How to fix mythic+ overnight

Healers do less damage than dps. Eventually you’d hit a dps wall with 4 dps, sure, but adding a healer wouldn’t overcome that.

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You hit a wall where you need to run 4 dps.

when you have to pull an eighth of the dungeon at a time, you arent doing that without a healer is what i mean. if you dont pull this way, you arent timing the dungeon at some point.

but larger pulls aren’t always possible or even advisable. 4 dps faster kill times >>> 2 extra packs from somewhere in terms of ease of play, and execution required.

this is solved really by just a dmg type, rather than an amount of dmg. the dmg becomes high enough and the healer doesnt matter anyway. when one cast kills 3 people, theres no point of the healer being there anyway. the issue in this case is that there needs to be rot dmg or much more unavoidable dmg that forces a healer’s presence.

Make it so that if players arent clearing enough dungeons, the dungeon monsters invade the overworld.

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How to fix M+ overnight

Step 1

  1. Let players select their M+ level from a drop down menu, up to one level above the highest level they’ve ever completed, similar to how the Delve menu works.
  2. Completing these choice dungeons will count towards vault completions (you can very slowly do eight M+10’s if you want)
  3. Timer can be toggled on or off. Dungeons without a timer do not reward IO score, and always reward reduced Crests as if it were a failed timer.

These steps will open up mythic+ dungeons to more casual players who do not want the timer, to slowly but surely work their way towards the highest rewards in the game. At the same time, it will not muddy the waters for timed keyrunners as timerless runs will not contribute any IO score whatsoever. Crests can be earned slowly through timerless runs, but by the time people using this method start upgrading their 1/6 once a week mythic gear, it will be well into the season.

Step 2

  1. Keys will no longer be associated with M+ levels, only with particular dungeons. They will work similarly to delve maps, turning the dungeons into something like a Bountiful Dungeon.
  2. Non-Bountiful dungeons will still have loot drops at the end, but at a lower level than Bountiful dungeons. Only Bountiful dungeons will drop Crests, so Blizzard will largely maintain their preferred method of locking people to their keys, but the option exists to do other dungeons (and even other dungeons with the timer toggled on counting for IO) if you want.

This would allow people the freedom to practice whatever dungeon they wanted, or spam a particular dungeon for a particular item. However, since non-Bountiful dungeons would reward lower level loot, and would not reward Crests, it would still not interfere with Blizzard’s preferred loop of tying players to their keys. Likewise, at the very endgame, for high level players that already had all the loot they need and are crest capped, it would allow them to simply choose which dungeons they wanted to try to +20 or whatever as they saw fit, trying for title.

No, we’re not removing depletions or letting you fail your key and uprank it.

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some things are designed to kill, so they do.

Some things are designed to be healed through, so they can be.

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Or get rid of it completely. It only brings the worse in players imo.

I actually don’t have a problem with any of this. I’ve always been a fan of letting casual players work towards gear. It’s a freaking video game that they pay for every month. It actually makes me sick that people think pixels need to be gatekept. We have scores and achievements for things that are especially difficult. Not letting them experience power fantasy is ridiculous.

But they eventually can’t, and it’s not that far along that it becomes that way. It’s terrible design imo. It wasn’t like that in previous expansions. It wasn’t even like that in s2 of df.

What is this meant to address

Then you just pull the literal entire dungeon into the next boss if nothing does damage

It’s quite high, considering that there are 18s that have been cleared for the majority of dungeons.

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? it was always like that.

Damage at some point reaches more than healers can handle. Whether that happens faster than the DPS breakpoint is another matter.

In an infinite scaling system, at some point, damage one shots.

And dps will be literally unable to time the key because hp is too high.

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I think there’s a big difference between having situations to use defensives and having to use defensives almost rotationally. Right now it’s the latter. They used to feel rewarding, now they just enable the healer to even play the game.

Lmao sure dude :joy:

how to fix it: remove it

thenh whats the point of doing m+?

I actually can’t remember off the top of my head. You definitely don’t want to ignore it though, but it is mitigated in a way that Afflicted was not since self-healing and self-dispelling works on it.

Idk if you’re trying to do 12’s or not but I’d be surprised if you felt the way you do if you are.