My own take on Deathwing in words of NPC from TTRPG campaign that I am running.
"Deathwing was a parasite that hollowed out noble soul of Neltharion and wore him like a shell"
Is it true? Not fully but it has aspect of truth.
My own take on Deathwing in words of NPC from TTRPG campaign that I am running.
"Deathwing was a parasite that hollowed out noble soul of Neltharion and wore him like a shell"
Is it true? Not fully but it has aspect of truth.
Gotta hit the forums and make enough of a noise there.
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If Drust/Thornspeaker is Alliance..
What are Paladins to say? Full plate with 4 lions. :P
I doubt there is much truth to it.
Paladin this season and next is very.. Generic Paladin Vibe. Nothing to reference either of specs.
Mage this season is just Kirin Tor-y
Rogue is just Ethereal and next is undead pirate.
Maybe true for SOME classes but not for most of them.
I feel like it will be mechanically good? But needs to be adjusted to let us play with OUR pets.
Blizz does listen when feedback is loud enough.
Easiest thing to add is so you can use any flying pet. Would require almost zero changes to animations I imagine.
Then a bit more complex solution would be having other pets charge in and out of combat - leaping from stealth and then hiding again.
Choice is a must and we should be vocal.
As someone who played MM in BGs, I resented Pet being stuck in weird places all the darn time while it has no mechanical hooks to the spec.
So Pet having that kind of interaction with spec on mechanical front is godsend. However... I feel like we can do better?
So the issue with Death based system is not that it cannot work. It does not work with the way WoW gameplay loop and dungeons work. Both of course can be changed but that is a monumental work.
And we are already struggling with dungeons that clearly were not designed to work with current system.
Death Count based system allows for much slower play - if anything it actively rewards it due to how reliant on CDs WoW is nowadays. Could it work? Sure.
But if you take few deaths early you are incentivised to play the same, just more carefully. You cannot make up for mistakes by playing riskier.
Balancing that risk and reward of extra pulls is fun. And if we fall behind timer, sometimes we could still save the key by going extra hard. By risking more to save time on our previous failings.
I think those high tension, high reward moments are some of the most fun for people like me.
It was a journey of learning what pulls I can and cannot do - and more importantly which tools I need for each pull. Learning when to go ham and when to go slow was fun for me.
And also learning to not listen to DPS asking for more. 8/10 times I am not pulling extra for a reason.
TWW has been a journey for me as a tank. Tanks don't really get benefit of watching others do our job unless we go out of the game to see streamers.
I mostly stayed away from it and figured things on my own, apart from Grim Batol which I find very non intuitive for tanks.
More recently Dragonflight seen dungeon design show more restraint. Amount of kicks and stops needed back then heavily restrained amount of packs being pulled and also warped party meta.
Exodia Comp being its own can of worms.
Though even that shifts. Legion was a time of absurdly large pulls. Maw of Souls anyone? Pulling everything up to and including 1st boss in a single pull was more or less standard if affixes allowed it. And when not you would just leave boss out of the equation.
Current timer strongly rewards going at the limit of your character's abilities. Pulling multiple packs is standard because of that due to how effective AoEs are and how individual packs are tuned to be rather easy, needing two or three to be any real challenge.
Blizzard thinking about going to Death Count vs Timer based M+.
As a tank for 3 seasons straight and one that goes up to portals every time so I guess I have a bit of experience with the whole system since Legion.
The big question behind it is what kind of gameplay we want to reward.
Awakening of the Machine is such a nothing burger. Speaker doesn't do anything interesting from storytelling PoV. Waves are easy.. and kinda boring to be honest.
Nothing to spice up gameplay
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It is a difficult season for sure.
Very melee unfriendly imo too.
There is a whole lot of dungeons where as a tank I very much prefer less melee DPS than more.
Wintergrasp is .. probably the most boring of all of the Epic BGs.
It is waaaay tooo long when Defenders have an advantage.
Legion Remix would be.. weird?
I wonder if they would do M+ but with crazy scaling like we had in MoP.
+50 Keys here we go!
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Also.. Failed runs should reward full crests. It rewards people for pushing and trying themselves against hardest possible contest.
Change perceptive from failed run into just not a run that progresses you further.
Rewards are.. weird.
Delves messed up lower keys BIG time and something should be done. I don't think answer is to nerf delves, but maybe increase rewards of M+.
Have it drop 3 Pieces of gear and more crests. A trickle of crests from previous tier would be nice addition for filling in the gaps.
Tyra and Fort being kind of gone means that past 9 if you can do dungeon you can always do it. There are for sure no more dead or bad weeks. Variance in difficulty has been greatly reduced and I think it is a good change. Though difficulty curve could be adjusted.
My thoughts about the season.
4 new seasonal affixes are mostly fine. With exception of moving orbs. They crash with so many encounters if they overlap with some mechanic.
New Affix structure is interesting. Skews the difficulty curve a lot - especially between 9 and 10. It is not all bad though.