Feedback from a 1650+io Warlock main with a 385+ Boomkin, Mage, and Rogue alt all over 1100io. I’m speaking when it comes to +15 or higher keys when I say this. I do really enjoy M+ and think there were a lot of steps in the right direction with the dungeon designs.
- Not being able to reroll keys is very unenjoyable.
This is the biggest issue right now and it has so many residiual effects that I will reference down below.
In short, it’s made people pickier with their keys because good keys are way harder to come by. It’s also made missing a timer for whatever reason WAY more punishing. And with you always getting one key level lower in your cache than what you completed, it is increasingly more difficult and time consuming to get ahead.
It’s too punishing to miss a timer for your group with it dropping down a level to a completely random key, and the time investment trying to push up lower/dropped keys only to have it roll to another bad key that is basically an auto deplete feels like a massive waste of time.
If I need, say, a Freehold 17 for score but I get a King’s Rest 15 in my weekly cache on a tough week, I’ll have to downgrade the King’s Rest to be doable for most groups and then I’ll have to time 14, 15, AND 16 (which means I will have to luck out and get doable keys when they reroll) and THEN also hope the 16 turns into a 17 that I’d need?
Fishing for keys was a MASSIVELY POSITIVE CHANGE. Reverting it was a mistake.
What’s wrong with people deleting a key they have and rolling the dice by doing another dungeon (which gets them playing the game MORE) on whether or not they get a dungeon they want to do or not? You don’t like the fact that they’re increasing their chances to do a dungeon they want to do (which, AGAIN, gets them playing the game MORE)?
There are always going to be certain weeks with the changing affixes where dungeons are just too hard and not worth doing over others. Bad key RNG can single handidly ruin your push week if you play with a group. If you don’t play with a group, you have to be playing one of the meta classes in order to get into PuGs as people are now way pickier with their comps because not depleting is so important.
- The dungeon pacing is all over the place.
Look at the most enjoyable dungeons in the game like Freehold that everyone objectively tries to do each week for their key. It’s so much fun because there are different, unforced paths you can take. You can be creative with your route. It’s pretty fast and never feels drawn out. Wiping is never too punishing.
The % you gain isn’t linear like King’s Rest where you HAVE to go down specific Hallways and kill everything in your path (usually leading to too much %). The pulls can be big and fun, not too punishing - the mobs hit hard, but not too hard. There are casts that you have to interrupt, but not too many. If you die, your reset points are SO far away.
That style of dungeon is what got people to love M+ in Legion. But now, it seems like there are so many dungeons where there’s too much % but so little of it is skippable. There are too many hard hitting mobs in nearby packs, so you can’t pull big. The only way to skip certain packs is with a rogue (or an invis pot that puts other pots on a 10 min CD which is just not reasonable).
There should NEVER be a case where you are forced to take a path that gives you too much %, especially not if you can’t pull multiple packs together without tremendously high risk.
- If there are going to be skips, there should be enough ways to skip that you shouldn’t HAVE to bring a Rogue.
Another good example for Freehold - the mobs are spread out enough where you can skip pretty much anything, and NOT having a rogue doesn’t kill you.
If there were enough skips that are doable by simply walking around mobs without stealth, groups wouldn’t be pigeon holed into bringing rogues to every dungeon.
- The meta is really bad right now.
It’s super, super strict. BDK, sometimes BRewm, Restro Druid, Rogue, DH, Mage, Boomkin, and now recently sometimes Ele Shaman. That’s pretty much it. Hell, even double rogue comps make more appearances in the top leader boards than classes not mentioned above.
Part of this is because of class balance, but a huge part of it is because of the dungeon design and it could be remedied to favor other classes.
- Affix balance is going to be ever changing, but one thing affixes should never do is slow down the pacing so much that it becomes boring and unrewarding.
This is a time trial mode. The enjoyment comes in going fast and beating your timers from before, not necessarily beating the timer that week. You want to go into every week and do better than you did the week before, but there are some affixes that just make that impossible.
- Specific Affix feedback
LEVEL 2 AFFIXES
Fortified: too much of an HP increase. the amount of extra HP you have to burn through is significantly higher, and in most dungeons the trash pulls are already harder than the bosses. the Hp increase should be toned down a little bit. You look at the trash in the first boss in King’s Rest’s room. Fortified makes the Champions harder than the actual boss, and the Zul mob harder than anything in any M+. That’s not right.
Tyrannical: perfectly fine imo
LEVEL 4 AFFIXES
Bolstering: Slows down dungeons too much. Rather than have the % increase be additive, have it increase with diminishing returns. It’s too punishing when there are mobs with different HP amounts and not only a few classes can handle the target swap properly.
Raging: Perfectly fine.
Sanguine: The pools should be smaller and probably expire faster. The trick with it should be timing CC properly so you don’t stun the adds into the pools, not have it so they’re so large that they have time to stop and cast while kiting to heal to full.
Teeming: Alright on Tyrannical weeks, awful on Fortified weeks. Something should be done to soften the synergy between those two.
Bursting: Perfectly fine.
LEVEL 7 AFFIXES
Necrotic: 9 seconds is probably a bit too long for this debuff. You REALLY notice Necrotic when pugging with random tanks because there’s just no way to synchronize how to get them to drop stacks sometimes. Changing it to 5-6 seconds would be better.
Skittish: Perfectly fine.
Quaking: Perfectly Fine
Volcanic: Perfectly Fine
Explosive: Gimps a lot of classes. If you don’t have a lot of hard hitting instant spells or bursty melee, you have to pull way too slow. More AoE (or ALL AoE) should hit Explosives.
Grievous: Would change from 90% to 80%. Much like Necrotic, you really feel this when pugging.