Interestingly, to add to this, I rarely see CTAs for tank or heater for heroic or normal dungeons. Anecdotally, but I feel there were many more occurrences of CTA - call to arms - in DF.
Thinking that this may be attributable to the squish in dungeon levels because - perhaps - normals and heroics stay relevant a bit longer?
The main thing is players feel more accomplished when they are stuck at a +16, instead of a +8. Bigger number makes the player feel better.
There is nothing wrong with that, Iām surprised Blizzard went with the +10 system, instead of the +20.
Me personally, +11s, feel almost identical in difficulty to +22s in DF. I noticed nothing different for the most part, in the difficulty of m+ this season.
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They were probably the catweaving spec that retains tankiness for awhile when they switch for ravage and such then switch back to bear for tank busters honestlt hate that spec
1 of the 2 hero talents for guardian incentives switching to cat form then retain i think 80% or so of their tankiness but it only lasts for afew seconds
Sounds too much like work.
Mythic 0 has the rewards of the old m+2 to +10 baked into it now
Once youāre 606 youāre more than ready to start doing +4s which drop hero gear.
If you canāt do +4s because of other reasons you can totally do the 4 daily delves(+8 delves) that drop champ gear at the end of the run and if youre lucky zekvir will come kick your butt and give you a map for a hero piexe on your next run (+8)
In a few weeks you should be able to pad up to 619. Specially if you run normal raids and such.
You can try your luck at mplus then. Have in mind that since youāre super late in the season and people Ilvl and io expectations raise every week. You will most likely not get into any pugs easily unless youāre a tank or a healer.
You can try discords like warcraft made easy (wme) which eases introduction to keys with an extra layer of warnings and security into each key.
Good luck to you.
Brewmaster is not the worst, demon hunters hold that unfortunate title this season
ironically delves made 0-7 completely pointless and dead. lol
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Funnily enough I think thatās actually one of the biggest issues with this that isnāt talked about.
Because of delves you basically invalidated all the low level m+ keys, and most people donāt want to grind low level keys for ranks which makes the disparity even worse in a lot of ways.
Not that delves are bad or anything, I just think it made what was already a bit of a problem worse
Except you can only do m0 once per day and there is no timer or mob counts so they are not a good for learning
Throne and liberty, and once human, free games on steam, very fun.
boss and mob mechanics are the same.
you only used to be able to do m0 once a week now its all of them once a day. and loot drops per boss instead of 2 pieces per run
sure the mob percent is non existent but you can learn that or make up for it and eventually get it down to reflex
as a relaxed learning experience to prepare one for the more important mechanics of m+ aka boss skills and mob mechanics. its quite alright.
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Took me roughly 18 days to get to 619 and another 40 to get to 620.
Itās easier to play another game at this point.
Iāve subbed two years at a time since they have incorporated it and Iām down to last 30 days now. Itās dump. QC at the worst itās been. Flippant repairs to classes two or three times a week. Crunch this stat and add a skill for 300% crit for fixes.
Itās fn romper room at Blizzard and the children are in charge.
Current system is better.
Less key spread out and no score for each week either.
Perhaps make mythic zero dungeon gear more relevant. Currently people are skipping over it going from full heroic dungeon gear 580 into low keys.
blizzard devs have this idea that making mythic zeros harder would give players an easier bridge into mythic plus/
the reality is that no one who is capable of completing a mythic zero is actually running a mythic zero.
so you just have tons of people stuck in heroics where they can queue into it.
No part of this game should be arcade mode.
The only reason to go back to the old key levels is if thereās some large group of people who canāt complete a 2 and want to. Nothing was removed from 12-20 and those are the keys we have now.
The only āoptionā that was taken away was the mindless, un rewarding slog to push a key to something relevant.
Sure, but this doesnāt have to be an either/or situation. The problem isnāt that there are no longer 10 keys before a current +2, itās that there are 0 keys before a +2. If Blizzard added 2 or 3 levels between a current M0 and current +2 (or more likely, reducing M0 a bit as well to give more room), that would go a long way to allowing players who benefit from those previous low keys to get into the M+ system without having higher level key runners have to +3 the first 4 keys of the season.
This just isnāt true, though. Compared to keys from +13 to +22, sure, the lower keys werenāt nearly as populated. But there were still millions of keys run at those lower levels every season. Some of those players were there just to quickly get some gear who will be fine with the new key level; but some of those players truly belonged in those levels. And that range is gone.
The problem is that not everyone viewed those keys that way. There are players who found their comfort zone in those levels, and those levels are just gone. And then for the players who would cut their teeth in those keys to start a season to work their way into the keys that do exist, theyāre now gearing in different modes. This is leading to much of the discontent weāre seeing with people getting north of 610 item level through delves but not being able to get into M+ levels that have upgrades for them due to not having done the lower keys.
Like I said earlier in this response, Iām not saying we needed 10 keys below where a current +2 sits. But having zero keys below that is creating some problems for players who benefited from that range being in the game.
I donāt have a huge problem with the current key system but I do agree that the squish has soft blocked some players from incremental progress.
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