who likes to pull big, this kind of dungeon design, with less big pulls, is a sacrifice I'm willing to make if it means melee specs will be able to compete. Pugging semi-high keys (around +25's, see +15's as of S4) as a melee has been an absolute horrendous experience almost the entirety of DF, a lot of it due to the problems addressed here.
Feels like the only people who will disagree with this take is the ones who actually do play these handful of specs/classes who are superior in basically all the ways imaginable right now.
You DO realize SPriest is (effectively) hardcapped at 8 targets as well right? Put a SPriest in Algethar and they are bottom of the meter in a good amount of groups especially before Protector and Vexamus where there are like 15+ pack pulls. On the other hand play Aff and be the top of the meter since you're probably the highest uncapped AoE spec.
It's almost like damage isn't the SOLE reason to bring a spec.
@@amethonys2798 Ummmmm what? you dot as many targets as you can, void bolt while in void eruption keeps your dots up on many many targets. Spriest blasts 20 targets all the time.
It’s disappointing because current state m+ is great. Season 3 in particular. Just replicate whatever made that season so much fun.
??? You're crazy bro. DF s3 was arguably the most imbalanced season of all time. It's in a horrendous state lol
@@og_ktg idk why you guys chase balancing as if that’s ever gonna happen. Balance doesn’t equate fun imo. Dungeon design, and affixes have far more of an impact
@Jay-407 balance is just as important a factor as dungeon design or affix design. If only 8 of the 39 specs can participate in the content easily, it ruins the season. And why "chase it"? Because they already achieved it. DF S1 was probably the most balanced season of all time, and s2 started off the exact same way UNTIL augmentation was released.
season 3 was horrible, coming from some1 who pushed for title. dungeons were shit, back to back 1-shots are unfun and limit the viability of specs (unless in a coordinated group) and dont get me started how certain affixes interacted with certains mobs...looking at you dreadpetal.
shadowlands s2 and s3 were absolute banger seasons.
@@sinnis4993 s3 was the most popular season of m+ to date if I’m not mistaken. Games never gonna be perfect especially when it comes to balancing but the majority had a blast. I push for title as well so I find it odd how we’re so far off. What season of df did you enjoy?