Showing Posts For Arthas.1074:
I personally think swamp is too easy, especially the 100% enduranceregain buff makes you able to perma dodge
I rly dislike the new Snowblind
no more source os.
About the Chaos Fractal I dislike the fact that it is a mix of old fractals, srsly i am tired of seeing the old structures over and over again.
And can someone explain me which story this fractal has?
However the encounters and goating in the Fractal is fun
Edit: Bloomhunger fight is interesting but the timegate every 25% is bad design
(edited by Arthas.1074)
Timegates are horrible gamedesign.
Could you pls read patchnotes lol
30sec faster than duo, gj
It’s like people are completely blind to all the mistakes WoW made by creating different raid difficulties…
Wasn’t WotLK the most successfull Expansion?
Maybe if you did, you’d realize that dumbing down the raid any further would actually be an insult to their core design of being challenging end game content.
And maybe you’d eventually realize (or admit to realizing) that making a separate, easier difficulty mode would not be “dumbing down” the current one, because it wouldn’t change it in the slightest.
As long its pure Training Raid without Rewards
Seems like you had low dmg on this platform so i dont see a Problem on kicking people with low dps
I agree completely, current raids should be easymode and another mode that will be harder
Grab a necro and solo it…. The new fracs are kittening boring they should actually buff them
As someone who as low manned raids quite a bit, a lot of the people posting “optimal comps” aren’t really seeing the bigger picture with 5 man raids. When your resources are stretched thin, classes that can do a lot of different things suddenly become super useful, because you need to pack as much utility into each party member as you can. Guardian and Engineer are both powerful in such a scenario (as are druid and tempest). Also, chronomancer’s value drops off hard as you lose DPS classes, and with only 5 players you would only really bring a chrono if stack is mostly stationary (assuming there even is a stack) or if you badly need the invulns. Necro is pretty kitten useless in 5 man because their damage has a huge ramp up, they have crap for group buffs, most of their utility is fear+chill, and epidemic requires a much bigger group investment into conditions to be useful with only 5 players. Thief is almost as bad. Everything else is situationally usable.
And really I don’t see how you can say anything bad about class diversity in theoretical 5 man raids when it is already pathetically bad in 10 man. Here’s something I wrote about the downsides of 10 man raids on reddit:
meeach individual is much less impactful in a 10 man squad, and so even though the encounters are more difficult to coordinate they are easier on an individual level. More importantly, many mechanics and skills simply were not intended for 10 man instanced content. Even without any other condi classes, a single necro with epidemic can clear a large number of adds in a couple seconds just because of incidental conditions applied by his 9 teammates. A druid in his subgroup of 5 people, all missing 1 hp, will still prioritize healing those players over someone else who is about to go down, which is pretty clunky. There is virtually zero intentional combo usage in raids because with 10 people attacking the same target it’s too difficult to know what you’re going to get (and perhaps even more alarming is the fact that combos are completely unimportant to raid success altogether).
10 vs 5 players also has a huge bearing on the viability of more flexible classes like engineer, as well as the power of support classes. It’s pretty silly how the optimal comps for every single fight are almost identical, but it makes sense because with 10 players instead of 5, support mechanics become completely insane and you’re essentially forced to add the classes that provide them to your group because they make it so much easier to meet the DPS checks (e.g. there is absolutely no justification for not having a mesmer, druid, and warrior for any fight with 10 player squads, but with 5 there is actually some room for debate depending on what is needed for the encounter).
I don’t dislike the idea of 10 man encounters in general, but if all the raids going forward are going to be 10 man content it would be nice if there were some modification to a number of specific mechanics, skills, and traits because they’re fundamentally unhealthy for raids as a whole.I love the current raids and of course there are many upsides to having 10 players as well, but suggesting that 5 man raids would be horribly worse for some reason seems pretty far off base.
I am not sure how Guardian would be better?! Since Mesmer can do everything better.
I agree they should adjust the difficult to the recommended party size of 5 man.
freaking math so hard for people… not everyone are asian u know :P
Looks like i am asian because i payed a bare minimum of attention in preschool