Hot Take: Normal/Heroic/Mythic dungeons should be harder

While I do agree that the state of leveling / normal / heroic dungeons is unacceptably easy, I think the leap you’re suggesting is too much.

There should be a place for “easy” content.

The bar is just too low right now even for “easy”.

People don’t get to properly play the game because it’s so far below the bar.
And no, that’s not referring to TW Twinks. This happens without them.

He’s one of those people convinced Delvers are ruining his keys because he doesn’t know how to vet people.

It’s hard to decipher what the intent is to be honest, the OP doesn’t know how dungeons work in general. He also keeps fluctuating on what the ideas are. Indecipherably confused.

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Given our poster with max key of +7.

How much time would they need to do an untimed +13 or 14?

(They are a tank.)

I think, in the grand history of game design, that WoW will go down as an example of how making your game entirely completable in the tutorial does not actually pay off in the long run with a larger or more loyal customer pool.

Auto queue content is designed for 100% success rate. It has to be, because you’re grouped with all different types of players and skill levels and specs.

I think blizzard’s decision in cata to double down and enorce that notion has done more harm than good. Not that there should not be 100% success rate queued content, but more that fostering such expectations within the playerbase has backed blizzard into a corner and closed off potential design directions.

It’s a problem that, nearly 15 years down the line, is much easier to ignore than to solve.

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Dawnbreaker doesn’t have guard rails on Normal or heroic for that matter. So it’s not like failure can’t be present.

It came from Ghostcrawler’s insistence that people were incapable of getting better at the game, and that’s why they were quitting, in Cata.

Because he didn’t want to admit that Cata was just a crappy expansion, top to bottom. Which was the real reason.

Difficulty whiplash keeps on occurring every expac launch. So it’s not like they’ve learned from the cata effect. (If you can call it that.) How dungeons were so much harder on launch vs WOTLK dungeons in epic gear from several raids in.

I mean, I don’t disagree on the one hand, but on the other, can you imagine a new player on their first 80 random queuing into a +8 Ara Kara or CoT? That’s not a bit of actual fight in a heroic dungeon, that’s swinging the pendulum too far the other way.

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Get rid of this.

It’s just poison.

Hot take?More like bad take. This Game is literally just a game and should be a whole lot easier than it is. I think if people want complicated and tedious, they can stick to mythic plus and leave everything else alone.

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You must have no idea what % of the playerbase is running 13’s atm if you think that 13’s should be the new M2. I guess MDI is gonna be running M0’s? That breakdown makes no sense at all.

The average mythic + player is around the 10-13 level.

The problem for the playerbase below that. The whole idea was making the average player to be ready for m+ and be less stress. People this would be making it easier but overall level jump each time would feel like 2-3 m+ level. So for the people that are set within those are doing those they will be less toxic behavior.

For the m0s (10-12+) it would be feel the same after. So they are mad at something it wont effect them. The gear for them would be the same and same difficulty. Myth gear at out of the vault like normal. 1 per week. and for the people who can do it. It wont be like any one can do an 10-12 now. people still have to have skill to do it.

The ones who actual push would feel the same. I am just moving everything up and m+ where it actual starts with the same skill needed.

So to clarify, m0s award what ilvl from the runs and what vault end of week?

another paladin with the worst takes imaginable

The same hero gear and if myth for vault seems too much for m0s (10-12+) now than save myth for vault for m+ (2)

it actual wont make anything easier for the average player
You still have to gear and have the skill to do that m0 (12+)

you people want a hot take?

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Broadly I’d say these are bad ideas.

Everyone should agree that more people playing the game is better. The game having a lot of players is more important than this problem of “a scrub wants to join my M+ group.” For one thing, Blizz makes more money when there are more people playing, so we know where they fall. But for another, you can screen your applicants and choose whether you want to group with them or not, so “there are scrubs in the group finder” is not really a huge problem.

What’s a problem is this - there were 2.4 million Mythic+ runs in the first week of this season. Last week, there were only 716K.

Engagement with M+ has dropped by 70%.

This undoubtedly translates over to more unsubs and fewer players and the emptier group finder that we can all observe in game.

This is a long-standing issue for many seasons.

So how do you fix this, well ideally you make the content more fun for more people, which a difficulty boost and a mandatory grind of lower keys like the OP wants probably isn’t going to do.

But barring deeper mechanical changes, you just give them more rewards. People basically play for a combination of fun experiences plus character power gains, those are the reasons they stick around.

So if anything, Blizzard should progressively nerf this content over the course of the season - probably not through random haphazard surprise mechanic changes, but through an actual system. Handing out more and better gear is the most fundamental system for this! But borrowed power systems work too (despite all the hate for that term). E.g. damage and HP increases tied to participation.

Because as it stands, all we get are people posting that the harder jobs like tanking are not fun, and then they quit playing.

There are numbers out there on how many M10+ completions are happening every week. Despite these players being very vocal, they are a vanishingly small percentage of the player base, and it’s shrinking.

I don’t get why Blizzard is so stingy with rewards when it causes engagement to drop 70%+ over the course of a season.