Dragonflight Season 4 Dungeon Changes Ahead

This is actually the opposite of progression and falls under the realm of treadmill. Why not make Mythic 0 queueable late in the expansion? (it’s also stupid we call regular 0 when the next is “+2” but that is another oversight) I would like to run regular mythics, but people hardly ever do them. Instead groupfinder is just a spam of usually high +s which I don’t want to do because I don’t enjoy timed content. I also think it is weird to announce this before saying anything about raids, because the item level inflation here compared to what raids offer now is actually crazy.

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Well, current M0 will now be queueable from the start, just under the name ‘heroic’.

I don’t think new M0 (current M+10) ever becomes queueable.

yeah but at the end of the day casual players are just that. CASUALS, so to some degree Blizzard doesn’t care about them as much because they are the people who are playing the game. The hardcore M+ players are who they care about because they log hundreds of hours in the game. So it’s not surprising they are making changes that are better for people who actually play the game all the time.

If people don’t want to do 0s now, why would they magically want to do them in a queue?

Well, mostly because M0 is pretty much as irrelevant as heroic dungeons. Good thing that’s changing next season.

I mean these changes change nothing for those that are doing M+ already. I’m hoping for some more cooking for M+ players that are already engaging in the content (affix changes, honestly anything)

It’s potentially really good for casual players because it gives them non M+ timer related gear though I imagine there might be some complaints about M0 difficulty at the start of the next xpac like Cata heroics vs WOTLK heroics.

I have to disagree with you. While I see what you are saying with your argument: “make it easy enough for everyone” this does not work well in a real-world environment. It is human nature to feel a sense of accomplishment after completing something that they consider to have an added level of difficulty. The greater the difficulty the greater the feeling/sense of reward felt by said person. That being said, you want the game on some levels to be difficult in order to give people that sense of accomplishment. The greater the Risk the greater the Reward. Making something easy does not for many make it satisfy the dopamine response and basic instinct to overcome difficult tasks which is needed by many people to enjoy something.

I remember things like my first Lich King kill very vividly. Why? because I found the encounter very difficult (which it was) and felt the urge to continue until I killed it with my guild. When I killed it we all screamed in excitement and elation. It is these moments that people remember and what keeps people playing. If something is memorable you have a harder time giving up what you have come to love because of the psychological rewards you felt at those moments in time. If you have fewer of those moments because the game is not challenging enough there would be little point in continuing something that does not make you feel that sense of satisfaction and thus you lose the player base.

I’m wondering how many times someone will need to link Ghostcrawler’s Dungeons are hard now post in light of the heroic tuning changes.

It won’t have the mythic mechanics, etc. though.

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Timers should start after 10 M+.

Rename dungeons based on the gear dropped.

Explorer Dungeons, Hero Dungeons, Myth Dungeons, Veteren dungeons… etc…

You have the naming here use it. Instead of showing iLevel show Veteren, Hero, Explorer in the UI for the character.

Truthfully M+ should be removed.

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Because it’s queueable.

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No I know you are, I’m just responding before some guy writes “Yeah! CaNcEr WoAh!”

Ah, I gotcha. I took the “you” too literally!

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So 454(ish) for follower dungeons?

Do normal dungeons in general keep their original difficulty even as seasons change? Or is there some fuzzy scaling of health pools going on as a gear rises through the large gap between “fresh lvl 70” to “current season explorer gear”?

Not surprising TBH.

This allows mechanics that require some level of coordination to exist in dungeons.

I wish they’d explain what community feedback this is the result of - I have heard ANYTHING that makes this feel like a sensible move/use of Dev hours.

I think casual M+ folks like warming up on lower keys, making stuff start at more of a +10 difficulty seems like more of a barrier to me

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Yup, the devs dont care.

More superfluous changes that dont fix the actual problem that is their gearing progression is mobile game worthless trash. Lockout system and great vault need to be scrapped and players given the agency to grind for gear with proper depreciating returns. Not this trashy timegate+fomo on rails.

This system designer post is saying a lot of nothing to “show work” to corporate to avoid getting fired. Actual ez button push with nothing actually done.

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This sounds promising. but my bigger question is there going to be a quest of some sort to increase our legendary’s item level. (Fyrakk’s Axe and the Evoker weapon) to current standard?

allot of us have spent so many hours farming it and doing the quest line to acquire it. I personally feel without this, it would be a slap in the face to your player base for them to be no longer valid so soon.

an Increase to 518 - 522 item level will be great. and make it possibly gated with achievement such as reaching 1.5k or 2k rating. or a personal drop from killing Fyrak (Legendary Axe) and Sarkareth (Evoker Weapon) on heroic or higher difficulty.
so that way it gives the player a since of Accomplishment

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Ah you are right, I deleted my post to avoid confusion :slight_smile: thanks bud!

This feels bad for gear acquisition when comparing raid and M+ difficulty. Completing a +2 in season 4 will provide heroic 2/6 vault rewards. This means you will only have to deal with one affix (Tyrannical/Fortified) to get heroic equivalent raid gear. Or complete a +8 for mythic level gear, when you are only dealing with 2 affixes in total. It will now be easier for the players at the top to get gear even faster because the overall difficulty of those dungeons will be easier.

So why does that level of effort equate to the same level of effort of finding a 20 player group roster to get mythic level gear. VS facepulling a season 4 +8 with 2 affixes???

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