it wouldve been more interesting if obelisk placement did swap each week, so 1 week its here & the next week its there, different pulls different strategies
I average between 35-50 m+ a week all ranging from 8-18+. There have been some bad groups some weeks and amazing groups other weeks. I mostly pug with the occasional guild group on the weekends or after raids. Awakened is honestly the best of the four due to the ability to bring what classes you want (as long as you are getting enough interrupts/melee/range). I was essentially forced to main rogue for seasons 1, 2, and 3 due to shroud being a requirement to meet the higher key requirements.I have read that some people seem to think that awakened as a tank is rough, but this is competitive content, ie you should be knowledgeable of the mechanic when attempting something above your comfort zone. The excuse that you need an addon for this is not accurate it just takes experience which you can get by just running the dungeons.I personally hated beguiling, but was fine with Infested, Reaping and Awakened. The fluctuation of the difficulty for the dungeon was always effected by which emissary was active at the time and how your group was going to deal with them. I agree it added a bit of flavor, but felt that it did take away from the strategies of the dungeon and instead were more focused on the strategy of how to deal with the emissaries instead.
I'm seeing the argument "I don't like Awakening because guide" etc. How is this different from a baseline +? Remove Awakening... how does it change anything besides the skip? You still can plan the run entirely without having to think about Obelisk skips, which is arguably a bit harder in practice, but not as much as some make it out to be. Fwiw, I have experience as Vengeance and Havoc in s1-4 and Assassination in s4, mostly in guild groups with an occasional pug, ranging up to 17.My two cents on seasonals:
I used to tank in Legion, but stopped completely in BfA because these route demands. Tanks already have too many responsibilities, and just a few people like to plan the route that requires a tool for it, most people don't. It's good to give players the possibility to choose the route, but it would be better doing it in a more straight forward way.Awakened is a great affix, it's fun, outlined a lot of problems in group compositions (rogue not mandatory anymore), gave groups a lot more options in the dungeon, and it fits very well in the N'Zoth seasonal theme!Probably the main reason to create awakened this way was to minimize the need of a rogue, but this problem will came again after this season... so isn't it better to just solve the problem? Like, disabling Shroud in Mythic+, the same way it happens with some spells in PvP content?Reaping was very cool too, killing tons of mobs is that kind of thing that makes the game fun. I don't think limiting the number of targets to 5 as planned to Shadowlands will make the game better. It will make it easier to balance and fights will last longer, but I don't think it's good for the game as a whole.**** It would be the case to create a new affix and/or replace Fortified! This affix change could limit the number of targets hit, so the impact happens only in M+ dungeons instead of limiting the targets in all AoE spell for all diferente game contents, including past expansions!Other solution is to decrease the damage done after the 5th target, so 6th target takes less damage, 7th even lass, and so on...So still there is a benefit in pulling big packs of mobs.