Exploits needs to be fixed.It just encourages pugs to try MDI strats that never go well.
I found the snapping mostly fun to pull off in AD. Some weeks made it kinda tricky and some of the extra large pulls into snaps that were necessary to do in order to time high keys could go horribly horribly wrong very very quickly without everyone being very precise and then the run is dead. But by the end of BFA the majority of the community seemed to hate snapping in general as a part of running M+. I imagine it gets removed/fixed because of this but we shall see.
just nerf the jump dinos and fix the snaps. its &*!@#$ed, doesnt make any sense and looks goofy as hell
Snaps in Waycrest still work as well.
"Anyone who played Atal'Dazar in Battle for Azeroth remembers how much snapping you did in this dungeon due to how deadly it was."Pity that the author of this article doesn't bother to explain what snapping in this context even means for those who didn't. Would've been nice.
really great changes that there only being 1 risen guard in atal'Dazar and all Waycrest doors are open.
Can someone explain how rushing as fast as possible through a dungeon is fun?
When I first saw these dungeons would be in the rotation my very first thought was whether they would let the snaps stay in since these keys are largely balanced around snaps working. This is universally a good thing, Atal would be WAY too frustrating without snapping. Very happy to see this, also makes it a lot more fun to watch keys. Just let the bad players complain and tune them out.
why is it raining inside the house?
Good change for Waycrest, door variations was biggest problem with that dungeon. Casuals will find a simple route that works for them and more competitive players have a chance to come up with different routes that work the best for them.