Is bfa M+ fun or annoying?

Honestly, seems like its to much work compared to legion, especially for tanks. While at the same time I find the boss fights more anticlimactic compared to legion and less dynamic.

Why are there 2 mobs in some packs that require different interrupts at the same time? Why isn’t 1 required interrupt enough?

Why does the 1st boss in underot require an interrupt and then spawns a mirror that also needs an interrupt or it 1 shots the tank…when some casters have a long interrupt CD? How does this make sense from a design perspective? Does that mean that its harder for some casters to get into underot groups?

Why do 3-4 explosive orbs spawn when the trash requires an interrupt that if left unchecked could wipe the group?

Why do some trash packs put a dot on a party member or tank that requires a dispel that not all healers have?

Why are boss mechanics in certain dungeons almost easier then certain trash in shrine where a whirling slam 1 shots a melee dps?

Why is it that in one run in King’s rest spit gold fires out before the other dot finishes and on another run the spit gold comes out in a reasonable and healable rate? Someone times it and says “We had RnG luck on spit gold”.

Why does the last boss in King’s Rest blade barrage the tank during a fear?

Why does the council boss fight in King’s rest sometimes cast severing blade non stop (one after the other) and it can’t be healed and other runs only casts 1-2 during the fight and then the key gets finished?

Why do the 2 consuming essence mobs that spawn on the last boss in shrine both require an interrupt? Why couldn’t there be one mob with more HP for the DPS to solo? Wouldn’t that prevent more shrine keys from being depleted on the very last boss verses just adding more time to the key?

Why is it sometimes not only trash mobs snap but players get snapped 10 yards for no reason?

Is M+ about luck to time a key? Or can it be about challenging, and fun mechanics like legion again?

I do think mechagon is interesting and fun on the PTR. Lets hope blizzard fixes the current BFA dungeons to. All I see are miles of complaints and upset people every day complaining about m+.

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I like M+ in BFA, but trash pulls and efficient routing is much, much harder than Legion. It basically means you have no mental downtime in between bosses. I like the pressure; but I can definitely see why it’s a downer to other people.

With that said, most of your complaints come down to “this is too hard”.

If I was going to complain, it would be that their treatment of affixes (especially on-death effects) is wildly inconsistent, and they vary wildly in difficulty. There were easy and hard weeks in Legion, but nowhere near the same difficulty variance IMO.

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Legion mythic+ was flat too easy and it was adjusted in BfA.

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Frankly, it’s still too easy. Most of the complaints in the original post seem to assume that only one person is interrupting. There are 5 people in a mythic+ team, all of whom have interrupts. Some are on long timers, but when you put them all together, they are more than enough.

Now, I do find M+ more annoying than fun. That’s not because of the difficulty, though. It’s because of the timer, and the fact that it’s too easy.

The timer does mean that you have no mental downtime. Some people enjoy that form of difficulty, but I’d prefer that the difficulty stem from actual difficulty completing the content. To me, it’s more fun if there’s time to - and a requirement to - think about strategies, and maybe even to discuss them among the group.

The fact that M+ is easy for the gear obtained - especially in untimed runs - kind of makes it mandatory content. I’d really prefer that I be able to raid or PVP and only do M+ if I feel like it, but that’s not really an option.

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I think it’s more fun than Legion, but definitely not without it’s issues. A number of dungeons force you to overcap unless you have a rogue or invis pots. Some affix combinations are SO much worst than other. Some dungeons are also so much harder than others almost every week. And classes are not well tuned for balance when it comes to m+.

What’s sad is I think there are a number of changes that are simple that could be done but here were are still with some issues that have lingered since launch.

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All points are valid as changes to the mythic + system have been altered. The main issue I tend to run into is that for a optimal run above like 12-13 you have to start doing skips and pulling specific packs to reach %. The amount of time skips provide allowing you to pick whatever mobs you choose to kill is insane this x pack.

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The problem is the number of trash. In Legion, if you went straight to boss to boss killing all the trash in the way, you would only get like 80% trash. In BFA, you’d get 130%, which is why everyone always wants a rogue to skip trash with.

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Depends on the dungeon. For Waycrest for example, I tend to pull out of the way trash just to get the bar up to the right % before you head down to do Lady Waycrest.

Atal’dazar is another where you get to Yazma without getting 100% trash completion by skipping some very easily skipped trash backs.

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This is true for King’s Rest and Temple and that’s about it.

The rest if you only pull what you need boss to boss like a m0 (no skips, just bypassing stuff) you won’t end with enough %.

Shroud is there to not pull specific challenging packs (like the bridge on shrine).

No, not all do. Some CAN interrupt if they severely gimp their DPS aka Demo. Otherwise no. Not everyone in the party can interrupt.

The problem that the OP has is really a class vs encounter design problem. Basically classes in BFA are horrid and should have been much better designed for 8.x. The developers have basically said as much. So with the combined might of garbage class design and much stiffer M+ design you get a lot of classes that just don’t fit and raider io shows this.

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And these are the things that set the high end players and the low end players apart. As a DH I know I have a lot of utility in M+, but maybe just go look at a stream of a player of your same class and spec pushing a high key and you will see the difference between what you are doing compared to what they are doing and most streamers are cool if you ask questions too.

Most healers would like to have a word with you regarding these supposed interrupts.

There is nothing challenging about being able to throw yourself at a group/boss until you down it without any restriction. Nor is there any challenge in just mass CCing every pull down to one or two mobs. You can also discuss pull strategies with your group nothing is stopping you from it. It’s actually kind of beneficial to discuss those things before slapping the key and going ham.

Edit: It is so weird that your post information says you are level 49, but you are not level 49. Out of curiosity, are you basing your observations on M+ difficulty from your experience with that toon, or do you have another character that you do M+ on?

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If you read closer, you would find that some of my comments relate to RnG on certain bosses. Basically some that change the cast times, like spit gold going out at higher rates or severing blade, or rng that can cause a tank to die on the last boss in KR due to the blade attack happening during a fear.

Basically in high keys, even higher, like 18s-20s some of this RnG, like double azerite rounds on the last boss in TD causing a wipe are more noticeable. In lower keys some of these bugs can just be over looked. But there are a number of issues that cause cast times to change or abilities to act odd.

There are also other comments I made where the content requires dps with low interrupt CD times or the boss fights could lead to a wipe.

In short, the content isn’t designed for multiple comps, its designed for specific comps and class synergy. That’s not to say that various comps aren’t viable but they require specific classes to support their roll. Like a demo lock requires a very heavy interrupt team, and they wouldn’t always work with a boomy. Double caster comps are quite difficult at times. Where as legion content allowed more variations in class types, even double casters in some dungeons were viable.

A great example is the 2nd boss in shrine that requires a ton of kicks on tyran keys. This isn’t a what I call “reasonable” mechanic if a boomy and spriest + rogue comp wouldn’t be ideal. Basically this is just one of the reasons we are seeing double rogues + DH or + Monk in m+, their kick is very easy to work into their rotation.

The #1 problem with m+ is that the interrupt requirements don’t work for many “non-meta” comps. Playing a DH gets you into many keys because of their low CD aoe stun that also works as an interrupt, many casters don’t have this tool kit.

The #2 problem is that there are just inconsistent results in doing the same boss fights, one KR to another where there are more spit golds on 1st boss or more several blades cast on the council fight. Or the triad boss fight in WCM where the bosses cast double special abilities and don’t remove the healing debuff when the next boss goes into rotation. Or the last boss in TD where there are double azerite rounds every rotation. This problems or bugs can literally destroy your key but no one knows what happens and sometimes in pugs people blame the team when in fact it was a glitch that wiped them.

Bottom line. Things need major changes or the majority of players will continue to quit doing mythic plus.

Like I said in the previous post, to end on a positive note, mechagon is the 1st dungeon where there are more interesting mechanics that could allow multiple class comps. I am exciting to do this dungeon on m+. I think blizzard is listening but that doesn’t mean they can just ignore the problems in their current mythic plus content

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If you think healers should not help with interrupts, please feel free to mention why.

So there’s “nothing challenging” about mythic raiding? Most players would disagree.

In a pickup group it’s rarely useful to discuss strategies before the beginning of the run. The useful time to discuss specific strategies is immediately before the pull. That’s what you can’t do while trying to make a timer.

That would still be fine if the mythic+ system allowed people to get to challenging untimed runs, but the way it’s designed, it specifically restricts people from challenging content.

I made 120 several weeks ago; I don’t know why the forums haven’t updated for so long. If you check armory or Raider IO, you’ll see that I’ve done mythic+ this season. Now that you mention it, though, according to armory, you haven’t.

Mythic + was pretty easy I guess in Legion, but BFA has an artificial difficulty too it, I wish the bosses had more mechanics than two or three mechanics instead of them giving trash with a multitude of different things to worry about.
atal’dazar for instance could maybe have less trash but make the bosses challenging instead of pylons that fall over in 3 minutes.

The fact that all of them except for one do not have an interrupt? Seriously? Are you this ignorant of abilities while spouting off information as though it were fact?

We aren’t discussing mythic raiding in this thread. We are discussing mythic+ you should try and stay on point. You attempting to conflate two different topics doesn’t make your argument valid. You also have no experience with mythic raiding so I’m going to go ahead and ignore any broad stroke statements you make regarding what mythic raiders would agree with or disagree with.

How is it not useful? It’s pretty easy to make it clear at what point you are going to do a large pull so people can be prepped for it prior to starting the instance. You can assign interrupts prior to starting the dungeon to specific players + icons and just mark as you go so people always know what add to babysit. You can even set up an interrupt order for the more annoying bosses like the 2nd one in Shrine right before the pull and still make the timer provided your group is playing at an average level. Additionally, voice chat allows you to make those calls on the fly as you are pulling if you really want that flexibility. It even exists in game so you don’t have to use a 3rd party addon.

Again, the challenge does not exist outside of the timer. There is nothing challenging about groups just mass CCing packs down to the safest pulls possible.

First, simmer down there champ. It was a genuine question to try and figure out your basis for your comments on the ease of M+. I was curious if you were basing your experience on actual keys > 10, or if it was based on the handful of baby keys you have run on that toon. Your experience in M+ this season is effectively nothing and was also nothing last season. Since you felt the need to get snarky though I’ll follow suit; unless you have another toon where you’ve actually done the content you don’t have a basis to be making comments on how easy the content is when you are playing in the kiddie pool. If you want a link to my main because you are too ignorant to check achievements and realized they are shared across toons on the armory I can give you that.

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That is a valid point. They swung the pendulum on trash vs. boss difficulty from Legion to BFA way further than necessary by shifting a lot of the mechanics off the bosses (at least it feels that way from Legion to now), but that isn’t really that surprising given they tend to respond to things in a knee-jerk fashion instead of in a more logical way.

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They wanted to make them harder and shift boss mechanics around so you dont end up with unavoidable 1 shots like we saw in Legion.

The result is more dangerous mechancis you can play around.

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I am enjoying Mythic + though I don’t really chase keys higher than a 10 or 11 because there is really no point loot wise. Its more me and my friends chatting…yeah we don’t take this game very seriously. Maybe thats why I find it fun.

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Well for starters this monks only form of interrupting is a paralysis that will just make the mob start casting the same spell again right after it breaks mid fight. I do use it though when my dps tell me they need 1 to 2 more seconds to get kick off cd and I reset the mobs casting bar if it’s one that can actually be cc’d. 100% useless on any boss since you can’t para them.

The other option is usually a ring knock back that does more of the same but its main purpose is to separate the trash and the tank during reaping/necrotic or to bounce mobs out of sang.

I very rarely use my leg sweep due to it being a very short duration stun that usually just dr’s the better stuns my group has. It is only for a situation where a second or 2 can mean life or death for my tank.

But no healer other than shaman has an actual real interrupt. So either do some research and get educated on the healing classes or don’t talk about things you have no understanding of. It really hurts the point you’re trying to make when you have no idea how 4 out of the 5 healers work.

A quick para 90% of the time just makes the lesser mob restart the same exact cast or worse it stops the cast for 1 second and I make my dps miss their kick in that window. But all of the healer abilities besides a shamans wind shear are not interrupts.

Some of the healers have stuns/cc but only one has an actual interrupt.

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