If gear capped at heroic track, and +4s offered the highest reward, do you not think that many players would stop at +4s and also likely enjoy the content far more as they would find it easier?
Ehh, some players. I personally don’t see the desire for better gear if you’ve no intent of utilizing it in more challenging content.
Sure, I think some players would do that, because they just want heroic gear to take to other content. But I think the vast majority of people who do keys do so to see how far they can push their IO, as a personal challenge.
Right, but like you just said, you don’t need better than heroic gear to do that. Also, if those people are after a challenge, then surely getting far better gear is counter-productive? It makes that same content LESS challenging. I can’t see any way that people would lose out from gear capping at heroic track.
Sure but people pushing for the mountaintop don’t stop at 10’s, and there does come a point as you enter the upper key levels, where better gear becomes more important again.
I guess the main point of my argument, is people who try to punch up from their skill level.
They want the ceiling brought down to them, rather than wanting to improve so they can climb closer to it.
I do not. But it means that I am missing out on the chance of getting additional mythic track loot from those bosses each week, additional mythic track vault slots and more easily obtainable gilded crests. So I am missing out on a lot that would make my character stronger.
I do get what you are saying. I, however, do not think that gearing should be limited by content difficulty or skill ceiling. I think it should be limited by spending time obtaining it.
For example, I absolutely love the gearing system in ESO where you can craft superb gear for yourself and fully upgrade it if you want. And it doesn’t take anything away from the required skill and practise it takes to complete the toughest challenges in the game.
I think this is the situation where “wow’s not the game for you.” Not like, you you personally, but just in general.
I think most of the player base would probably not support mythic-level raid gear dropping from raid finder. A huge part of wow is the length of the stick, and the carrot hanging from it.
There are MMO’s like GW2, the one you mentioned, and such where you can just get the best gear out the gate, and I think it’s great that games like that exist for players who like that.
But I don’t necessarily think WoW should have to flex its gearing philosophy based on that. Otherwise you kind of just get to the point where you ding max level, get the best gear that will exist all season, and then the forum gets flooded with posts about lack of content.
I suppose it depends whether you consider prolonging the gearing process as ‘content.’ Personally I much prefer the pvp philosophy they have moved towards. You get the gear fast at the start of the season, then you can just enjoy the content. Time is precious and I don’t enjoy spending 4 months gearing only for it to then become completely obselete for the 20th time.
This is probably the strongest argument for the other side, but it’s kind of just part of the deal.
I personally enjoy just playing, and doing the keys I’m able to do. I don’t go to myself “dang, I’m only doing 10’s, and if Blizz would have just given me all the gear, I could be doing 12’s and THEN I’d finally be able to have fun.”
If you’re not having fun in the moment, there’s no point in spending time on it. And for me, my fun isn’t gated behind content I’m not geared enough to see.
I am having fun and I want to do the content, but my issue is that the current ecosystem that has been created by the way m+ works means that I can’t even get a group together so I can’t play the content. The issue is less to do with gear and more to do with the design of m+ and how toxic it is for many pugs atm.
I personally don’t see any difference with a timer or not. The community will be what they are. Even if they just added a group finder for untimed dungeons, you still have the issue of people kicking, waiting for replacements, people standing around like tanks saying they aren’t pulling unless a dps leaves etc.
Plus, how would you even configure the rewards for untimed? Where does the extra difficulty come in, higher health and damage, how would someone be placed in these higher levels, still have IO?
I feel like the way it is now is ok, there are problems sure, but with small amounts of time, the best option is almost always finding people who have the same time available and get a set group. You dont need to make lifelong friends, just find like minded people. Thus alleviating the pugging scenario of waiting.
The current season is the worst in years & trying to communicate on these forums is pointless. I ended my funding & suggest everyone else todo the same if you dislike the change from s4 to s1. The 12 month bait was no accident. After Tuesday I would rather watch the ship burn from the shoreline than throw buckets while paying todo so. last time I quit during s1 of an xpack it was over “random bop build defining legendary world drops” that had a soft cap that could brick your character. I enjoyed my time away & still think of legion trash max level content. campaign was good & orderhalls were epic but utter trash after you get to the endgame. Even the opening raid tier was garbage and a RWF flop. The current game in at the same level of just bad with how far the crest reward system is off the mark. stuck at 619 basically feels like I don’t have the X lego to make the build work & nothing i’m doing is getting me any closer.
This will be my last post until its fixed or next expansion. 16 days left on sub
Tbh I think that means TWW is pretty successful considering it removed keys 2-9 and had delves added and a gear progression source. And only had a 30% reduction despite all that.
I just miss the dungeon selection from Dragonflight and S4 of Shadowlands.
S4 of SL, I was always excited to run any key minus Grimrail. I didn’t hate Grimrail just was my least favorite of the bunhc.
S1 of Dragonflight I enjoyed everything but Ruby and Nokhud.
S2 of Dragonflight I didn’t like Neltharus, Uldaman and Halls of Infusion. I didn’t hate them but compared to Freehold, Brackenhide, Lair I had no interest in the first 3.
S3 I only didn’t like Throne. S3 might’ve been my favorite season.
S4, I avoided Nokhud when I could. Didn’t like the dungeon, enjoyed Ruby more S4 then I did S1. Halls and Uldaman were also in that same boat.
This season though, I enjoy running with my friends but there is really no dungeon that I’m actually excited to go run. Mists is okay. Dawn is okay. I like Siege minus the bosses. I like Wake minus the bosses. City is okay. Ara is okay. Stonevault is pretty meh. Grim just feels like a slough.
its so bad i miss df season 1. i was at least still pugging during season 1 after my friends decided to stop running keys cause of how much it sucked. and everyone was comparing df season 1 to sl season 1 so that says alot.
I would agree that changing the timer alone would do less than what is needed.
Here are a few thoughts on what would hugely improve the m+ experience:
Make healing far less punishing and dramatic. Slower health changes, more time to react, allow for more finesse with choosing the right spell at the time for mana efficiency, and give time to think. I don’t think I’ve spoken to ANY healers who have said they enjoy how frought healing is right now.
Remove the death timer affix.
Make affixes that are fun and provide enjoyable bonuses when played. Make sure that if they are missed or not utilized, because for example they crop up during a certain mechanic, that it doesn’t destroy the key and the dungeon experience (like the current affix). They should provide interestng ways to get damage bonuses that allow you to push higher keys when utilized properly.
Pushing higher keys should revolve around maximising dps, group synergy, interesting route planning and utilizing affixes to gain that extra oomph. Not just about whether you can survive oneshots. And yes, classes will need to be balanced well.
Avoiding mechanics that require specific toolkits. Shaman poison cleanse totem is an example. The issue was not the totem, but the fact the mechanic existed to require it.
Pull back the emphasis on interrupting things that wipe the group. I’ve not met many people who enjoy interrupt simulator. Again, for highly coordinated groups wanting to push 14+, fine - add increasing numbers of casts if you must and they want it.
Reduce how punishing it is for crests if a key is not timed. Make it so that timing the key feels like a satisfying bonus, rather than overtiming it feeling like a wasted effort.
Create, tune and enable other content such as delves with similar rewards. Everyone likes choice. It allows a sense of freedom and takes the pressure off. If you know you could farm vault slots that reach the same gear track as m+, even if it was less time efficient, it would alleviate stress and frustration for people desperately trying to get, for example, their weekly 10s done.