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Questions-réponses avec Jdotb de Method N°15 : avis sur les donjons de BFA, changements apportés au coffre hebdomadaire Mythique+
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Publié
03/07/2018 à 14:39
par
Squishei
Notre dernière série de questions-réponses avec Jdotb de Method est maintenant disponible, dans laquelle il présente son avis sur les nouveaux donjons de Battle for Azeroth, sur les changements apportés au coffre hebdomadaire Mythique+ et plus encore !
Consultez nos séries de questions-réponses précédentes avec Jdotb :
Part 1: Immunities, Legion Class Balance
Part 2: Legion Trinkets, Tank Externals
Part 3: Time Saving Strategies, Multiple Gear Sets
Part 4: Professions, Pushing +20 Keys
Part 5: Addons and UI, Racials
Part 6: Specific Affix Advice
Part 7: Tyrannical Shade of Xavius, Healing Meters
Part 8: Resto Druid Weakauras, Disc Priest in BFA
Part 9: Catweaving, Trinkets
Part 10: MDI, Esports Organizations
Part 11: MDI Prizes, World First Race
Partie 12 : semaines de poussées, modificateur nécrotique
Part 13: Shotcalling, MDI LAN Finals
Partie 14 : finale LAN du MDI, système de score de Raider.IO
Jdotb diffuse en direct des donjons de pierre mythique sur la bêta de Battle for Azeroth !
Les serveurs bêta sont à l'arrêt, donc il diffuse des donjons sur les serveurs de production !
Watch live video from jdotb on www.twitch.tv
Questions-réponses avec Jdotb de Method N°15
Vous voulez poser une question à Jdotb ? Laissez un commentaire ci-dessous et nous choisirons quelques questions pour que Jdotb y répondre dans le prochain questions-réponses !
Jdotb joue un Druide Restau et s'est classé second de la finale du Mythic Dungeon Invitational. Il a accompli de multiples
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How do you feel about the
weekly M+ cache changes
, namely a potential increase in gear being received as well as the chests containing Azerite armor instead of it being a dungeon completion reward?
The weekly M+ cache will now contain
up to three items
. This is an important change for M+ because Azerite pieces cannot drop from the dungeon chests -- you can only get them from your weekly cache. Limiting the cache to one item per week would’ve made RNG potentially extremely crippling for those that are relying exclusively on M+ for gearing up. I’ve had a lot of people asking if I think that raiding is still “necessary” for pushing high keys in BFA. This change to the weekly cache makes an only-M+ approach to the game more viable, and it will be a great source for high ilvl gear even if you do still raid.
Raiding and M+ have had an awkward coexistence because the base ilvl on mythic raid loot has been 20 ilvls higher than the highest base ilvl loot you can get from M+ dungeons (960 vs 940) presumably because you can run an unlimited number of M+ each week and get loot each time. Thus M+ became essentially a lottery system where gear was worthless unless it titanforged like crazy. Despite running hundreds of 25+ keys in the last couple months, I can probably count on one hand the number of upgrades I’ve gotten from dungeon chests. At a certain point, the weekly M+ cache became the only realistic chance I had at getting an upgrade from M+.
Unfortunately the potential for three items in your cache still appears to be small, so you can expect RNG to be a heavy factor early in the expansion (but what else is new). If someone gets lucky with their weekly cache a few weeks in a row, they could potentially have two months of M+ loot over someone getting a single item. This would be a sizeable advantage, and you can expect to see a lot of highly upvoted pictures on Reddit of people’s insane cache hauls each week.
While it’s a little frustrating that you only get one shot a week at Azerite gear from M+, there is a silver lining: no more non-tier armor drops that are instantly unuseable. One of the unfortunate side effects of the tier system was that (for most classes) tier was so good that virtually no amount of raw ilvl would compensate, so it wasn’t uncommon for people to get 980 shoulders and immediately put them in the bank. Since all helms/shoulders/chests are now Azerite, those slots are effectively removed from the pool of items you can get from the dungeon chests, meaning all the loot you CAN get won’t be competing with set bonuses. This means there will be a much higher chance that you will get loot you can use.
Blizzard seems to be backtracking on some of their initial GCD changes. Do you think this is a result of feedback from beta testing, or more related to the outpouring of disapproval from the community?
I’m almost certain that the GCD changes have been entirely driven by internal discussion and not by community sentiment. Blizzard seems to be largely immune to player vitriol (which is distinct from legitimate feedback), and these days it seems that when a design change is announced you can assume that it has been vetted extensively behind closed doors already and Blizzard is already convinced it’s making the right move. If the only feedback Blizzard receives on something like the GCD change is, “I don’t like this. It makes the game too slow and boring,” I think Blizzard is confident that it knows best and won’t bow to pressure from the players.
Which isn’t to say (as in the case of the GCD changes) that Blizzard won’t reverse course if it’s shown that something just isn’t working. Players were quite adamant that the GCD changes would make gameplay significantly slower and less interesting, and I think it was probably obvious very quickly from actual gameplay testing that having to wait several seconds while you pop offensive cooldowns before you can launch into your rotation felt really really bad. So it’s easy for players to see the effect (reverting the GCD change) and assume that the cause was protesting on the forums when in reality it was simply Blizzard seeing how the GCD was playing out on alpha/beta.
I see this same series of events playing out currently with M+ gear swapping. I think the M+ community is mistakenly of the opinion that Blizzard introduced this change with the intention of starting a dialogue, but I think when Blizzard drops something like this on the playerbase the matter is already considered final in Blizzard’s mind. If gear swapping is going to get re-enabled in BFA, there will have to be substantial evidence provided to Blizzard that gear locking is fundamentally ruining the M+ experience for a large swath of the players, both casual and hardcore. I don’t think any amount of thoughtful discourse on the forums will change Blizzard’s mind at this point.
And none of this is to say that Blizzard is “wrong” with this approach. Companies are free to do what they want with their games, and if Blizzard thinks that offensive cooldowns being off the GCD or gear swapping in M+ is hurting the game, then it’s Blizzard’s prerogative to make changes as it sees fit. The only thing for players to do at that point is accept the changes or stop playing the game.
There was a lot of discussion after last week’s Q&A about min/maxing, in regards to Blizzard dropping the bomb about fixed gear. When you combine this with removing tier set bonuses, do you see these moves as a step towards Blizzard normalizing PVE classes and gameplay?
Normalizing classes? No. Blizzard has shown that it values class diversity (even at the cost of game balance), so you can expect to continue seeing unique class abilities that will afford significant advantages to certain classes in certain scenarios. Things like immunities or group stealth or battle resses simply cannot be balanced around, and so long as they exist there will be “haves” and “have-nots”. In 95% of the content WoW has to offer, these class disparities aren’t a big deal. And Blizzard’s foremost concern is appealing to the masses (everyone pays the same $15), so if the average WoW player wants classes that feel distinct, then the average WoW player is going to get classes that feel distinct.
Normalizing PvE gameplay? Maybe. It’s tough to know exactly where Blizzard’s head is at with the change to gear swapping in M+, but there are some theories floating around.
The first is that Blizzard simply doesn’t want to deal with the headache that gear swapping creates. When players have the ability to tailor their gear to each trash pull or boss fight, it opens up nearly endless possibilities that Blizzard has to account for. Do you balance a boss around the assumption that all players are using defensive trinkets? How much avoidance do you assume each player has -- 0%? 5%? 20%? If you lock gear, you can assume that players will opt for well-rounded rather than ultra-specialized, and that makes it a lot easier for Blizzard to be confident that it knows what to expect from the players.
The second theory is that Blizzard is concerned with the artificial complexity that gear swapping creates. Casual players might pop into a M+ stream and see someone using ten different trinkets, four different tier bonuses, eight different legendaries, etc. throughout the course of a dungeon. Or the players might read similar recommendations in a M+ guide. And for casual players, that can be very intimidating. So maybe the change was made to make M+ less scary.
Either way, you shouldn’t expect to ever see WoW in a state where all classes feel interchangeable. In BFA M+, there are already some glaring examples of dungeons favoring a certain class (e.g., rogues in Tol Dagor are busteddddd). I’m still convinced that the dungeon design team doesn’t take into account competitive M+ at all when creating maps, trash mobs, bosses, etc. And not that they necessarily should be -- competitive M+ is a very small piece of the puzzle. But it’s clear that these dungeons continue to have balancing issues even at base difficulty that will only become more glaring as the scaling increases.
Early Impressions of BFA Dungeons
Atal’Dazar
Currently in the running for easiest BFA dungeon. The dungeon is nonlinear so you can choose which bosses you want to do in which order (aside from the final boss). The layout of the dungeon is fairly open so you might eventually see some teams do some crazy kite pulls or inventive skips involving the z-axis.
Alun’za and Rezan are both easy bosses. Vol’kaal will become difficult to heal at higher levels. Yazma requires good priority add DPS but is otherwise manageable.
Freehold
Very open layout in this dungeon, so expect to see lots of different strategies on what to skip/pull in here. Kiting will be a popular strategy because of all the room.
Kragg and Sweete are straightforward bosses that aren’t particularly threatening. Council will put pressure on the healer at higher levels. The shark adds on Ring of Booty deal significant damage even at lower levels of keys, so I expect these to start becoming very deadly on higher keys.
King’s Rest
This dungeon is overtuned at the moment and also bugged. The final boss will reset when you kill him the first time, so you effectively have to kill him twice each run. There is a moderate amount of space in this dungeon, and the order is linear. The trash in King’s Rest is especially deadly compared to other dungeons, both because of high damage and also because several of the mobs have mechanics that are difficult to avoid or prevent.
Serpent dies fast enough that I’m not sure how the fight will look on higher difficulties -- the adds never really get a chance to spawn. Mchimba rewards high mobility classes but doesn’t seem overly challenging. Council of Tribes is a fun fight with a lot of positioning requirements and will definitely get hectic at higher levels. Dazar is another fight that requires significant movement and has some mechanics that might venture into one-shot territory quickly.
Shrine of the Storm
A linear and open dungeon. Features some of the most deadly trash packs in BFA that are difficult to chain pull because of mobs that heal or shield each other.
Aqu’sirr is only as difficult as his adds. If you can finish them quickly, the fight is easy. Tidesage Council is a bit rough on the tank but easy for the group so long as you can interrupt reliably. Stormsong has a mind control mechanic that is currently scaling with the level of the key making it more and more annoying as you push -- presumably not intended. Vol’zith splits the healer and tank from the DPS for various phases of the fight, so eventually this may be a fight that rewards hybrid specs.
Siege of Boralus
Gated behind a substantial reputation requirement so I haven’t had a chance to test this dungeon yet. Gotta keep grinding those world quests to test beta content.
Temple of Sethraliss
This dungeon probably gets too cute with its mini games. It’s a moderately open dungeon with linear bosses. Currently bugged so that you cannot complete the dungeon if Teeming is on the key.
Adderis and Aspix currently die fast enough that their mechanics don’t really come into play but I suspect these two will become difficult on higher keys. Merektha is a trivial boss, though it got buffed in the latest patch so maybe things will change. Galvazzt was another easy-ish boss that got buffed, though the energy cores were already doing enough damage pre-buff that I expect this boss to become a healer check on high keys. Avatar is rough on healers, requiring both significant group healing and also sustained single target healing that will probably cause most healers to struggle on mana. I wouldn’t be surprised to see this boss nerfed.
The MOTHERLODE!!
This dungeon has tons of trash and is super open so expect to see big pulls, lots of kiting, and lots of trash skips. The bosses are linear. Supposedly there is a robot you can control with engineering at the start of the dungeon but I haven’t yet gotten to see it in action.
Pummeler is an interesting fight that will reward mobile classes and require your group to coordinate kicking balls at timed intervals. Healing on this fight will get intense at higher levels. Azerokk is mostly about being able to cleave down adds quickly, but add health on high keys could make this fight much more difficult. Rixxa is an easy boss but might get more difficult if she lives long enough to leave lots of patches on the ground. Mogul will be a healer check and might have some unavoidable one-shots at relatively low key levels.
The Underrot
Lots of annoying trash in this dungeon with silences, fixates, interruptable one-shots, etc. A somewhat open layout with linear bosses. Hard to kite in here without running into other packs.
Leaxa has been changed during beta and is currently a much easier fight than originally seen. Dies fast enough now that many abilities aren’t seen, but I suspect this fight will ramp up in difficulty quickly. Cragmaw requires players to soak damage on the ground making immunity classes very strong for this fight. Zancha can be a hectic fight that will definitely be a gut check for healers because of unavoidable damage. Abomination is dependant on your group’s ability to DPS the adds down quickly, though I suspect managing the puddles on the ground will become difficult on higher keys.
Tol Dagor
The rogue dungeon. This place has several lockpicking perks that let rogues skip parts of the dungeon or avoid wasting time looking for keys. It’s also incredibly cramped, so it’s hard to kite or chain pull. It has some fun cannons at the end that do mega damage.
Sand Queen is a relatively easy but annoying boss that forces you to be moving constantly. Howlis isn’t dangerous if your group knows how to LoS and deal with adds. Valyri can be troublesome if your group isn’t good about moving barrels, but even then you can usually hide in corners of the room. Korgus has very strict positional requirements. This boss will probably be the bane of PUGs because you’ll definitely want prearranged spots to stand during the fight.
Waycrest Manor
Can get claustrophobic at times in this dungeon. It’s nonlinear so you will probably see all sorts of routes through the dungeon, but don’t expect much chain pulling or kiting. It’s easy to get lost if you wipe and are trying to run back.
Triad will definitely test your healer at higher levels, and this boss will wipe inexperienced groups frequently because of targeting the wrong add. Goliath is a relatively simple fight though the healing can get intense. Raal is undertuned at the moment and frequently gets pulled with lots of trash because of how unthreatening he is. Lord and Lady Waycrest will be unpleasant for the tank but is pretty simple for everyone else. Gorak Tul requires your group to be able to coordinate killing mobs and using items, so it will probably be easy enough for coordinated groups but might cause some issues with PUGs.
Podcasts récents de Jdotb
Jdotb était également dant
AllCraft
et
FinalBossTV
récemment pour parler du MDI, de l'ajout du Mythique+ et bien plus ! Vous pouvez regarder ces vidéos ci-dessous.
Watch ALLCRAFT - MYTHIC SUMMIT ft. Naguura, JdotB, Asmongold,AutomaticJak,Hotted & Rich from Hotted89 on www.twitch.tv
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