M+ does not feel good to a majority of players - Thoughts?

Imo dungeons are waay to hard… Every single pack you need to kick, dodge and do 5000 mechanics… Just make trash feel more like TRASH with waaay less mechanics so you can actually do big pulls and enjoy doing big numbers.

And plz remove tyrannical.

1 Like

I promise you that when I seek to broaden my knowledge and understanding of the world, my first stop isn’t a book about world of Warcraft and blizzard entertainment.

When I read/try to gain knowledge, it’s going to target information with real-world applications, not a book that may or may not lend itself to a “gotcha” on a gaming forum.

2 Likes

Meh, people read fluff stuff all the time. The fact that you’re posting here makes you the perfect audience for a book like that.

You don’t start at 12. A 2 This season has no damage or health modifier on it. Just one affix. There’s nothing to compare the first 2 keys too because the that affix that affects the key the most fort/try start at 4. Even a 12 in the old system had 3 affix’s on them plus an ever increasing damage modifier instead of the static one.

It’s actually the opposite. I enjoy partaking in discussion with folks engaged in similar hobbies, though I don’t find value in overly-educating myself on some back-end nuance related to said hobby.

Especially when most of these conversations are based in pure subjectivity, which they seemingly always are.

“WoW’s dying, M+ will kill WoW, etc.”

It reads as “the thing about the video game that I don’t like=what will kill said video game.” The “thing,” always being different, the result always being the death of the game.

Hasn’t happened yet, so I’ll hold out for the “told ya so.” Though even that will be subjective, as I’m sure there will be sleuths of people citing hundreds of different reasons the game died.

4 Likes

DF S3 was fun. DF S4 was fun. DF S3 gear progression was a little bit too fast, they should’ve kept S4 progression, which would’ve been fine without bullions. My only issue with S4 was the tier 2 crests only being farmable in M0. They nerfed stops, managing interrupts in pugs got harder. The gap between Hero and Myth gear ilvl got wider, it takes longer to catch up with mythic raiders. This season doesn’t feel good in my opinion, I played a lot of m+ in DF S3 and S4, now I don’t even feel like getting KSM, I play one key and it just feels exhausting, something is off, I finish a key and just want to do something else other than playing wow.

I would agree with this. When S4 came out I really enjoyed the concept of the more difficult and rewarding M0s for more casual folks with moving into keys from there feeling natural and smooth. That was nice.

But now in TWW delves have taken that place while it feels like M+ has gotten more difficult, or maybe it feels like the rewards (crests) have moved further out of reach, while also increasing how high those gilded crests will upgrade your gear.

Its wierd how you can get better than ever casual gear with delves, but then at the same time having mythic track gear go higher sort of devalues how good that delve/runed gear feels.

So not difficult at all?

the irony of using reddit as a source of information to call it the majority. classic redditor

:dracthyr_crylaugh:

It becomes a group problem. It allows a really good healer to carry, removing a source of frustration. It also allows DPS to make the occasional mistake without bricking the entire run, removing the stress. Bad groups will still be unable to progress, but good players will have a larger impact on the group as a whole, either by healing the damage or avoiding it.

1 Like

The damage and hp was still put in, you can clearly see it by comparing older seasons in previous xpacs. Sure the forti and Tyran isn’t there but its still actually there. These bosses are hitting hard as hell even without tyran and would be impossible with tyran or fort if it were added to +2 and up. You might personally not see the scale difference but it clearly is there. For instance M0 back in previous expacs would explode at the ilvl me and others are at now, but even team full of 605 are taking time to kill bosses in M Zero. This is with all the DPS pushing out at least 500k or more on ST. Which btw isn’t bad at all for a M0. It wasn’t like we struggled but it was still something you couldn’t just pave over like in previous expacs. M0 was a damn joke back in every other expac this one it actually can take time to complete.

+2 is the same. The fact we see a lot of them actually fail is kind of nuts. Maybe you are already ahead of it but if you play any alt you will clearly see people struggle to time a +2 comparable to a 12 with mediocre players in previous seasons. 12 and even 14 is when you really started seeing players separate skill wise in previous seasons, you still had some which were dragged up by other better players but now you can CLEARLY see it with players who can barely 1 chest a +2 let alone 2 chest or 3 chest it.

Acting like affixes are needed to compare the two is pretty silly.

Actively running +10s in a PUG is an absolute NIGHTMARE compared to 2 weeks ago.

I’ve all but quit entirely after hitting 2.5k. This season isn’t fun for majority of healers. One dungeon you’ll be called trash and flamed when nothing gets interrupted and dps are doing 400k… And the next you’ll get praised up and down like you’re the best they’ve ever seen because you’re actually able to push through the content.

Something is really fundamentally wrong here. IDK what, I Just play the game, but I hate it personally. Only playing DPS alts for now in M+.

1 Like

Personally I’m loving the kiss curse style affixes. I just wish it stayed at 12s and above. I can only currently do 11s. Some dungeons can definitely use some tuning though, like stone vault.

We could make the same statement about explosives, incorporeal, and afflicted. All of these mechanics should be group problems, but in practice they become healer problems. It’s technically correct for them to be healer problems, so better PUGs and premades will be fine with it. But for the vast majority of PUGs, it creates another avenue for toxicity. Most PUGs didn’t care that a healer was fully GCD locked keeping the group alive when they didn’t stop the afflicted, the healer was blamed all the same.

Like I said, I’m cool with some of the mechanics moving this way for variety. But any time we move a mechanic from personal responsibility to group, unless a healer physically cannot solve the problem, it’s going to be treated as a healer responsibility by a significant portion of the player base.

So you want to just tunnel?

Removing timers worked so well for Diablo 4 that I heard they added them back in, in some form of content.

15 sec per death is my only complaint. Remove that and we’re gucci. Wiping on a pack and losing time for:

  1. The lost damage you did to the pack and then they regenerated.
  2. The CDs you wasted on that pack and are now on cooldown.
  3. The runback to get to where you were (which is really bad in some dungeons)
  4. The original 25 seconds you lost before the stupid change

Is, in my opinion, MORE than enough punishment for the wipe than having to lose an additional minute and 5 seconds of time.

Now you’re losing 1 minute 15 seconds for a single wipe, which in higher keys is almost guaranteed to brick it. One wipe and they key is bricked. M+ was not this way before.

I haven’t done a mythic+ or even a 0 since the squish, which locked out all the players who limited themselves to +2 to +9 mythics, basically 75% of the pug-o-sphere was shut out of an entire branch of endgame content by blizzard’s brilliant move. Delves gave us back this content and then some also inviting soloists, dedicated crafters/goldmongers, “outdoor” players and the like etc to actually improve their characters and play experience in game.

Alot of people such as myself don’t want to join discord and be bossed around IN A GAME. Many of us don’t play a game to make friends and influence people, build up our egos or compete with some soulless infantile leaderboard because we have real lives already. Quite a few people come to WoW to play a game and have fun and we play games when we want and how we want.

Can you imagine if Monopoly had a leaderboard, or a ranking system? No doubt there is one somewhere nowadays, how sad is that? lol

Games are a microcosmic mirror of human reality and having played WoW since the closed beta and been every type of player at one time or another I can tell you with great confidence that World of Warcraft is an idyllic illustration of tyranny of a vocal minority. All the people that couldn’t care less about sims, meters, metas, the best addons or the hottest UI just pay their sub, play the game and try to have fun doing so with characters they have grown to love both pc and npc. They don’t complain, post or even come to the forums. Time doing that or reading strats and guides could be spent playing the game.

So all this current “mythic+” drama and the blaming of delves (best thing to happen to WoW in years) for an endgame community that was already toxic in its own right is just another page in the book: Top MMO Players Aren’t Actually MMO Players At All, A Maniac Diablo Player’s Story.

How can Blizz improve mythic+? Don’t know, don’t care. What is wrong with mythic+? The players are what is wrong with mythic+. And remember, all those websites and youtubers constantly fanning the flames of competitive toxicity, they pay their bills doing so.

Pros:

  • so far 2/3 of the xalatath affixes have been fun to play with when they work
  • When Xalatath affixes work they feel good to play with
  • Class balance isn’t offensively bad.
  • warband gear is neat
  • preexisting dragonflight systems are good
  • old annoying affixes are gone
  • unified rating means m+ players can get week 1 ksm without being at the level of a title pusher

Cons:

  • Xalatath affixes don’t always work in particular in cases where boss fights don’t play nice(orbs spawning underwater in siege)
  • Someone at blizzard thought the worst of the three with the actual health contribution to the dungeon needed a 133% shield buff. This was fixed 2 hours later, but it happened and someone thought it should happen enough to make that change live for hours.
  • Healer and tanking changes didn’t follow through with message and just made those roles more frustrating to play.
  • We are two years into “we changed pve water to pvp water but don’t worry we’ll make seasonal affixes that give healers mana, but also we will just not do that after shadowlands because people don’t complain about it enough”.
  • 15 seconds off timer when dying past a 7 is cringe
  • 15 seconds off timer when dying past a 7 is beyond cringe because we have typical dungeon respawn points(awful) for some reason despite it being one of the big m+ complaints. Like they took time to make flight points when in m+ you would have gotten so much more out of just sticking a spawn zone on a boss after you kill it.
  • The M+ squish feels awful for midrange players needing to spam mythic 9s for crests while having such keys scaled for semicoordinated groups AND having healers and tanks struggling this season is a recipe for an awful pugging experience.
  • The dungeon pool was decided by a dart board filled with choices accidentally taken from a “Which dungeons do you not want to see in mythic plus” thread.

If they fix the glaring issues for mid keys I think it’d be a great season, but as it stands there were a lot of questionable decisions for m+ this season and I think it might actually go down as one of if not the worst m+ season ever.

1 Like

good god this is so cringe. “WELL THIS ASPECT OF THE GAME DOESNT HAVE TIMERS SO I DONT WANT YOUR FAVORITE ASPECT OF THE GAME TO HAVE TIMERS” legit participation trophy back shot baby daycare mentality. plz get a disease.