Im confused what part of mplus has stopped you from playing the content you enjoy or buying AOTC of the final raid each xpac? How would removing mplus make the game better for you?
Tyrannical does suck but only because so many bosses have soft enrages. Why even have a timer when there’s a timer within the timer. Freaking timerception.
Might as well prohibit folks from entering a key if they can’t reach a damage threshold.
removing content you dont like / cant do because you are terrible at the game or just dont like it. isnt a solution. M+ is one of the pillars of the game. like it or not. there is literally other stuff to do if you dont like m+
also
lets be honest. i assure you that the solutions or replacements to a timer in M+ would be something akin to the timeways hard mode difficulty which literally forced you to do a no death scenario. one person died and the run was over if you wanted to highest rewards.
youre not gona play that. youre going to walk in. die and make 4 other people hate your guts for it. then youre going to run back to the forums to demand m+ old system to be back heh
I really don’t think it would make it any easier, just different. IDK how long you’ve been playing mythic+, but it used to be much further in this direction. It wasn’t until dragonflight that they decided to make survivability the main determinant to timing keys. Insert augmentation, btw. Not being able to progress in the game due to running out of defensives or not havitghe proper defensives is both boring, and forces people to have to bring certain specs.
Routing, group DPS, cooldown management, these are way more interesting ways to measure skill.
Stopping incoming damage increase at key level ten makes all damage completely irrelevant to anyone in 639 gear.
Routing doesn’t matter when mobs can’t harm you - just pull everything and aoe it all down, ignore all casts, don’t use any interrupts because none of the damage will scratch you.
idk anything about the other guy that said this, but you know better. you actually play the game. dps requirements are what make healerless comps not possible. the most spikey dmg patters the game has EVER seen since mythic+ existed were last expansion. oddly enough, thats where we saw the biggest emergence of high keys being partially done without healers. lenient timers and few dps checks lead to the disaster that was dragonflight dungeons.
shadowlands was definitely considerably on the lower side as far as incoming dmg, and we saw very interesting healer dps gameplay. the dmg profile was such that you still needed to bring a healer, but your healer had to do dmg. we didnt have defensive bloat, and crap like aug wouldnt have worked because dps requirements were high, and timers were tight.
if you think that mobs arent harming you in a fortified 10, your healer doing well over a million hps on trash pulls begs to differ. what happens is that everything becomes a one shot. it also causes the game to become what its been the past two expansions, where the only thing that really matters is survivability
There have been healerless 10s, and your changes also advocated for lower damage and health on trash+bosses at the 10s level, with damage not increasing ever.
Maybe they could scale damage, lower but I think if they didn’t scale damage at all past 10 we may see the top end meta be healerless runs instead of just a one off meme.
eventually this wouldnt be possible because you would need as much dmg as possible to progress. aug would also go away, as its too much of a dps loss at some point