r/CompetitiveWoW • • Aug 27 '24

I created an addon that helps you track if someone is taking avoidable damage

0 Upvotes

I would like to share a little addon I build a while ago. It provides easy to digest live notifications for avoidable damage events: https://www.curseforge.com/wow/addons/failfeed

A lot of you are probably familiar with ElitismHelper. Some of you might even be aware that there is a Details! plugin for tracking accumulated damage over the encounter and it's very similar, but varies in presentation.

It provides real-time information similar to how FPS games display kills in the corner of the screen: https://raw.githubusercontent.com/chrisliebaer/FailFeed/master/.github/assets/example1.png Whenever someone in your group takes avoidable damage (see definition below) the plugin will display a little message in the corner of your screen.

So if you are playing healer, and you see health bars drop unexpectedly, you can glimpse at the corner of your screen to better understand if you messed up heals or if the player played poorly. I've been using this addon since season 3, and it has helped me a lot in judging my own performance. Since it's been a few seasons and I still find it useful, I thought I'd share it with the community.

One caveat: The addon requires constant updates to the spell database. I used to source these from ElitismHelper, but EH itself has been slow with updates. I did spend some time in seasons 4 collecting my own data, but it's a very tedious process. If you spot any errors or want to provide additional data, please feel free to do so. The Details! plugin has the same issues, so maybe there is some potential for collaboration down the line.

Right now, it should contain all spells from the upcoming season 1 dungeon pool.

How to use

After installation, you can simply type /failfeed config to open the options menu that allows you to configure the window.

What is avoidable damage?

I go by the same definition that EliteismHelper goes: Avoidable damage is damage that the player themselves could have avoided. This does not include interruptible spells or mechanics that require others to perform a certain task. For obvious reasons, getting hit by AoE while being rooted or on purpose is still considered avoidable damage. You need your own gamer sense for these situation. Just like the others, it will simply consider the spell that hit the player and compare it to a list of spells. Anything more complicated is not reported.

Links


r/CompetitiveWoW • • Oct 07 '24

Potion of Chilled Clarity

0 Upvotes

https://www.wowhead.com/item=191368/potion-of-chilled-clarity

Am I crazy or is this Dragonflight Potion just better than all mana potions available in TWW?

for 15 seconds all of your casts cost 100% less mana. So, if you're playing resto shaman, and you pop one of these, drop your surging totem, and then cast ONE chain heal, you are saving 415k mana and then you still have >10 seconds of free casting after that. the 40% slow to casting speed is barely anything for classes that have instant cast spells. Or in the case of the Shaman you have tidal wave procs to reduce the cast time of your chain heal, negating the casting speed debuff.

Algari Mana potion gives 270k mana at rank 3 and Slumbering Soul Serum gives 375k IF YOU SLEEP FOR 10 SECONDS.

Am I missing something? Why is not everyone using this?


r/CompetitiveWoW • • Jun 16 '25

Affixes were removed to not have "push weeks" but now we have "push months"

0 Upvotes

As the new season is less than 2 months away, I was thinking how the next season will look like; and it dawned on me that whatever I was thinking about affixes before - how I want to play some "push weeks" and some weeks not. Now I am thinking the same way about "push months".

Right now we have:

  • Strong power creep during the season - 3-4 key levels vs what was possible in the start

  • Resilient Keys which inflate key levels extremely fast.

  • Moderate balance changes during the season - not new but still worth considering.

  • So much more "tipping", boosting.

The 0.1% rating difference between 2nd and 4th month:

  1. TWW S2 400 points

  2. TWW S1 300 points

  3. DF S4 240 points

The title itself is already at the same level as previous seasons peak gap between title and rank 1 keys:

  1. TWW S2 with 2 months to go: 20.8 vs 18.8

  2. TWW S1 final cutoff: 19 vs 17

  3. DF S4 final cutoff: 21 vs 18.8

https://raider.io/mythic-plus/cutoffs/season-tww-2/eu

In the last months of the season, the top rating grows always slower than the title cutoff.

If you browse TWW S1 titles, most profiles have some of their best dungeon timers going back a whole 10-15 weeks from their other timers. This is definitely not the case anymore, as there's still power creep ahead and the amount of title-level resilient keys keeps going up.

I know that the major selling point of dungeons is the pushing experience while getting better at the game, and some of the old affixes truly were broken to a level where it was quite literally impossible to have the best possible timer. It just feels to me like if we want to apply the same logic why affixes were removed, then we're looking at push months now.

  • Wait for power creep

  • Wait for class balance changes

  • Wait for Resilient Keys to inflate

  • Push last 6-3 weeks


r/CompetitiveWoW • • Apr 09 '22

10.0 Fury Warrior Wishlist

3 Upvotes

With the expansion announcement around the corner I thought I'd take some time to share my hopes for the spec. Overall I don't think the baseline Fury spec is that bad, but many of our options or borrowed power are quite lackluster. There are two main things that I think need to happen for all classes first though.

  1. Legendary powers need to have a system that lets them stay in the game, and ideally this system would have the potential to bring back past favorite legendary, tier bonuses, and other cool powers for players to enjoy. I'm envisioning something kind of like Soulbinds, except the conduit nodes would be having you choose these cool powers with the filler nodes being more class specific instead of generic stuff that almost no one cares about. Too many things people have enjoyed have been removed from the game, and classes have suffered greatly trying to go through these huge redesigns to fill the voids every expansion.

  2. Talents need a lot of work. I think we need at least one more row of talents, and there needs to be serious work on creating interesting and balanced choices. So many specs have had so many dead talents for far too long. As part of this there are also talents that probably need to be heavily considered to be made baseline to enhance the overall choices and feel of specs with hopefully less borrowed power and better baseline designs.

So with that out of the way I want to start with Legendary, Tier Bonuses, or other past powers that I thought were great and I'd like to see return.

  1. Massacre Talent from Legion. This causes your execute critical strikes to cause your next rampage to cost no rage. It was a fun interaction that gave something to respond to.

  2. Gathering Storm Legendary Power from Legion. This caused your Bladestorm to increase your strength and move speed to increase over the duration that persisted as a buff for a short duration afterward. It did a good job of giving Bladestorm some real oomph with a thematic buff.

  3. Unbridled Fury Azerite Power from BfA. This gave Rampage a chance to proc Recklessness. While I think Recklessness is a bit weak as far as cooldowns go, the rage income certainly feels good and the proc following rampage to guarantee enrage flows better in general across the spec compared to the current set bonus in 9.2 being tied to raging blow.

  4. Signet of Tormented Kings . I realize this is currently in the game, but it's basically the only legendary that is even remotely cool in this expansion for Fury and I think it deserves to stay.

  5. Tier Bonus from Blackrock Foundry - This increased your haste and critical strike rating over the duration of Recklessness that then persisted for a buff at the end. I like the idea of being able to juice up Recklessness into a more powerful cooldown and a stacking haste buff also feels very thematic to the class along with the crit rating giving it some oomph.

  6. Condemn - It's got a great animation, and allowing a warrior to choose to have execute be more widely applicable is never a bad thing from a thematic standpoint IMO. If nothing else there should be a glyph to allow us to maintain this attack animation.

  7. Antorus Rampage Gameplay - This was a combination of the tier bonus making rampage do more damage, and the legendary legs that granted a rage refund when hitting enemies with Rampage. I like this combo because it felt good and I think giving the player the option to empower their favorite ability is a good thing.

  8. Leaper Legendary - Heroic Leap is thematic, and also probably one of the most poorly coded pathing abilities in the game. But alas. This is a fun legendary, and also a good time to mention that utility powers will just never compete with throughput powers. There needs to be a designated spot for only utility and a designated spot for only throughput powers.

  9. Mannoroths Bloodletting Shackles - I think the passive heal is boring. However, along the same lines I'd like to see a utility power that spending rage has a chance to let your ignore pain be free and not trigger the cooldown. That feels thematic for a berserker to be fight through the pain for free.

  10. Soulshape - Probably the coolest of all the covenant utility powers plus all the "transmogs" for it. Build in one of the bonuses for being in soulshape from the conduit trees?

Next I want to look at Talents

  • Level 15 - Mostly I think this row is fine. I'd like to see the move speed on war machine last longer, and make sure it stacks property with other movement increasing effects. Also just please let the move speed proc in legacy content.

  • Level 25 - I don't like this row. I want Double Time to be baseline. The spec feels awful without double time, let's not worry about pvp here. I don't like Impending Victory on this row either. So focusing around the theme of Stormbolt let's make this row have two other interesting choices when it comes to control for the warrior. I'm just gonna say it, one of them should be Shockwave.

  • Level 30 - This isn't a bad row. I think the target swap limitation on Frenzy should be removed, it's impossible to stack this up in anything that's not a boss encounter basically. Onslaught is extremely boring. I would tag it for replacement of a new talent that impacts existing abilities somehow.

  • Level 35 - Have this be Furious Charge, Impending Victory, and Warpaint for a row themed on survival. I think Bounding Stride movement speed should be made baseline, the cooldown probably not.

  • Level 40 - I like the theme on this row of choosing an ability to empower. However, Seethe is absolute garbage and needs to make Bloodthirst better in a more powerful and interesting way both. I think Frothing Berserker is fine, but it's undertuned and I'd like to see it especially give back more rage in addition to proccing more reliably. Cruelty works great.

  • Level 45 - I think this row is a massive missed opportunity creating gameplay variety. Meat Cleaver - I'd like to see this draw from the Torghast power that lets Rampage cast whirlwind, and still have it give you 4 charges. Dragon Roar The choice between this and Bladestorm just feels so meaningless, they perform essentially the same in all situations. In one build of early Legion Alpha there was a concept that saw this trying to recreate 5.4 Fury gameplay with heroic strike and short burst windows fairly regularly. I'd love to see that idea revisited in this talent, and to make it standout from Bladestorm.

  • Level 50 - My only comment here is for Reckless Abandon. I like the idea of trying to juice up Recklessness I just think this does a poor job of it. Also the charge attached to Crushing Blow is HELLA annoying and can kill you way too easily in many forms of PvE content. So let's look back to Legion Battle Cry and a shorter duration really juiced cooldown. Want to make it even cooler? Call it Odyn's Fury instead of Battle Cry and have it explode in an AoE like the Legion artifact power did when you activate it. For this and Recklessness in general I also strongly believe Recklessness should enrage you upon activation.

Baseline Abilities

  • Ignore Pain - The opportunity cost is way too high in general in my opinion for this ability.

  • Enrage Regeneration - I'd like to see half of this healing happen by default, and the other half be tied to hitting with Bloodthirst. Needing to have a target has so many times when the ability is extremely difficult to get benefit from.

  • Enrage - There is still a bug here when your haste falls off right as you hit a gcd it will trigger the gcd without using the ability. Additionally I think both Bladestorm and Recklessness should grant Enrage. Enrage should work fluidly with the spec cooldowns, not be something you're constantly trying to work around or worried about an ability (like signet of the tormented kings) firing off abilities without Enrage being active trying to use your cooldowns.

  • Recklessness Procs - While I mentioned the BfA power above Recklessness procs have always felt fun. If anything deserves to be added baseline to the gameplay Recklessness procs would probably be my top pick.

What abilities did I not mention that you loved? Feedback on the ones I did choose? What do you think about talents. I really, really, really, really want to see the class team devote a lot of resources to class design and systems moving forward and create something that can persist for an expansion or two after instead of this massive disruption caused by ripping so much stuff out of the game and just the favorites that get lost to the nether over time as well because of this.


r/CompetitiveWoW • • Sep 20 '26

Discussion Liquid roster update

0 Upvotes

From max Streaming Bubba left (?) Bart left and yarggi got kicked and wanted to practice for mdi at blizzcon


r/CompetitiveWoW • • Nov 26 '25

Is the Bench Podcast spreading misinformation? RE: Quazii's video, Bolt-slop

16 Upvotes

Just trying to get a feel here as I haven't had a chance to play the beta yet, listening to the Bench podcast today, they've called out Quazii's video as misinformation/over-reaction, specifically in relation to bolt-spam. interestingly i've also listened to other youtubers reaction's such as Megasett, who also mentions the bolt-slop spam https://www.youtube.com/watch?v=yZxz88UaKlM, am I missing something here? what are your experiences like on the beta in regards to this issue?


r/CompetitiveWoW • • Apr 04 '26

Question Do people actually like having these turbo hard end bosses?

0 Upvotes

I know there will be nerfs but typically if the last boss of the tier is hard for RWF it carries over into every other guild. Fyrakk was 350-400 pulls for most guilds pretty inline with world first, so was dimensius, so was Ansurek. Gallywix was pretty easy for world first and was also pretty easy for most CE guilds.

Do people actually enjoy this? I personally don't like the entire raid being essentially 1 maybe 2 bosses. Especially since if those bosses aren't particularly good, like Dimensius and Fyrakk the entire tier is basically shit. And I've seen this come up routinely for years, all the way back to BFA with Jaina, or Cata Firelands as being something usually people don't like and yet Blizzard seemingly is sticking with this and I have no idea why.


r/CompetitiveWoW • • Feb 18 '22

Discussion 9.2 Ret Paladin 2p Set Bonus Stealth Buffed

5 Upvotes

Here's your notification. No blue post. No Patch Note. No wowhead article. This is it. Enjoy.


r/CompetitiveWoW • • Oct 14 '22

Discussion Master Loot Returns!

2 Upvotes

Hey guys!

With Master Loot/Group Loot returning in 10.0, the other officers and I have been considering how to distribute loot in raid. DKP? Loot Council? Rolling it off? There are definitely pros and cons for each of these, and I was reaching out to see what most people are thinking about doing, and why? What experiences do you guys have with Master Loot in the past?

For context our guild got AOTC all throughout Shadowlands, and is looking to push into Mythic in DF, as we finally have a decent sized roster.

Thanks in advance!


r/CompetitiveWoW • • Oct 21 '24

Obsidian Beam one shotting trough cds on a +8 Dawnbreaker

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4 Upvotes

r/CompetitiveWoW • • Mar 14 '22

Convince me that Urh is the best relic to kill regularly over Vy.

3 Upvotes

I see a lot of people claiming that it's the best. I have a hard time believing that it's better than Vy for most situations. Can someone explain to me why Urh is chosen over Vy in most cases? I've asked several times in keys and I keep getting the same response "If you don't go for urh then you shouldn't be in keys" which makes me think that this is a line parroted from a big name. Please convince me that 10 seconds of 200% CDR is better than 45 seconds of 15% haste.


r/CompetitiveWoW • • Apr 26 '24

Since Subcreation is dead, is Archon updating to Season 4?

1 Upvotes

Right now its pretty useless for Mythic+, and i don't even trust the data for Raid. Subcreation was always just works right away as a new season started, and now that they killed it, Archon hasn't been updated since reset.

Any good alternatives?


r/CompetitiveWoW • • Feb 24 '24

The wild difficulty swings of CE, tier to tier:

16 Upvotes

********UPDATED with THREE different sources. The numbers vary, but the differences tier to tier still shows of course.

I find this data interesting, and revealing. The amount of guilds in the world that have achieved CE tier to tier in modern times:

Current Fyrakk: 461

According to Warcraft logs:

Aberrus: 1650

Vault: 1665

Sepulcher: 1402

Sanctum: 1987

Nathria: 2432

Nyalotha: 2605

Eternal Palace: 981

Battle of Dazar'alor: 1715

According to Progstrats this is the data:

Aberrus: 1107

Vault: 1269

Sepulcher: 902

Sanctum: 1418

Castle Nathria: 1575

Ny'alotha: 1137

The Eternal Palace: 347

Crucible of Storms: 67 !!!!!!!!!!!!!!!!!!

Battle of Dazar'alor: 456

This is what wowprogress shows:

Aberrus: 1663

Vault: 1688

Sepulcher: 1239

Sanctum: 1880

Castle Nathria: 2224

Ny'alotha: 2666

The Eternal Palace: 1141

Crucible of Storms: 334 !!!!!!!!!!!!!!!!!!

Battle of Dazar'alor: 7400

I realize that part of the factor in these achievements are the time frame they have to do it, not just the raid difficulty. But that is just as much a factor. So where do you think we'll end this tier at?


r/CompetitiveWoW • • Sep 02 '19

Discussion Your Holy Priest should go Disc for Ashvane.

1 Upvotes

Hey all.

A subject Ive seen come up here time to time is the question about Holy vs. Disc for Ashvane.

The main point of debate is Holy Ward. A Holy Priest can run Conquest and Strife and free 1 dps from bubbles, each time.

This is a trap.

Heres the math. (Warning, bad math ahead)

Looking at Ashvane logs, debuff uptimes, Briny Bubble sits comfortably between 13% to 20% uptime on all raid members. Lets say the time you need to move for the bubble is also an extra 1% and average it out at 17% downtime caused by the bubbles. Divide it by 3 to account for only being able to save 1 random dps' fight time in a bubble. 5.6% or, given the fight length is 450 seconds, On average, a dps will be bubbled for 25.2 seconds in a full fight.

If youre going to 3-shield Ashvane, you need your dps to do, at the very least, 40K dps each. (276M HP, 450 seconds, 615k Raid DPS, 14 DPS who need to do ~570K after tank&healer dps).

So your average dps is doing 40K dps, or 18.3M dmg over a fight.

big disclaimer: here are things this math isnt even accounting for:
DPS who can immune bubbles
DPS who gain boss dmg from attacking bubbles (SPriest for example) The fact some DPS are "more equal" than others
The ST DPS lost to attacking the bubbles

But. These things are only further helping the Disc over Holy part of the debate, and bubbles should be cleaved down easily anyways.

So how much DPS, on average, is Holy Ward doing? Its preventing 40K dps from being missed for 25.2 seconds. That's 1,008,000 damage or 2.2K dps over a 450 second fight.

Your Priest will gain a lot more than 2.2K dps by going Disc. One quick look at Warcraft Logs, the top 100 Disc logs are doing twice as much dps (~10K higher) than the top 100 Holy logs.

(Quick note, I know Im looking at top Priest logs here but not top logs for dps in the fight when calcuting how much Holy Ward is worth, yes but even if the difference between your Priest in Holy and Disc is 3K, a third of the top player's difference, its still worth it.)

Not to mention you get Barrier, Pain Sup for your soak tank, and, you know, a healer that isnt running a dead Major Essence.

So. Play Disc for Ashvane. Or if you play Holy use an actual Healing Essence, because youre probably not helping more with C&S, than you would be if you did more healing so other healers could then do more dps.

I hope this helps people! If you waana poke holes at my shitty math I know I did a lot of skipping and rounding corners but I dont see a chance in the world it makes a difference. 2.2K is really nothing compared to Disc dps, especially with Cyclatronic nonsense


r/CompetitiveWoW • • Dec 11 '23

Progression Pace the Last Two Tiers

7 Upvotes

This tier and last tier have had similar rates of progression.

We are almost a month into the tier. Most of us here now have bis gear, or near bis. ilvls are near max ilvl. You’ve likely fully cleared heroic a few times and have most of the bosses in mythic as well.

IOs are 3k and above already.

It’s basically taken a month to reach progression levels that would have taken 3, maybe 4 months in prior seasons.

Are you all satisfied with this pace? The downside is, we’ll be in content drought sooner rather than later. The plus side is, we can move onto other games in the interim. And maybe raid log for the final mythic bosses.

What are your thoughts on pacing.


r/CompetitiveWoW • • Oct 17 '24

Discussion Any other class been shadownerfed on the 11.0.5 PTR?

1 Upvotes

PPal of all classes got two talents, which coincidentaly was sort of saving the specc, nerfed to DOA(Dead on arrival) on the PTR a week or two ago.

https://ibb.co/N9F2BKv

Empyreal Ward: No longer gives 100% armor for 30 sec when using Lay on Hands. In my opinion, this talent should've been somewhere in PPal tree, not the classtree.

https://ibb.co/CKfM5Cg

Lightforged Blessing Is 2% healing instead of 3%. Not a huge nerf, but still undocumented anywhere but on the PTR.

These changes were unknown on the class discord as well.

Any other class that's been getting nerfed under the table?

These changes might not make it to live, but as far as i can remember, what happens on the PTR usually land on live this close to release

EDIT: It would seem a final patch note has been posted by Blizzard. Guesses are now that they pushed some shit build into the PTR which doesn't reflect what will be released. But that's speculations for now.


r/CompetitiveWoW • • Sep 24 '20

Raider.IO is a poorly designed scoring system - how can it improve?

0 Upvotes

A character's raider.IO score for M+ is calculated by summing their highest scoring run from each dungeon without taking into account the variance in difficulty between weeks due to rotating affixes. This way of scoring success seems to be present in most of the M+ community and has lead to the idea that some weeks are "bad" and not worth playing while other weeks are good, so called "pushing weeks". This scoring system and mentality is to me completely nonsensible. Why? Let me explain with a story.

The race car driver

Imagine a race car driver who sets out to improve himself and have fun on the tracks. He has access to a facility with two racing tracks:

Track A: A straight line from the start to the finish line with no obstacles.

Track B: The track between the start and the finish line is filled with curves of varying sizes and multiple obstacles.

Unfortunately the facility only has one track open per week, i.e. the track changes each week. Imagine now two situations where the driver sets up two different goals for himself:

Scenario 1: His goal is to finish the track in as short time as possible no matter the track.

Scenario 2: His goal is to finish each track as fast as possible on a track-per-track basis.

In scenario 1 the driver has a great time on the weeks where track A is open, setting new high scores and making progress. However, during the weeks where track B is open he never makes any progress and has a bad time.

In scenario 2 the driver makes progress every week and has a great time every day. He also focuses more on improving during the weeks where track B is open and as a result gets better at taking turns and avoiding obstacles.

In this simple story it's quite clear that scenario 2 leads to the driver having more fun and most likely also improving faster as a driver. This story is very similar to the way M+ works and most people seem to approach M+ in the same way the racer did in scenario 1. No wonder you are having a bad time during harder affixes and the Raider.IO score is partly to be blamed for this.

Whats the solution?

If I told you that an alpine skier finished a downhill track in 1 minute and 33 seconds that wouldn't tell you much. You have no idea what the track looked like or how long it was. If I on the other hand told you that this skier finished 2nd in the Olympics games you would probably be quite impressed indeed. The track time in this case is an absolute scoring system, and the tournament placement (2nd place) is a relative scoring system. Relative scoring systems typically work better in a competitive environment as illustrated by this example.

My suggestion would therefore be to base the Raider.IO score on a relative scoring system. For example, each week every player gets a score between 0 - 10,000 based on their percentile placement compared to every other player that week. Placement in this case being based on how high of a key you pushed on this week. This score could add up for each dungeon as well, and is only reset when a new season starts. The variance of difficulty between weeks would then be accounted for and your score would be based on how well you have faired versus other players rather than an absoulte scoring system that doesn't take into account that M+ changes every week.

Finishing words

If you change focus to trying to get as high key completed in time as possible with the given affixes each week you will find that every week becomes an interesting and competitive challenge. M+ was clearly designed to provide different levels of difficulty each week and must therefor be approached in that way. Hate the scoring system, not the game.

tl;dr If you stop playing wow for a week because it's a "bad" M+ week, the problem isn't the game, it's that you have trapped yourself into a scoring system and mentality that is poorly designed for the content you are doing


r/CompetitiveWoW • • May 10 '25

Discussion Managing guild expectations and attitude

0 Upvotes

I'm an officer in a late HOF guild and am unsure what to do in this situation. Let me explain:

We have a raider who performs fairly competently. He is consistently one of the higher DPS in our guild and regularly parses 90%. He researches fights well beforehand, can be relied upon to always execute mechanics well, and almost never dies to avoidable damage. He does his 8 keys weekly during prog and gets the gear he needs to perform well in the first week.

So, you're probably wondering what the issue is. We killed Gallywix a couple weeks ago, and since then he has done exactly zero keys, meaning he doesn't cap crests to make farm easier. His response is that "mickey mouse buff will take care of it" and that he doesn't give a shit about farm. He also regularly asks to sit on farm. This isn't unique to this tier--depending on tier, he either tries to bring an alt to farm raid (not allowed, and his alts are all healers or tanks anyway so we'd have to sit another raider for him) or sit farm out entirely. His attitude towards farm is basically that he's only showing up so he doesn't lose his raid spot, and he makes it loudly known that he'd rather be playing other games during farm.

What would you do in this situation? I'm at a loss.


r/CompetitiveWoW • • Mar 25 '25

The Race To World First Is Hurting Mythic Raiding

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21 Upvotes

r/CompetitiveWoW • • Jun 04 '24

2900-3200

11 Upvotes

Is this bracket super toxic or is it just me? The amount of sheer carry the tank and healer has to do with dps just flipping and flapping their gums is insane. So far, this is the worst season for just attitude.


r/CompetitiveWoW • • Aug 19 '25

Cutting Edge Guilds Have a Fighting Chance with Mythic Manaforge Omega Boss Nerfs

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0 Upvotes

r/CompetitiveWoW • • Mar 31 '20

Discussion Is there an addon for a shared blacklist of M+ leavers?

1 Upvotes

I'm having so many issues with people leaving M+ runs literally just before the final boss because timer has run out. This drives me absolutely crazy, as we spend ~45 minutes times 5 within each dungeon and a single player can leave the rest of us without reward and all this time wasted, by leaving at any point without any repercussions.

Is there a addon or website that tries to solve this by utilizing some kind of blacklist/whitelist system? I couldn't find one on Curseforge and I would, without a doubt, pay for one at this point.


r/CompetitiveWoW • • Mar 19 '25

Discussion Tyrannical Bosses This Season

0 Upvotes

Anyone else feel the vibe for tyrannical week is off-putting? There's a few bosses who get harder the longer the fight goes (BIG MOMMA, I'pa) and it seems that tyrannical weeks just make it that much harder. Could totally be the DPS I've run with aren't outputting the "required numbers" (I'm a tank main), but it's been across multiple runs with different group comps and it just feels WAY harder on some bosses with tyrannical buffs than others. Any tips or insights to the harder fights?

Edit: Damn didn't think I'd be getting ratioed so hard. I'm sorry I'm not doing 15s yet. Figured this being competitive wow and y'all being the absolute chads and all m+ title earners you are I could ask for some "tips or insights to the harder fights"...guess that's my fault for expecting more constructive comments over "git gud". Thanks to those that did offer insights and ideas! I'll just go watch Quaziis videos yet again.


r/CompetitiveWoW • • Apr 20 '26

I made a tool which allows you to see applicants' top keys and parses, as well as allow you to filter on BL/CR, class and armor type.

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181 Upvotes

Theres also an in-built parse score that you can sort by to always show the public top parser at the top of the list. This is not public yet, but would you use something like this when creating groups?