I'd argue that being able to even attempt to do something you're extremely ill equipped to even really seriously participate in is a massive error in game design, and if you're a player who actively knows this and still do it, that may be stupid, but I really don't think these people exist. there's a massive amount of ignorance to the audience in the game due to Blizzard literally not explaining much of the game past mere basics, like... How to move. it feels like a game from the early 90s that wants to be a game from the late 2000s pretty often imho. (I think it's mostly Blizzard is just too cheap and lazy to properly integrate tutorials, proper ones, along the way, when they can just rely on people boosting to the next expansion with no idea what to do, getting frustrated, unsubbing, and waiting for the next person to do the same)
To be fair, there are some very subtle mechanics that most players will never know about unless they read about them in a guide. They will just die and think what happened. And even though I think that people should read guides, I still agree that Blizzard could do a better job of making people aware of certain mechanics in game.
Toxicity in dungeons often happens when people think they know what's going on but they really don't.
I get that, but after +10, you shldve gone thru it on tyrannical and fortified where these mechanics are amplified. Everytime I get blown up and I'm like wtf is that, I hit the recap button and learn what the ability is named. Then on packs with similar mobs, I look for that being casted.
I'm not sure how blizz could help players anymore without making them take a test where every single ability is spelled out. How would blizz teach players better?
Last paragraph could be a “dungeon training mode” I proposed some time ago, being totally ignored.
I would just love to wipe at Gorechop or Stradama until I perfectly manage hooks and tentacles (for example) without having to do it “live” risking to ruin runs.
I understand that many have not this issue but we are not all the same and we have different learning curves. Bosses that are a joke for someone can be difficult for someone else and viceversa.
Personally I think they should make more very challenging solo tutorial content like the Mage Towers where players could experience dungeon-like mechanics and be solely responsible for dealing with them correctly. This way if they fail it would be their fault alone and they couldn't rely on other players to carry them. Content like this would force players to be much more aware of mechanics and learn if they wanted to progress it.
How can't you see it? it there is a mob and there is a tornado, you draw a straight line from mob face to the tornado and that's where it goes.
Ventunax balls are rotating in very predictable pattern. Tanks and melee actually stand on the source and dodge it. It's only hard during second intermission when you have 4 sources just because of sheer amount of them, not because you can't see it. Ofc. it depends on the tank. I would even call a good mechanic because you can avoid it if you are skilled. Someting like Muezalas dot or ToP last boss shadow+physical cleave just kills you without any chance to survive no matter how skilled you are.
I usually don’t watch mobs “faces”, I’m too busy healing and avoiding bad things on the ground. Now that you made me notice this, I will surely give a look next times.
Ventunax balls are a different story, when they start spawning from different positions at the same time it becomes hard, also because basically I can’t heal while moving except from during nature’s swiftness that has a limited duration. For me is by far the toughest boss in SoA, all the others have more predictable and avoidable mechanics. I have clearly issues with “things coming to me at high speed” (see also Stradama tentacles or Gorechop hooks I mentioned before or Sanguine Depths last boss lazers).
It is one of the harder bosses in SL.
Tank is dictating where the orbs are coming from - if he drops the spots in 4 different random locations - good luck.
My advice is put two spots one on another and then directly opposite side of the room and do the same so melee has easier time dodging during active phase and when recharge starts they only have to dodge balls from two directions.. OR tank in the middle all the times if you have 4 ranged players in the group so there will be lots of balls but only one direction to watch out for.
As a part of the RIO community, we get our bad stigma because of how shitty most of us are to people who are not seasoned M+ players. Many (not most) of us expect people to be creme-of-the-crop for trivial keys. I never understood the mentality of expecting someone to be M15 geared for a M5. While it is your key and you can expect anything you want, it just goes to highlight the big problem. While people who are part of the problem say "I see no problem."
I may be part of a minority in the RIO community but I'm more than willing to give pointers and guide someone trying to make it. I'm not going to full-blown hold someone's hand but what people who are (or think they are) elite need to keep in their heads is "not everyone is as awesome as you apparently are." We being to lose sight of the fact that this is a game, no matter how you slice it. We just become shitheads for no legit reason.
Are you serious? It's a straight line every time that mob casts Death Winds.
From the image above, you can see it's mob then the death winds which is point straight up. Which means it's going up so don't be in line with that.
Yeah the last platform is really tight but players can't do it without getting knocked off then that's a lack of awareness. The cast is long and very visible.
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Don't be a victim of IFOWISNAWL!
Call 800-Calm-The-F-Down, Operators are standing by. Now taking calls on all your Legion worries.
Maybe if we were back in 2003 but it's 2021. There are so many sources of information that players have. You got class discords, wowhead, a billion youtubers showing you how to do dungeons. You got mythictrap, r.io, and others that provide you with detailed information about routes, mobs of particular interest (aka priority targets), how to handle bosses (i.e. Tricks to make your life easier).
If a player can't go look up strategies/guides then the problem is with that player.
Additionally, it's not like Blizzard doesn't put in tools either: you have a dungeon journal, you have 3 dungeon difficulties BEFORE M+ keystones. Sure the mechanics are less relevant (and some are non-existent if you're not on M+0), but you can learn them.
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Don't be a victim of IFOWISNAWL!
Call 800-Calm-The-F-Down, Operators are standing by. Now taking calls on all your Legion worries.
Pretty much.
It's used like the word fuck, it's a noun, verb, adverb, and adjective.
Overly popular with people who are 18-25.
Roots stemming from League of Legends 2011, when Phreak used the word "toxic" to describe players behavior being judged by the tribunal, which then spread through Twitch.
It's very confusing for people who do not speak english, such as my neighbor. When i called our other neighbor "toxic" she thought the other neighbor was poisoned. Guess who looked like an ass when she walked over and knocked on their door to see if she was "ok"?
It's better to say what you mean instead of slang most of the time. Unpleasant, lazy, etc. Those hyper critical about the word usually are projecting... i mean look at this thread.
As I said M+ players that care about their performance and respect the time of their fellow gamer don't want to play with those that don't care about their performance or don't respect the time of their fellow gamer. The only ones that have "a problem" are players that expect to be carried and get rejected and then start crying about "being rejected", "gatekept", "wow has a community problem" and other stuff like that.
And you are completely right that this is a game, and M+ is competitive by nature, so the true shitheads are those that don't respect that it is a competitive game.
Nobody can or will stop or blame a player for not being competitive, but expecting that competitive players should carry the non-competitive players is delusional at best and extremely toxic at worst.
Whatever happened to letting people join a group and being happy you cleared said content? Perhaps it's not Blizzard who's killing fun but the players who are doing that.