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Comments: 21
Diablo 3 Rankings
Luxypuxy#1109
Smokuwa
also the guild and the players aren't credited for Fel Lord Zakuun normal kill
http://www.wowprogress.com/guild/us/icecrown/How+To+Train+Your+Dragon
Ruiru#2498
Ruiru
Ruiru#2498
Ruiru
Thx!
Shyug#2759
Olap
I think the 'add new guild' function might be broken. The guild that was Stars in WotLK on Taiwan servers has moved from CN-Maelstrom to CN-Silver Hand, though I don't know if it was an actual guild transfer or a newly-created guild (in case it affects the armory API). They are currently 5/13 Mythic. One character: http://www.battlenet.com.cn/wow/zh/character/白银之手/江南暮霭/simple, API works: http://www.battlenet.com.cn/api/wow/character/silver-hand/江南暮霭?fields=progression
Timestamp for M: Kilrogg Deadeye of 1435987902000, which seems to put them at world 26th for that boss.
Trying to update leads to message of 49th in queue: www.wowprogress.com/u_search?name=清水星辰&realm=Silver+Hand&area=cn&obj_type=guild
Reloading the page leads to the same position in queue. Another guild, with 13/13 H, gives a message of 53rd in queue:
www.wowprogress.com/u_search?name=张毓婧我爱你嫁给我丨陈翊丨&realm=Burning+Blade&are a=cn&obj_type=guild
Two characters with H Archimonde, so probably not just transferred from another guild (found the guild by searching for characters from Style War - CN Burning Blade)
www.battlenet.com.cn/wow/zh/character/burning-blade/银乄鳥/simple
www.battlenet.com.cn/wow/zh/character/燃烧之刃/汉宫刺青/simple
But a guild which I previously reported in a comment which was deleted, now shows a position in queue of 7:
http://www.wowprogress.com/u_search?name=Play%20Out&realm=The+Mechanar&area=cn&obj_type=guild
Previously it had a position of 14, even when the page was reloaded a day later. So either the queue is extremely slow for adding new guilds, or it is bugged. Existing characters also either didn't update despite being added to queue many times, or took very many attempts before they updated. For example one of the above characters has API working:
www.battlenet.com.cn/api/wow/character/burning-blade/汉宫刺青?fields=progression
But 'update now' on the 6-month-old profile doesn't cause it to be updated: www.wowprogress.com/character/cn/burning-blade/汉宫刺青
I updated a EU (Russian) guild and it updated after 5~20 minutes, with the queue being reported as around 20 the first time and maybe 50 the second time, so when profiles don't update after 30 minutes, it's not because they're in the queue. It's possible that WoWProgress times out the request if the armory is taking too long to respond. While the API sometimes gives errors, it isn't frequent enough to cause 10 attempts to update a profile to fail, which is what is happening.
If a guild moves to a different server and changes its name, instead of banning the second guild (as happened with the guild Style which had previously been Style War... incidentally I updated the guild Style), it would be better to just not count the kills which happened on the previous server. If two guilds have the same kill times for a boss, it's probably a server transfer, and this can be confirmed by checking to see if the characters have the same identifying information. If the old guild no longer exists, or the new guild otherwise feels it is important to keep their original kill times, then the kill times can be assigned to the new guild. Maybe a guild administrator could do this. Normally this would not be a problem, and it only was one because Style War's players moved to a new server without having killed Mythic bosses a second time.
There is disagreement about whether dictionaries should document how a language exists, or actively encourage people to use language that is considered 'proper' even if a majority of people use it in a way which experts consider improper. Similarly, WoWProgress can observe what is happening in raiding in WoW, or can try to actively change the game to improve the raiding experience and the popularity of PvE competition.
If raiders seem to enjoy the current system, or projected future changes based on a current trend, then it's easy for Blizzard to keep doing the same thing. Tuning 4 difficulty levels, or even more if flexible sizes are included, is more work than balancing one, but for an MMO with millions of subscribers it is no problem.
As players who continue to play a game are likely doing so because they are satisfied with it, simply listening to current players may not be a good way to make decisions since there are people who decided that WoW would not change soon and quit. But if companies always made smart decisions, there wouldn't be lots of failed MMOs. WoW's subscriber numbers suggest, but not prove, that Blizzard could have made different changes to WoW that would have been better than what it has actually done.
So if players who currently raid in WoW feel that it could be better, it does not need to be a case of "a few elite players vs the masses". But again, if no one complains, it's easy for Blizzard to keep doing the same thing.
Wild Card could have been seen as sending a message. Over the course of 18.5 hours, they cleared up to H Mannoroth, then cleared 12/13 Normal, then H Mannorth, then N Archimonde. Then they avoided killing H Archimonde for 11 days, despite being the first to kill H Mannoroth. The message was that having a normal difficulty decreased their motivation to try on Heroic difficulty.
佶天鸿, the guild that was Style War after Style War got world first H Blackhand, has not progressed since getting world 26th on H Archimonde despite having a 2-day delay on patch 6.2, compared to US and EU. A majority of the characters who were part of that raid have killed HFC bosses once on Heroic difficulty, never on Normal difficulty, and have not logged in for several days. The message is that they don't enjoy killing bosses more than once if they can avoid it.
Also, searches for Chinese characters fail. For example, when searching for a character that was in Style War's progression raid, I found one of them in 佶天鸿俱乐部 - CN Rhonin, and a search for the guild's name in the search field at the top of the site returned latin-character guild results. When I updated that guild's progression, I was a little shocked to see they got world 2nd on H Archimonde, as previously WoWProgress did not list any progression for them. This also happens for the search when entering a guild or character's name on the main page when it tries to offer relevant suggestions.
Also, I don't know if it's possible that in the future, nations could make internet service providers pay a portion of their revenues to the websites that people visit. This would make it less necessary to use ads to offset bandwidth and server costs.
If top guilds do not express a desire for change, it is less likely the game will change.
Note that there are about three times as many guilds with M: Hellfire Assault kills in the last 24 hours as there are with H: Archimonde, but this is probably partly because fewer guilds are trying to kill H: Archimonde right now rather than just that it's harder. So, currently 257 M: Hellfire Assault kills, while the guilds that are still at 13/13 H had the following ranks for H: Archimonde...
佶天鸿俱乐部: 2 (may have been done in 佶天鸿, then transferred before kill was detected by WoWProgress; at least one character has same kill time as a 佶天鸿 raid)
У нас спад: 8 (at least one other Russian guild only recently got Mythic kills)
佶天鸿 on CN-Thousand Needles: 26 (and world 9th for H: Mannoroc despite late start)
清水星辰 on CN-Maelstrom: 27
Rise Above, 68
Imba, 69
Despotism, 82
Given that the other 75 guilds with rank better than 81 have all killed at least one mythic boss, and a total of 257 guilds have killed first mythic boss, it's reasonable that some of the 13/13 H guilds that haven't killed any mythic bosses are trying to send a message. This holds true even if some of these guilds, such as 佶天鸿 and 清水星辰, are killing mythic bosses using the same guild name on a different server.
While searching for another site that gave information comparable to WoWProgress, I found this: http://manaflask.com/en/articles/top-guilds-on-the-staggered-raid-release-blood-legion-and-method
Partly, it just sounds like "I don't like it when I have to compete against people with more time than me, even though I have more time to play than most people", but one commenter made the point that with staggered release in the same tier, players are more prepared for the later raids and can complete them faster if they're tuned for new players. In fact, what actually happened was the first raid was cleared on hardest difficulty within two days of it becoming available, despite not having had time to farm items from other raids in the tier. But it is a valid point.
I am not actually playing WoW, and have never experienced multiple difficulties in PvE. The only game I can remember playing on multiple difficulties is Super Smash Brothers with harder end bosses if you clear the previous stages quickly or without dying too much. I played Warcraft III which had multiple difficulties, but I only played through the campaigns on one difficulty. So I don't really like the idea but it might just be from lack of familiarity.
The link from the above article is wrong, should be http://manaflask.com/en/articles/blues-devs-on-content-difficulty-twitter-edition ; but a post which mentions the same quote http://us.battle.net/wow/en/forum/topic/6036454928#20 also links to a different thread about attunements, where a Blizzard representative mentioned the problem where guilds had to run players through old content.
This was in the context of attunements, but it was also true for gear. Sometimes, if a player didn't need to be run through old content, it was because the guild was poaching players from a less-progressed guild..~ So, the ability to do this at all could be seen as an advantage of a system where gear is what delays progress.
If WoW went back to a single ability, progression would be even more important as all guilds would essentially be expected to complete content on what is currently the hardest difficulty, despite starting with no boost. A new player might currently be at a 15% disadvantage vs players who hare been farming bosses on normal mode for several months; with stronger boosting mechanics and one difficulty mode, it might be a ~40% disadvantage (if boost is +60%; 1/1.6 ~= 0.6).
So not being able to concentrate progress into a new player may hinder some guilds who feel this is necessary. But being able to do this also means that using lots of 'alt raids', not in order to stack raids but to give gear drops to mains, is a possible strategy. Gear is also something that is always effective anywhere a character goes (except challenge dungeons and PvP~), whereas non-gear progress can be limited to a specific raid instance. It was more important for a Sunwell guild to boost new players in TBC than for a Karazhan guild.
More important though, if there are plenty of players who are already at the required level of progression, there is no need for any quick boosting. I think this may have been a problem in TBC because of the 10/25 transition and guilds not forming alliances, so guilds in Black Temple and Hyjal needed to recruit/poach from guilds that hadn't completed Tempest Keep and Serpentshrine Cavern.
So if players who don't want to or can't join a guild can still gain access to the boosting mechanic by joining occasional raids, whether they are all from different guilds or just a few of them are, then progressed guilds that need new players will have a sufficient pool to recruit from.
http://www.wowprogress.com/guild_img/1160668
First character is a square box.
http://www.wowprogress.com/guild_img/1160653
Last character is a square box.
http://www.wowprogress.com/guild_img/1093658
http://www.wowprogress.com/guild_img/1160674
Lots of boxes.
http://www.wowprogress.com/guild_img/1088929
Apparently does not use Chinese version of this character. While the character is sometimes written like that... www.koreanwikiproject.com/wiki/File:神.png , Baidu uses a different form which is also used in Japanese: baike.baidu.com/subview/616/12216210.htm ja.wiktionary.org/wiki/ファイル:神-bw.png
So how it is displayed would depend on the font. It seems the boxes are more likely to be displayed for simplified Chinese characters, even though "清" is not a simplified character.
Clicking on the name just takes you back to the same search page.
If WoW did return to a single raid difficulty, along with effectively being at current mythic difficulty when you first enter a raid (maybe slightly easier for first few bosses, though being able to access progression by farming trash would mean first bosses could still be hard), it would also mean that it would effectively be at current normal or heroic difficulty when you have been farming it for several months. I don't see it being at LFR difficulty; while a group composed at random from all players who are looking for a group will be less skilled than the typical guild, LFR difficulty is not necessary for WoW to succeed. The current rule of 'no cross-realm raiding at hardest difficulty' would have to change, but as long as non-guilded players can sometimes get into a raid, it isn't necessary for them to always be able to find a raid whenever they want.
So there is the concern that for top guilds that can complete raids with very little of the boosting mechanic, weekly raids would be boring once they have the boost that allows medium-skilled guilds to complete the raid. This could require changes to combat mechanics as well as other parts of raiding.
Flexible raids mean there are fewer concerns about having the right number of players, or players getting left out of raids, but they also mean that bringing fewer players for greater average rewards per player is not an option. So if the looking-for-group and combat mechanics of WoW allow it, raiding would be better off without flexible raid option... though I guess currently, you could still maybe bring less than 10 players..? The personal loot system doesn't reward bringing fewer players, I think.
But even if a raid is bringing enough players so that there is little chance of failure, combat should still be fun. There is a limit to how easy something can be and still be fun, but combat could have a higher chance of death for individual players based on their decisions (which works best when you are rewarded for taking risks, and bad outcomes do not mean instant death) without significantly affecting the chance of failure for the raid. Generally speaking, the risk/reward mechanism in WoW used to be threat, before threat-tracking addons eliminated decision-making from the process for groups determined to be successful.
At least for progression, there are ~200 tracked bosses in WoW but many people are only trying to kill the most recent 13.
Ajababee#2302
Could you clean that ?
www.wowprogress.com/character/kr/azshara/사천쫘파게티 (last checked: 15 minutes ago)
kr.battle.net/api/wow/character/azshara/사천쫘파게티?fields=progression
kr.battle.net/wow/ko/character/아즈샤라/사천쫘파게티/feed
Killed on 17 July (Korea time)
Jhonnybanana#2409
Killed Aug 16, 2015 19:01:26 GMT
Jhonnybanana#2409
We need correct Score and Ranking on it.
PLEASE!
It doesn't show up at http://www.wowprogress.com/speed_kills/archimonde-mythic, and http://www.wowprogress.com/speed_kills/archimonde-mythic/world is a blank page. Same with http://www.wowprogress.com/guild_ilvl/world, blank. http://www.wowprogress.com/pve/asia is no longer linked in menus, but it gives the browser error "not redirecting properly".
Bigwill#2269
Would appreciate a reply, emailed you twice about it now.
Essar#2824
Essar
Kalaani#2641
Kalaani
Zatoshi#21502
Zatoshi
Hempmann#2648
Meercats
Elnor#2615
Shinsn#2422