It's alright, but the interrupt mobs are absolute bullshit, took me three tries to do just because I play a balance druid and have 1 min cd on my single interrupt...
It's alright, but the interrupt mobs are absolute bullshit, took me three tries to do just because I play a balance druid and have 1 min cd on my single interrupt...
How in the world would you make proving grounds teach every single tac on every single boss?
Proving grounds are there to make sure you have just a tiny bit of control over your own character weather its damage, healing or tanking wise.
There is only so much you can expect blizzard to do when its humans you are playing with.
Silver PG is probably one of the best thing that ever happend to random pickup group in WoW.
It is realistically really simple (hell it can even be down without the proper role spec...) yet it still ask to understand the absolute base of gameplay that someone need to know to just be a part of a group (not be good, just be there, playing. And not be carried like every expansion before).
I play tank and it's the first time in years that that overall random group experience improved so much. I'm not talking about amazing players (still people under 8k or mediocre interupt, dispel, AOE avoiding) but at least non full useless waste of slot.
I wiped way less in WoD heroics than in MoP heroics the first week (while WoD one being harder). And this alone prove how good silver requirement is.
I would have liked to see a 615 iLvl requirement, silver proving grounds and completion of all dungeons completed on regular (since they all should be available in reg mode IMO. This seems fair to me.
please....
Cyclone? Typhoon? Even without interrupts in most stages you can simply put the healer into the amber or just nuke him from 100 to 0 between heals..
just more prove that silver is too easy.
I did it with ilvl558 right when I dinged 100 as a hunter and had about 20 seconds to spare on each wave..
Silver is so easy, it is harder to fail than succeed. The only way of failing is if you get yourself hit in the amber twice.
The gear requirement of heroic is the biggest nonsense. As a hunter I did 15k dps single target and could not even queue for nhc. To get 610 I had to do pvp since I could not fake the ilvl anymore with skirmish items. Getting to 610 is a pain in the butt especially since nhc does not even guarantee you drops to get there. You can run 10 nhc and get just 2 items to use from the endbosses.
Low dps is often not an ilvl issue.
The concept is an excellent one, and I'm definitely for it. However the blatant class imbalance of the system is just painful.
At level 90 as a Ret paladin I think I took between 20 and 30 attempts to get Gold, and that was later in the expansion.
At level 100 I dinged 100 in mostly level 90 epics, queued for Proving Grounds and got gold second try (because first time I forgot my level 100 talent).
Whereas my partner, who isn't the best player by any means but also not terrible, is struggling to get past wave 5 of Silver on her warlock, things just don't die fast enough.
Until there is better balance between classes (and roles), the Proving Grounds are going to remain a highly controversial gating mechanic.
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I will definitely agree that the DPS proving grounds especially is really unbalanced in terms of what you need to do vs what your class/spec actually can do, it shouldn't even be the same between melee and ranged, and I really feel that there should be more stuff on the ground to avoid.
Proving grounds as they are don't actually teach anyone anything which is the main problem blizzard hasn't really done anything about. Even so i wish the requirement was increased to gold.
I discovered yesterday that random normals are now harder than random heroics, since you get stuck with the people who couldn't do PG silver. Working As Intended.
There's been one wipe in the past thirty random heroics I've done, and most of them have been a fucking breeze. Silver is fine.
One thing to note is that interrupts stop them from casting for X number of seconds, while typhoons and such don't do that. They could continue casting right after they land from the cyclone/typhoon. That may not be the case in PG, maybe the cooldown for healing is on cast start, not cast finish? Not sure.
That said, I think PG could be a lot harder and would weed out more people who are CBA to learn anything. I mean in questing greens I was finishing each round with 30 seconds to spare. Some a little less, some a little more. The gold was a bit more challenging, but still one-shottable. I honestly think gold would have been a good place for DPS at least.
I'm fine with it being pretty easy, but it was WAY easier than I expected. That being said, I don't think the calibre of people we are seeing in heroics is that low at this point. I've run with some players who weren't the best, but by and large they were OK. Could still be that raiders are still gearing up for next week, but I dunno.
Seems fair to me too, standard 615 ilvl requirement combined with silver/gold proving grounds and then all regular, i mean how do you expect people to be able to do heroic if they haven't even done normal - if its that easy then heroics are undertuned in the long run.
Personally would like to see more mobs that can fear, interrupt YOU, cc YOU and patrol or call for backup instead of a straight gear check.
Content drought is a combination of catchup mechanics and no new content.
Oh comeone ppl. Proving grounds are rly hard. It took me 3 tries to complete tank gold... on my hunter.
615 is steep because it doesn't do anything for the quality of the player, at 615 gear dependent classes still struggle under a bad player, not noticeably less than 610. What it does do is force the player to grind normals until they have almost every piece replaced, which is A) Not helping the situation B) Frustrating since ilvl averages all your pieces and C) VERY time intensive. I can promise you, 615 will not show you a noticeable increase in the quality of players in lfg. What it does do, is increase your queue time.
Silver/gold proving grounds are fine, though like I said earlier they're not a very good test dps wise. Making them fear and interrupt you turns it into a PvP challenge, there are seldom raid bosses that interrupt. Not only that but it puts an unnecessary burden on casting classes, dungeons don't require to balance druids to cat form sprint switch cast, neither should proving grounds. Calling for help, casting CC, healing... For conditional or interrupt light classes this already presents what's often the sole issue in the proving grounds for a mechanic that's relatively unused. Yes everyone should be able to interrupt, but it's out of place on certain classes. When an interrupt is actually important it's very obvious and in the minority of fights, it can be coordinated and rotated with other members of the ground and usually not going to force into a specific spec/talent/pet (unless the entire group is devoid of this).
Having to do the normals are reasonable, annoying, but reasonable. My only concern is whether or not people will get a grasp of the mechanics in normals or they'll just get carried and ignore everything.