I am surprised, these changes look like an improvement…
(clarification needed)
Season 4 changes will apply to all eight of the Dragonflight dungeons.
Are the M+ dungeons for S4 only Dragonflight dungeons? A problem I’ve had recently is being unable to learn the non-Dragonflight M+ dungeons in a non-M+ difficulty. (Please add lower difficulties for any non-Dragonflight M+ dungeons)
There should be a smaller range of keystone levels to find groups for, and more meaningful progression between each level.
What do you mean? Is it not still 10% scaling between levels?
(concerns)
The “Initial Upgrade Level” of items is EXTREMELY important in how people decide what content is worth doing. Please revise. Examples:
- In current season, M0 is very weak because end of dungeon loot is Adventurer 4/8, which has no more upgrade potential than Heroic dungeon loot (which is Adventurer 1/8). On top of that, it is inferior to the 3 Veteran pieces per week from Emerald Dream outdoor content. But what it does do right is that M+2 end of dungeon reward is Veteran; the jump in reward quality encourages people to step into M+, which is particularly important when an M0 dungeon awards ~4 pieces of gear per dungeon while a M+2 dungeon awards ~2 pieces of gear per dungeon. Your chart shows M0 as Champion 1/8 and M+2 as Champion 2/8; this is not good incentive to do M+2.
- Similarly, your chart shows M+5 is Champion 4/8 while M+3 is Champion 3/8. Not only is it 2 tiers of difficulty for 1 level of same-bracket rewards, but it is an extra affix as well. So it is relatively not worth doing M+5. People will do it for score or because they are ready to upgrade their key higher, but it will be very unpopular.
- You show M0 Great Vault rewards in the same upgrade bracket as the highest end-of-dungeon rewards. This is absurd. Great Vault rewards should be in the same upgrade bracket as their own end-of-dungeon rewards. Then it feels less bad when your Great Vault does not give you the item you want; you can still go get the equivalent by grinding the same level of dungeon. Get rid of the Mythic upgrade level.
It looks like M0 dungeon will drop gear equal to normal raid? I think this hurts raid participation a lot, unless you don’t open M0 until after raid opens (start raiding in Heroic dungeon gear).
(existing related problems that need fixing)
Still need a premade groups UI updated so people can properly filter by key level.
Give people some small amount of M+ score for doing LFG and M0 dungeons so it’s easier to verify you’re not inviting someone who has no idea what they’re doing (learn in LFG).
M0 lockouts are lame; no one wants to be limited by what dungeons they’ve already done that week. Especially when the 4x M0 dungeon quest causes people who don’t need M0 gear to spam the same M0 dungeon, while people who do need M0 gear have a harder time getting a group for a different dungeon.
Overgeared players joining LFG ruins the intended experience; game is too easy and they usually rush through as fast as possible, making it impossible for appropriately geared players to contribute (and extra unfun if you are on a low-mobility class). Even if they don’t rush ahead, stuff dies too fast, which makes certain damage profiles very unfun to play. Heroic won’t be as bad as currently because you can’t overgear it as much, but it will still be a problem. Cap ilvl in LFG. Bosses should last around 45 seconds (they can still be easy; don’t make the mechanics too punishing).
The satchels system (“Call to Arms”) is broken because of how binary it is (it also brings many overgeared players into LFG). If tank and healer satchels get turned on and tons of them queue, it can overcorrect, giving them long wait times (it should not exceed the demand), and sometimes even cause satchels to be activated for DPS (which will cause another overcorrection). It also causes the problem that it feels bad to tank/heal when satchels are not active, because you are rewarded so much more if you wait until they are active. Satchels should be more of an always-on spectrum that rewards players proportionate to how long the other players have been waiting. Example:
- @ 100 gold per minute other players waiting (probably shouldn’t use gold, but this is just for example)
- 3 dps queue at about the same time, no reward for them
- 1 healer queues 5 minutes later, 1500g reward
- 1 tank queues 2 minutes later, 2300g reward
And if someone joins an in-progress dungeon, some added compensation for whoever fills the slot based on how many bosses are dead. Joining an almost-complete dungeon after 10+ minutes waiting (for no satchel) is infuriating.