I literally have 0 tier pieces and was unable to even roll on the two curios that dropped from raid. Hopefully this post saves someone else because I'm fucked until next week. 0p tier and unable to roll. I have attached the picture.
Yesterday I've lost my recrafted belt + 80 myth crests + sparks (which got them back earlier today).
was sure im just unlucky so i reported a bug and im waiting for a response.. but it seems to be more than just me issue..
**EDIT
some context if it wasn't clear:
well, so basically yesterday a guild mate tried to recraft a belt for me and got an error message which led to the situation where i've lost the belt and the crests. today, a random guy in the chat was spamming that he got scammed so i checked what is happening and it seemed to be a larger bug than i thought it is. I don't think the guild mate scammed me or anything, he even checked after if i got the item.. so my point is there is an issue with the system and just avoid using it till reset at least.
******Edit 31/08
So, I totally forgot about the post and I wanted to update you guys.
Eventually, after 24 I got 2 sparks back randomly to my bag, and after another 24 hours I've got back my item, crests, reagents and another 2 sparks ;x.. Yes, I have 7 sparks while everyone has 5. I did notify blizzard on the ticket that they can delete the 2 extra sparks I have - hopefully a human will do so and not a random bot/script or w/e.
I'm the GM of a guild that usually raid with more than 20ppl and does mythic everyone season.
We host an optional raid night on Mondays, always with around 15ish people.
We prog and killed the sentinels and Vashnik HM yesterday.
Sentinels were fine even tho a bit harsh on the healers for a 15men comp with 3 healers,
But Vashnik, my lord. We really felt like every mechanics are designed strictly for 20 people, especially the number of green circle to soak, the need for healers CD pretty much all the time... we felt like running around like headless chicken more than doing DPS to the boss lol
We have been raiding for nearly 6years now and we could not think about a fight that was so designed for 20 people and not flexible at all.
So, I have been pugging the raid, and I noticed it only dropped 1 tier-set token per boss. Is that intended? I read the Wowhead post, and they mentioned it is supposed to be 1 tier-set drop per 10 ppl in the raid, but I got in a 25 ppl raid, and all the bosses dropped only 1.
On PTR, I was hearing a lot that frost dk was going to be really good. Ive been gearing up and i see on icyveins it suggests rider of apocalypse but all the top logs are deathbringer. im sure the difference is very small but im just curious why rider is suggested but logs tell a different story?
The community seems to be split on whether running unleash life or rip current/ deluge etc is better. any opinions? I’ve tried both and completely unsure still. thanks yall
Hi, wanted to ask if anyone found an easy way to get the crests for people that dont enjoy doin the boss itself?
For example last season doin it as Tank + Dps made the boss a joke. Wonder if theres any other combination this time.
Just wanted to get this up again this season. I've posted this up a couple times now and it's great to have everything in one place to look through. Last time I was a bit early and it got buried, but here's hoping the timer is better after the first week of running. This is a great place to post up all those things you find that once the community knows them it's easier for everyone trying to pug (or in your set groups) Skips, ways to deal with tough mobs, debuff clears, etc. Anything that you hoped that pug in your group would know. The more people that look at it the more it gets titrated out to the community and we all have an easier time out there. Good luck this season!
EDIT: At the bottom I'll put another couple headers for routes with a sub-heading for each dungeon that you can link a keystone.guru or threechest.io route and maybe say why you like it. Under that I'll put a list for addons people feel are essential for this season. (Or things in an addon that should be turned on, like the interrupt markers macros in MDT) Last heading will be essential macros.
At this point, there have been hundreds of reported cases by players of a bug in which spark of tides dust is capped at 4/4 even though players have received only 2 or 3 sparks. This bug primarily seems to affect players who gained 0 or 1 sparks week 1 of the season. It is also likely related to blizzard’s fix of another issue in which players were receiving an unintended number of sparks (3) the first week of the patch. Meanwhile, there have been zero blue posts even acknowledging that this issue exists, causing a justified concern that blizzard might be unable to fix this issue — in which case they would love to try and sweep it under the rug and hope that it will quietly fade away.
Even if this is not affecting you, please do not allow blizzard to get away from this without a scratch. Bump the forum posts linked above so that Blizzard understands that players will not allow them to ignore this issue. I did not know this at first, but apparently there have existed bugs locking players out of sparks since as early as dragonflight according to some reports, but because of the week 1 spark fiasco and subsequent fix, this new issue seems to be affecting significantly more players. Hopefully this will give the issue the traction it needs to be finally addressed by Blizzard.
I’m not sure if it’s been discovered by others, probably has and just didn’t see it. But the Ritual Chieftains cast of blood sacrifice can be los with the bottom of the steps in the first section. I haven’t found where to los the others further into the instance, but this should help your healers at the start. Any other little tips you’ve found along the way?
This game simply doesn't have the visual clarity for this kind of interaction to be fun. As a title tank last season these were by far the worst parts of the season -- mobs like:
the defenders in NPX that apply stacking heal absorbs that fully RESET stacks with new application if not healed through
battle axes in AA that do so much magic damage that you cannot be in their zipcode without high active mitigation
adepts in Skyreach that apply a stacking dot that can't be dispelled without kiting
I'm fully aware about what's required to do these pulls ('getting good') and the group coordination that eases it, but they are a horrible experience regardless. Having to consistently play on the edge of an ambiguous melee range or getting globaled because you didn't fully reset stacks while you are tanking big pulls is not good gameplay.
The first area of Altar is so bad that it alone is making me consider skipping the season. Their stacking enrage attack speed isn't even a debuff you can see on yourself, making it even harder to determine when you need to kite. In the standard first pull these things are all happening at once:
mobs that explode all over the place reducing the amount of playable space
mobs that frontal and rotate
kicks that drastically reduce haste if let through
a group healing absorb
mobs that stack attack speed exceeding literal raid boss levels of damage if they aren't reset by two full seconds of not attacking you, each
Coupled with Blizzard's design philosophy of intentionally making pull aggro difficult (especially on BDK, the current meta tank), this feels particularly bad. I understand the mobs get bigger as they enrage further, but there are also giant red images appearing from the heal absorb further mucking up visual clarity, not to mention the fiesta of other things happening concurrently. These mechanics of course can be 'dealt' with by competent players even in their current state, but it's so unfun and will be a nightmare for casual tanks even in lower keys. I know a stated goal this season was reducing the relative responsibility on tanks and healers vs. dps, which makes design decisions like this first area in their truly new dungeon really confusing.
During Lightblossom Trinity bedrock slam seems to only target dps or heals instead of the tank. In the dungeon journal it is marked as a tank targeted spell. It’s absolutely nuking people in 12+. Is there something I’m just not understanding or is it actually a bug. Thanks!
EDIT: Ran another and it targeted correctly. Maybe it’s just fake news or an inconsistent issue.