Eh I just gave up and bought medallions to earn Draenor flying. I barely played that expansion and after a couple days of those absolutely torturous Tanaan dailies, I just couldn't take it anymore. Cost about 70k to get Revered with everyone, I guess it was worth it?
is destro good yet
Eh I just gave up and bought medallions to earn Draenor flying. I barely played that expansion and after a couple days of those absolutely torturous Tanaan dailies, I just couldn't take it anymore. Cost about 70k to get Revered with everyone, I guess it was worth it?
Someone in my guild did the same thing and mentioned it in guild chat, which reminded me to go pick that up before doing it, heh.Flew over to the Broken Shore, completed 4 World Quests on my way to get the new weekly quest. "Complete 12 World Quests". I really should've checked first.
I'm feeling legendary today. Have 3 remaining for Havoc.
If I get the trinket though I swear to god. Bracers or Shoulders plz.
I'm feeling legendary today. Have 3 remaining for Havoc.
If I get the trinket though I swear to god. Bracers or Shoulders plz.
It's not that bad!ANDDDDDDD
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FKDHJFKLHJFKJLKDF
It's not that bad!
Our off-tank got permabanned, oh boiiiiiii
RBG boosting / win-trading?
https://us.battle.net/forums/en/wow/topic/20754468222#1We've been thrilled to see how positively players have responded to Mythic Keystone dungeons since Legion's release. However, there are a couple areas in which our original design for the system hasn't quite matched up with how things have worked out in practice. In an upcoming 7.2.5 PTR build, we're going to try out a couple of changes to how Keystone runs work.
The first big change is that we're getting rid of the depletion mechanic. We'd originally imagined that getting ahold of a Keystone would be more of a barrier than it is, but in reality, there are so many players participating that it's generally not too difficult to find someone with a Keystone you'd like to run. In that environment, depleting a Keystone is more of an annoyance than anything else – especially when it happens for reasons outside of your control (such as a player disconnecting).
Instead, we're going to try the following:
However, because of this, players tend to look for lower-level Keystones that they can easily stomp through, instead of higher-level Keystones that are appropriately challenging for their gear and skill. That, in turn, affects who they're willing to invite. AOE damage output is preferred over everything else, because the only concern is how quickly you can clear through easy trash packs. And gear requirements tend to outpace what actually drops: if you could find upgrades in a Mythic 6, you'll have a hard time finding a group, because the Mythic 6 groups are full of players who are capable of clearing 10+ and are just looking for an easy 3-chest.
- Completing the run on time will have the same results it currently does in 7.2: you'll get a new Keystone for a random dungeon that's 1-3 levels higher than the one you just completed, based on how quickly you finished.
- If you complete the dungeon but don't make the timer, you'll get a Keystone for a random dungeon that's 1 level lower than the one you just used.
- If you don't complete the dungeon at all, you'll have a Keystone for the same dungeon that's one level lower than the one you just used.
- The other thing we're looking to change is the way that rewards are given at the end of a run. Currently, when you complete a run that upgrades your Keystone by 2 or 3 levels, you're also given a 2nd or 3rd chest. This is because, when we believed that Keystones would be rare, we didn't want you to miss out on any of the loot you might have collected from the runs you were ”skipping."
With that in mind, here's the changes we're planning to test:
Our overall goal with these changes is to incentivize groups to take on dungeons where they know they're likely to see upgrades, instead of preferring keys that are far too easy for them. Once the Tomb of Sargeras raid is available on Mythic difficulty, we'll also increase the maximum rewards from Mythic Keystone runs to level 15.
- You no longer receive additional chests at the end of a run for completing it quickly.
- When you finish a Mythic+ dungeon, the chest at the end will contain two items and an appropriate amount of Artifact Power.
- If you beat the timer, regardless of how quickly, there will be a third item in the chest.
- Keystones can still upgrade by 2 or 3 steps, so you can quickly get to a difficulty level appropriate for you.
Hope you got your BIS relics already:
https://us.battle.net/forums/en/wow/topic/20754468222#1
I'd have to assume for everyone.It says that the chest will contain 2 items?
Is that 2 items for everyone, or for each person?
It says that the chest will contain 2 items?
Is that 2 items for everyone, or for each person?
I'd have to assume for everyone.
No, it's 2 items total. 3 items if you beat the timer.
So more Blizzard band-aiding in the worst way. i.e., fixing problems by doing everything but fixing the core problem and just changing a lot of things for little reason.
This is some odd logic considering their changes don't really encourage that. If anything it makes it easier to curb stomp low level keys. You no longer need to find a fifth with a key to do it, you can just reset your key down to curb stomp level whenever you want. In effect it gave the people you think are abusing the system infinite keys except they don't have to interact with others anymore.I'm fine with the change
The idea is to tackle challenging content, not to stomp trivial content through dozens of "carry groups" abusing the system with low level keys
Now pushing for higher m+ stones won't be punishing
Honestly just sounds like they want to curb gearing speed and everything else is basically PR.
So basically because of Titanforge farming they're nerfing the rewards in Mythic+ drops to try to stop or slow down highly geared groups from farming certain low-ish Mythic+ key levels or from forming carry groups for the same purpose.
TF and WF should've been static increases.
WF: +5 item level from base with a CHANCE for ONE tertiary state AND/OR a Socket
TF: +10 item level from base WITH ONE tertiary state and a CHANCE for a socket.
I shouldn't be able to do a M +4 and get an item that titanforges with a socket and it's instantly better than the raid item I worked considerably harder for.
I assume that's what was meant by "for everyone" (I appreciate it's an awkward term to have chosen!), given it's contrasted with by "for each person"
I exoect all this diablo shit to be gone by next xpTF should not have been in the game to begin with. Just WF
Anything Blizzard believes drives engagement and playtime will stay in one form or another. We might not have artifact weapons and AP for instance, but it's a good bet there will be something similar reworked.I exoect all this diablo shit to be gone by next xp
I was thinking of mogging one of the appearances from a DH set onto some heirlooms to level a Rogue. If the item is a BoA, will it still lock the character out of wearing it if it isn't level 110?
Anything Blizzard believes drives engagement and playtime will stay in one form or another. We might not have artifact weapons and AP for instance, but it's a good bet there will be something similar reworked.
The implementation matters, of course. But I don't think many of these are going away.
I haven't actively raided or M+'d since Jan, but I have done a ton of emissary quests and other content per patch (like all broken shore WQs almost ever day on my main)
All told, I still have only 3 legendaries on my main and only 1 on my alt. Hearing that people have 9 or 10 is totally crazy. I feel like I play A LOT. I can't imagine how much more I'd have to play to get 10. Jesus. Like, I have fucking 18 days /played at 110 across all characters. 14 on my main.
This is some odd logic considering their changes don't really encourage that. If anything it makes it easier to curb stomp low level keys. You no longer need to find a fifth with a key to do it, you can just reset your key down to curb stomp level whenever you want. In effect it gave the people you think are abusing the system infinite keys except they don't have to interact with others anymore.
Meanwhile, for normal pugs the only person who benefits from upgrading the key past +1 is the key holder, which creates a fun dynamic.
People don't push past 10 (15 in 7.2.5) because there isn't a point other than for shits and giggles. There still wont be a point after this.
That's it. Changing depletion mechanic and nerfing the gear drops. It's not about pushing higher keys or however people are framing it.
Two and three are along the right lines. This is wholly designed to reduce the amount of loot distributed through M+ and also change the depletion mechanic.Actually to go from 3 chests to a single one will seriously lower the odds of getting your specific item your oh so generously carrying for those low keys.
No the idea is threefold :
1 - Stop the lack of higher level keys pushing with groups dedicated to farming 4-7 keys of a specific dungeon
2 - Curb TF farming of so called BiS items dropping from dungeons by groups vastly outgearing them and preventing proper level players from doing them outside of those carry groups
3 - Not punish people who actually try to push themselves further by giving them a usefull key (randomly generated) after they fail the timer. Right now no one runs a depleted key.
It's a good idea and will make, in the end, grouping that much easier at prety much every m+ level
It's not a good idea, unless they're trying to get people to run fewer m+s or attempting to nerf the amount of loot that drops form m+s.Actually to go from 3 chests to a single one will seriously lower the odds of getting your specific item your oh so generously carrying for those low keys.
No the idea is threefold :
1 - Stop the lack of higher level keys pushing with groups dedicated to farming 4-7 keys of a specific dungeon
2 - Curb TF farming of so called BiS items dropping from dungeons by groups vastly outgearing them and preventing proper level players from doing them outside of those carry groups
3 - Not punish people who actually try to push themselves further by giving them a usefull key (randomly generated) after they fail the timer. Right now no one runs a depleted key.
It's a good idea and will make, in the end, grouping that much easier at prety much every m+ level
You can do it from 1, IIRC.Quest about doing archaeology in Legion. I've never done it at all, anywhere, and haven't even learned it. Is it possible to jump right into doing it in Legion at zero skill or will I need to level up to 700 first? And if I have to, what's the fastest way of doing it?