Yeah, the downside of an infinitely scaling system. The bell curve moves a little to the right every season.
Why? People will still treat them like crap, so they will stick with their guild and friends.
Doesnât really happen. Itâs just an excuse.
Every M+ grouping suggestion: âForce other players to group with me.â
Iâd be in favor of them making at least +0 up to +3 have df queue with a set minimum ilvl. Anything above that premade. The main barrier to entry for M+ imo is certain classes not being as useful as others, therefore it becomes harder for the former to be able to experience them altogether.
The general problem with M+ is that finding a group takes eons and pugging is a miserable experience.
The ideas you collected all over reddit change none of those.
People will leave the dungeon when they decide that the players are trash on first boss. They will take the deserter debuff and do something else for 30 minutes because thatâs roughly the time theyâd spend waiting for the abandon vote anyway.
There is no incentive in the world short of a giant shortcut to whatever gear or rating goal theyâre pursuing thatâd make healers and tanks want to waste their time in LFG M+.
And I donât mean a 20% bonus. Thereâs nothing you can offer them because they can just go for a key theyâre comfortable with at however high + theyâre comfortable with, not your trash key. Or keep playing with their friends/static, like they do now.
Your suggestions are idiotic and you have 0 understanding of why M+ is the way it is.
Thatâs only true in the highest .1% of key levels. Everything up until +15s at least are doable by every spec with zero issues providing the player controlling them knows how to play.
If the community isnât inviting certain classes or specs because streamers and content creators said not to, thatâs not Blizzardâs fault, thatâs the communitiesâ fault. Itâs not just a WoW issue, itâs been prevalent for a while across any PvP game. I played Dota2 for a very long time and ran into the same issues: the terrible players played what the pros played because in their eyes âif the pros are playing it, it must be the bestâ. That isnât how it works. Unless youâre a pro, youâre not even playing the class to a high enough ability to where the combinations or small differences in output even start to matter.
Nah, the main barrier to entry is lazy players, who see the first hurdle coming and just give up.
But why would I, as a tank/healer player, queue m+ when I can quickly and easily form my own group that is better?
Nah M+ is perfect the way it is.
What it needs is:
- Rewards for people spamming keys, âhonnorâ level just for m+: Valor level. Get different rewards each lvl you reach.
- More time limited rewards past 3k RIO (elite transmogs, illusions, toys, w/e).
Bonus:
Remove -15 second affix or lower it / Add my resiliet 14 key a 2x 15 charges once i time it. Iâm sick of doing 14s just so i can deplete a 15.
Or not, you do you, your game.
First problem: this is a false premise.
This is a forum talking point devoid of reality. The âM+ toxicityâ is quite literally just something that folks say online because it is catchy, not because it is true. What some folks do report on that is true is that the lowest common denominator have more toxic players because they are the players are stuck there and refuse to behave in better ways to learn and not be toxic.
But this is true for literally every single activity in the entire world, bar none.
Second problem: it isnât hard to start a group nor to get into a group - but what is true is that thereâs a lot of competition as thereâs a lot of DPS players who want to do keys but not as many tanks and healers. This is simply because more people like to see numbers go up rather than to tank or heal.
This isnât a problem, this is folks playing the game they way they want to play it.
Thereâs also a third problem with this thing you are saying here, since you seem to be implying that it is a problem rather than a feature.
Part of the gameplay of M+ is forming the group and planning it out to either a greater or lesser degree. This part is crucial as M+ is for organized play only (yes, pugging it is taking part in organized play but just with random people part of a pick-up-group). Meaning that you have to be able to determine what players, classes, and roles you want as well as how you want to plan things out.
You canât do that, then it isnât M+.
(And yes, folks opting for more or less standardized versions of said planning process is still part of the planning - the difference is that thereâs a âsilent defaultâ that people opt for.)
So⊠in short:
No.
Absolutely not.
Itâs honestly pathetic how many people will suggest changes that will just make m+ key level go +1.
2 charges is good. One to learn key, other to time.
Glad you like the rest, however it wont make the key go +1, probably much higher. I love spending literal hours of doing keys with apes that die to random mechanics. Also deathskips that everyone likes, the concept of being punished and having to leave key after 4 wipes halfway through dungeon sucks. but cba going through that again we already spoke about it.
I like everything about this. Even at my ilvl because Iâm not a âMetaâ class or spec itâs almost impossible to get invites to even a +2. Something like this would be very beneficial. But the toxic sweats wouldnât agree of course
You not being meta wonât keep you from getting in a plus 2
Canât do this unless you also give some kind of debuff for underperformance
My comment was in the context of being invited to groups to begin with. Itâs pretty obvious that warriors, rogues, havoc dh, and ww monks are passed over far more than ranged dps, or other melee classes such as rpallys and enh shamans that have group utility such as off healing and buffs. The only exception I can think of is uhdks because they have the most efficient mt of any melee class, and are probably the best overall mt spec in the game.
i am an M+ Pugger, mostly tanking and mostly that role because I hate to wait for groups and I like having a geared tank for PVE stuff.
although I play a fair amount, I donât have a specific day/time that I can dedicate to running content, hence pugging.
I could see having an LFG system in addition to the current custom group system.
but I also feel that there are probably even more methods to get groups, such as discord groups.
i would very much like to see keys either not deplete or have at least one additional charge.
I am in favor of a leaver debuff, but also a disband option (with no key depletion)
30 minutes with a debuff is a very minor penalty. and it doesnât technologically prevent you from queueing again. people will just know you ditched your last group.
Just reading through this⊠I guess I am an abnormality because I will actually try to invite lower iLvl people (as long as the minimum is met) because I know itâs harder to get in. Iâm fine trading reduction in dps, because what I care about is completing the key, not necessarily having a guranteed timed clear or speedy and easy run.
Not really. Itâs fine the way it is now.