How to save M+

I don’t think we need the same amount of numbers as we had in DF, a lot of people would run delves and that’s great.

I’d love a baked in feature that showed average interrupts, avoidable damage, and dps. Just some sort of performance benchmarks. We’re getting to the stage in the season where dps is way higher than it needs to be, yet runs are taking longer because people don’t know mechanics in 10s, and they can keep skating because of high dps.

I’m not an elitist by any means, mistakes happen, but it would be nice to see some baseline benchmarks just to show you have the basics down.

So it seems like

Is still true.

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This is the first expansion Ive been an alt person. Usually I play one or two at most but now I’m working on my fourth. M+ is just such a nightmare trying to climb the ranks with pugging being what it is, and the social fabric of wow being a mess. You snag a 2600 io tank for a 7, he tries to pull like it’s DF season 3 and someone leaves. Only got an hour to play because you don’t live in your parents basement? Too bad.

I kinda get why so many just say screw it and farm delves.

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Got two characters at 619, my Mage being the latest since I’m considering maining her over Priest in S2.

I have no desire to touch M+ even if crests are more lucrative :joy:

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Developers and loud mouths on forum are in denial,
they think that someone cares that they got carreid in mraid or timed something,
nobody does.

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Did you post this too when m+ came out and was getting insanely high gear for faceroll m+10? I am sure you didn’t.

Just another m+ whiner crying that delves get to high of ilvl gear yet had no issues when m+ did the same exact thing all these years pre-delves.

I didn’t stop playing mythics because of any of the reasons you’ve listed. In fact completion scores and IO rankings were trivial to the situation. Building a score card for end results doesn’t give me much more info than looking at my Details or other log addons, in real time. Which, info in real time helps me more. I can use it to ask my group to pick up the pace where there might be some weaknesses.

I quit/ think M+ is a mess because:

  • the constant changing merry-go-round of meta classes/specs made it 90% harder to get invited into groups if you weren’t one of the flavors of the season. It became exhausting.
  • the constant overtuning and undertuning of players core abilities & the dungeon mechanics that happen multiple times per season. You’re OP for a hot minute, then barely viable and flinging noodles. This led to whip lash and 0 confidence in any part of the system. No matter how much I alter my playstyle or try to push my skills the continual rise/squish of incoming unavoidable AoE was overcoming every strategy I tried. By the time Blizz settles on a happy tuning medium, half the season is over. This is an expected problem the first month of a season, but lately it feels like it drags on forever and is a constant toothache in the overall experience.
  • repeatedly having to rebuild my talent trees through the season because of said tuning issues. They delete or tweak a talent and I have to study my tree for 20 minutes making sure I still have all the most beneficial spells set up to build on one another & perform correctly. Or, conversely rebuild every day because there’s a bug and it auto deletes my talents every time I log out. Infuriating & exhausting.
  • the players. I’m all for teaching people and shouldering a few carries. I have 0 cares about if we time, beating the timer is just icing on the cake in my opinion. The amount of folks needing to run in and do big donkey pulls, have 0 patience and cannot tolerate a mistake is out of control. When I list keys, I write in, specifically, it’s a chill group for noobs and learners looking to complete only. 40% of the time I still get some gamer pro running like hellfire is after them and screeching about group performance.
  • cost. I make a significant amount of gold in the game. Yet burning flasks, setting out buff feasts, popping augment runes, using utility potions each dungeon is starting to add up to a lot of coin for each run. And, if it’s a bum key with heavy wipes, the gear repairs are another wallet wound. I make most of my resources with my alts, so my personal deficit is probably way less than others who only have time to log on and play 1 main. I think the last time I did a key, I figured a fail was about at least an 800g hit. In DF where flying purses were 610g each, it was less annoying. Now you have to hunt around for a meager few decent dailies or do more significant farming to recoup losses.
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As dps all of them are pretty chill. Almost zero responsibility other than playing the spec and knowing what was already in m0.
As tank, well yeah, it sucks on +10 onwards, which is why I play dps whenever possible (unfortunately now that they nerfed pala tanks, more and more often I find myself forced to go tank to avoid ~20 min wait times).

I also farmed 2s just to upgrade some gear in df. Cause it dropped with tertiary. (Then I had something else with tertiary so I ran more 2s.)

There are days when I wish Heroic had stayed Heroic, and Mythic was simply a challenge mode in top end Heroic gear. Adding timed keys and affixes was a mistake, and we have 30+ M+ threads a day to prove it. Everyone has a “fix” for it. This many fixes pretty much infers M+ is a problem.

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The only thing broken is the same thing broken for raids. Blizzard has lost the plot on why anyone plays the game.

Compete or leave.

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? there is easy content, and hard content. Do what suits you.

Deleting content from the game helps who?

Deleting or limiting impact of crossover content does, but outright removal?

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A queued m+ would be so much worse lol, doing a +10 with 2650-2750 players is easy, doing a +10 with 2450-2550 players is 50/50. It is really just experience.

Most of the people complaining, are trying to hide the salt they have because others will not invite them. If you are not running your own key, you have to have stats that make you stand out from the group you are competing with. At this point in the expansion, if you are 624-628itmlvl 2600io with 12ish +10s completed, you do not stand out for +10 invites. There are a ton of players 632itmlvl and 2700+ io with 40+ timed 10s queing against you.

Delves took alot of lower key runners, there is a large population of people that don’t enjoy m+, and they all went to delves. Which is great, those players should have a type of gameplay that they like running.

I’m not opposed to this but I see pvp players complain about MMR all the time so idk if it’s a good idea for the company you’re suggesting do it.

Also Blizz would have to set requirements for each dungeon. Aka you’re not allowed into X dungeon with a required curse dispel without a curse dispel in the group. Queue times would potentially be absurd for a hunter for example. That can be fixed with better class design though given how egregiously bad class utility/defensives are currently balanced.

The rest of what you wrote is none of my business because I don’t do M+ but with this paragraph you are pushing into something that is none of your business.

People who want to do group activity are going to do group activity. Those of us who are delve people should not be penalized because M+ people are tempted to use our system instead of sticking to their own system.

WoW does not exist to maximize end game activity. It exists for anyone who pays their subscription. Go solve your own problems and leave our stuff alone.

We’ve had this conversation too many times to start there. Take it up a notch.

Yea, you fundamentally hate how healing or tanking works.

And it’s not solvable.

Because it’s a game second to second.

And you’re not willing to introduce extremely long gcds. Removing defensives from everyone could work for the healing role.

Small quibble here: I hate what it has become. At some point I switched from tanking because it was my favorite role and because it’s my least hated.

Sure it is. I would say it’s not even that difficult. Challenge tanks on tanking. Dps on damage. And healers on healing. Problem solved.

The GCD thing isn’t my favorite, no. Speed isn’t the issue, nor is APM. It’s the erosion of the holy trinity in the “utility” arms race.

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Removal of defensives and healing from dps, healing from tanks, damage from healers.

Removing some of those sure, but all of them? Don’t think the game would be much fun.

No health potions, healthstones, defensives. (Not a single one) or the issue persists.

I assure you, it was. And it could be, again.

Maybe all or nothing is too steep a start. But I would at least start with removing dps defensives and healing, cranking up mitigation and down reclaim on tanks, and lowering healer dps to irrelevancy.