About "calm down", I just hope it doesn't degrade to the "read a guide or gtfo" attitude. This ain't a savage but you know, haters gonna hate.
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I honestly love the new dungeon but going in with certain people makes it rather miserable.
Last week when we finally did clear i had such a huge headache, lol
Personally I love the waterway segment even thought nothing really happens, I kinda wish they'll evolve this concept as it makes interesting the exploring part of the place
I still feel the mechanic needs to be changed because it's really not a fair mechanic. Having it inverse your controls would have been fine but this spinning wheel crap is really annoying as I've seen countless people, even after learning that mechanic, die because of how random it is which should never be the case in any game.
The raid is fun and did it with my FC 1 hour after release. People were already crying about wipes. The funny part they die the most and after they left , it went faster and cleared it.
It's a problem with some people. They think they are great... and trying to destroy the mood.
I agree with you. The first two bosses are really make or break for the rest of the raid. We had people DAY ONE and hour after patch went live quitting out. I'm sorry, you expected a cakewalk??
It's ridiculous, but it's always amazing how much smoother everything goes once they quit. :D perhaps its simply a blessing in disguise.
Beating the raid day 1 with 5 minutes left was a great experience. I got lucky that people in my alliance were not toxic (other than one person being a little toxic) and the only person I remember leaving was an FC mate who had to go because of RL problems. Patience goes a long way.
I got yelled at for asking for a moment to put A/B/C marks down and a pull time /shrug
Not surprising, we wiped pretty fast, and then once I managed to put the markers down, people started to get the hang of it better. I don't mind wiping so long as it feels like people are learning. If people just keep trying to 'zerg'/brute force it and ignore anything else, then it's just a waste of everyone's time.
Mmm yeah. As a Tank I've just been watching a nightmare unfold before me and I can't do a thing about it because players are bad and should feel bad for being bad.
Not only is my drop subject to RNG but it would seen the poor player ecosystem also limits a clear to RNG as well. Brilliant!
I did about 15 runs of it this week, for practice and trying to get the rolls/cards, and I still am not a fan of it. It's a very bad raid in terms of design. You have two hard fights, then the developers suddenly realized they made the two opening fights too hard, so we have two very easy trash fights, one boss who was obviously downtuned to compensate for the first two bosses (the ice slaves do more damage and are bigger threats than his chariot move), one stretch of doing nothing at all, and a last boss who is distinctive by having annoying mechanics. It has the least amount of boss fights of any 24 man, yet even if it goes well it takes 60 minutes at launch.
I'm not really keen on this trend started with menagerie and continued with this, of long slightly harder casual fights that try to be cool and make ppl git gud, but tend to dump the lion's share of responsibility on the healers and take forever.