Blizzard, thank you for the M+ changes since season 1

Don’t know if these forums are read by any devs but incase some do, thank you for the m+ changes this season from season 1. The reward structure, difficulty curve, and overall fun is back in M+. Alot of positive changes were made and I think most of the community agrees on some level considering the feedback I’ve been getting from pugs (I pug everything). Please don’t revert back :smiley:

5 Likes

This season is the most boring.

Enough to swap mains.

1 Like

This is because you think this season lacks healing checks yeah? Could always push higher than the bare minimum if you want things to get interesting.

+12 has no affixes, and that makes it less interesting.

It’s not as good as it could be.

And without true guile, it doesn’t even have an exclusive aura.

Not having to play around annoying affixes makes it more fun imo. They’re good to make the easier levels more interesting.

2 Likes

Sounds like it should be the reverse.

People on the low end just want loot, make that easier.

It’s why mythic raiding has more mechanics than heroic raiding. The overlaps add variety.

And the Kiss/Curse affixes give them that, can barely call them a curse.

Variety like that isn’t healthy with an infinitely scaling system. It’s great at the earlier levels, but at a point the dungeon itself is dangerous enough without something that consumes important CC or gcds to pop up randomly.

What makes it unhealthy?

It will reach the point of “too hard” at some point.

Add a m+12 only mechanic to solve the issue of push weeks.

Some bosses do not become more lethal regardless of how much you raise the scaling.

Contenders, third boss of motherlode. Another close one, the last boss of motherlode.

Dare I say first too.

1 Like

Sure, on the way to the “too hard” point good runs aren’t ruined because an affix reared its ugly head at the wrong time.

Eh? The shots during intermission of the last boss can focus one person down if unlucky enough, then overlapped with a slam that does over half your health.

They saved themselves the work of adding a new mechanic by removing an annoying one. Affixes are trash and typically made simply to annoy, especially with the modern design standards of dungeons and how Blizzard tests the limits of how much crap they can throw into a single pack.

Affixes made sense in a time where most packs just did auto attack damage with maybe a single mechanic mixed in, they aren’t necessary now with how every mob has something you need to look for.

Every mechanic is “made to annoy” what is an enjoyable mechanic?

You can always turn affixes off for bosses, but really, some bosses need more mechanics.

As for stuff bricking runs, TOP last boss might as well have “rng” that bricks runs.

What makes it different if it’s from an actual boss?

1 Like

So whats the point of having an extra one on top of what already exists?

You have raid for your big mechanic bosses.

What RNG? The easily avoidable charges?

Because some bosses lack mechanics.

RNG as in stuff that can easily not kill you (when you don’t pay attention ) just by luck.

Just like affixes.

Trash tends to be better because there’s spamming casts, and someone might miss one.

No, the intermission phase would get close to one shotting people. The rest is true though.

Intermission, sure, but everything else?

It’s like being needed for 30 seconds out of a 3 min fight.

Motherlode is an anomaly though. The only remotely dangerous boss is second and even then you can easily prepare for it. It’s the annoying b thrash that is everything.

Sssh. We’re not allowed to enjoy challenging content.

And you aren’t enjoying challenging content. It has been nerfed to the status of non-challenging.

There’s a big jump in challenge from 9 to 10. What is and isn’t challenging is debatable.

TWW S1 heavily discouraged playing alts because of the reward structure and difficulty curve. You had to grind dungeons for 90 gilded crests (it was costly) to craft gears, and then you had to do 80+ dungeons to catch up. You geared your alts to 619 as DPS. However, you can’t get in +8 because 625+ meta specs with 2400-2600 IO will apply for +8. TWW S1 had a very poor dungeon tuning/design, poor tank/healer tuning and awful dungeon pool (it was easily the worst dungeon pool in history).

TWW S1 is the first season ever I didn’t play alts and raid logging earlier than the previous seasons. TWW S1 was easily the worst season I played, and many players will agree with that.

While opinions differ, I do agree that the difficulty curve is more reasonable.

Back in TWW Season 1, a M+10 pug with 3 players already timed that +10 (and 2 players haven’t) had a poor chance for finishing it timed.

Now in Season 2, even a M+10 pug with 2 players already timed that +10 (and 3 players haven’t) have some reasonable chance to time it.

Overall result is better player retention for Mythic+ dungeons. :smiley: