It’s not just the jump ups in difficulties of tiers, but the main fail of this season’s Mythics is that they went completely overboard with a lot of the mechanics.
Multi interrupts NEEDED. Insta death mechanics if you step wrong. Multiple and I mean multiple mechanics in a single flight. All of which meant that you just cannot Brute Force your way thru. And this kills pugs and even premades. And frankly, enjoyment.
My theory is that the opposite is occurring. I think they can’t figure out a way to balance m+ to be satisfying for both pugs and premades due to the tactical advantage inherent in premades. They then decided that mythic+, like mythic raiding, is to be designed around premades. They created delves both to provide content for solo/casual players as well as somewhere for the soon-to-be-displaced pugs to go.
I think the pug unfriendliness will continue while they expand solo/group variable content until most of the pugs are drained from m+. The majority of m+'s problems are pug problems. Remove the pugs, remove the problems. They can then blame any drop in participation on delves.
We’ll just have to wait and see what they do next to determine which, if either, of our theories is correct.
Yep, lots of people (all in fact) can interrupt. Some, multiples even. But that does not help if they don’t actually do it. Previous M+ seasons, you’d only need one or two on the ball. In today’s runs you need nearly everybody to be pretty clued up. Or have a interrupt sequence between players. Like with the multiple fear casters in NW.
It doesn’t take any outside source to see who was affected by the mythic level squish. The dungeons become harder faster, requiring you to learn the mechanics or fail. Overall… it’s a plus and a minus. Mostly a minus for those who enjoyed mythics beforehand and cannot so easily do so now.
But mythics at their core are designed to be harder content meant to push players to their limits. So the plus comes from encouragement to learn to complete the dungeon if you so desire.
I will say that it’s worth learning and trying, with a good understanding of the mechanics and ability to do decent performance you could rake in some nice rewards. The mechanics don’t really change from a mythic 0 onward.
There are specs that cannot interrupt. Disc priest for example doesn’t have one. Your options to interrupt are to either Psychic Scream (which you don’t do for obvious reasons in 99% of cases) and Mind Control (which you don’t do for other obvious reasons).
So which part of having more than 2 people doing interrupts was wrong? Or more importantly for the purposes of this conversation, which part of People NEED to do interrupts in these dungeons was wrong?
People who aren’t invested in learning to use their class well. There are a lot of people who didn’t do much to help in lower mythics back in dragonflight but got carried (easily) and had fun doing just that.
Not saying that to be rude to anyone but that is typically who cannot participate with friends in mythics so easily now compared to before.
If you enjoyed the timer at that old 2-10 range, I think you’d be in the minority. Blizzard’s whole point in squishing the old +2 to +9 key range into Heroic and Mythic-0 was so that there was a sense of challenge without a timer, which is the conclusion they somehow drew from the majority feedback they got.
Sucks to be in that minority that wanted actual M+ at lower difficulty than the current barrier-to-entry (although I would really give it a try… +2 starting your own group with a key given by the NPC in Dornogal seems really easy at 580+ item-level). Of course, it’s end of season so there are a lot of lower-quality players (the higher-quality ones are mostly done for the season and on break).
Ah ok, sorry, wasn’t sure where you were going with this.
My point originally was that Interrupts and the like were more important than previous season, that’s all. Yep, important but not as important as not standing in stuff and so on. True.
The mythic dungeon level squash had no effect on the difficulty. This seasons mythics are just more difficult. Good news. Next season they look to be even harder.
No. They gave you all the gear from the missing key ranges in Heroic dungeons.
In reward range levels, difficulty is/can be negated by gear. So in the new system, youre given the max level gear without having to go through all the scaling.
So assuming you gear up in heroics (580 ilvl roughly), and jump into an M0, its akin from going from m+8 rewards into m+ 10 difficulty.
That was only a 16% scaling difference in DF. Which would be akin to going from an m+2 to an m+ 4 in DF.
Still well within the range of difficulty they were used to in the old 2-10 system.
They just see the (x + 10) of the squish system and think "omg i never went past a 10 before so a 2 is like a 12, ill never be able to do it.
But with gear and scaling i believe the maths comes out to TWW m+ 4 = DF m+ 10 (with tyr/fort + other affixes that appeared at 7 and 10 being present)
They dont actually try the content and take the proper steps. They just see the +10 levels and panic