I don't understand. It's literally a press W dnugeon. Why can't it have checkpoints?
although I do agree with the general sentiment of people saying "just don't die", generally, a checkpoint After 2nd boss would be ideal, dying and waiting for someone to run back is bound to happen in the pug world, and losing 40seconds for this feels awful, you can't control if little Timmy in a 20 decides to tank a wave to the face randomly and release instantly, and then your key gets gimped and hindered because of it, Timmy should learn the mechanics, and play better, but the other 4 are the ones getting hurt more by having the key be slower by waiting for Timmy to get back into the pulls finally
Why are they so hell bent on not adding checkpoints that they will spend probably a several hour meeting worth of time to do mental gymnastics "well, guys, what if instead of just adding a checkpoint like literally every player who has played the dungeon has asked for, we give them a not good enough run back speed buff? And what if that speed buff is only even usable if you path of trash that is significantly more difficult than the other side? I'm sure the players will thank us so hard for that. " Honestly, them adding this run speed debuff just feels like a deliberate *!@# you to feedback, and it's getting tiring. Why do we even bother with PTR if they actively go against the feedback?
Could we get the Frost Bomb treatment for Irideus? The Storm Pools in P2 are absolutely ridiculous.
That does sound really helpful since it's pretty easy to mess up there.
Gees, so many jelly people still upset with Hunters for whatever reason?I just pointed out the so called "immunity" ability that has stopped being such for years but clueless people keep calling it same, is once again not "functioning" as it should.Don't worry, most of you will still have plenty to complain after these very tiny buffs next week when Hunters start getting either close to, or beat other easier to play FOTM classes in damage. There will be many asking for Hunters damage nerf rather than getting better at their own class/spec.
This change doesn't do anything as it is still a ~2 minute runback to any boss since you spend like 70 seconds getting TO the shortcut.The reason to go left at the start is not only because the cheat death prevents wipes, but the shortcut is so inconsequential that if you wipe on a high enough key the -5 minutes (dying 3 minutes into a boss and then 2 minutes of running) is bricking it no matter what.
There was an interview with one of the M+ devs recently. These runbacks are fully intended. He said they want the player to experience the dungeon as an actual place you have to traverse. This is probably ok for the weekly heroic that guy does but for a timed key it's not. Why are these devs always so tone deaf and think they know better what the community wants. Respawn should always be at the last boss you killed. You already get punished with 5 sec per death and lost of consumable buffs. e.g. if you wipe before the last boss in Brackenhide, you can just turn around and walk out since a 3min runback will deplete the key for sure
Can you make it so the final boss doesn't immediately swap to a melee target when he does the tank knockback? That would be pretty neat Blizz.
Dispersion works for shadow priests. You will still get knocked back but you will not die or take his hits. Dispersion will last for almost the whole gauntlet making it trivial for shadows. And remember to mind control one of the four casters at the boss immediately.