Poster is saying raids and other content are on rails, but they enjoyed that you could “choose your own adventure” in M+, whether that’s experimenting with abilities or choosing a new route.
Slowly, Blizzard has reigned in the ability to experiment - probably due to the desire to keep report races and ratings fair. But in doing so, it’s more of a “on rails” experience.
OP is right, but for the wrong reasons. M+ was designed entirely around the Titanforging system. Which doesn’t exist anymore. And it kinda hasn’t worked since its removal.
It probably doesn’t matter to the average DPS player. I am a TANK player and I enjoyed PLANNING my route out beforehand and altering it based on my groups utility. Every route now is just a press W route, it’s insanely boring and there’s no element of strategy whatsoever to the new dungeon pathing.
Shroud? Doesn’t matter, press W. Mind Soothe? Doesn’t matter, press W. Incap/sap? Doesn’t matter, press W. It’s actually mind numbing
What I’m saying is, give some examples of more than Verrrry few instances where we weren’t taking the same route everytime.
And even in those instances (freehold gate skips, etc). When did the route differ all that much?
What is even more fun about “this time, the routes going to look 90% the same, but instead of those three packs, we’re gonna do those three. We’ll do the other same 20 packs because we have to, but at least 3 will be different.”
I can’t think of many dungeons where the route wasn’t more or less set in stone always.
This is a gross mischaracterization of what’s actually happening.
The stop changes they made with all the caster mobs pretty much put a stop to the chain pulls. I don’t mind it. It makes learning the tanking routes and pulls a lot more intuitive.
There is a lot of adjusting to do in TWW. When people start to catch on, it’ll be smoother. I personally really appreciate the direction this is going. This is shaping up to be a real good expansion because of subtle changes like the ones we’re seeing in M+. It’s less forgiving than it used to be on a pull to pull basis, but each pull is much more valuable than they used to be.
That sounds like a good change. I always have hated the “trash pack skip games” that people like to try and play in dungeons and raids.
Almost a guarantee that if there is wipe, running back someone will forget or not do the skip right, they will pull the pack and die (maybe kill others as well) then you waste even more time with more deaths and running and then eventually just end up clearing the pack anyway.
That being said, maybe they went a bit overboard with that notion (not really sure as i havent done any M+ this expansion, and am not overly inclined to do so, kind of tired/~done with M+ for a number of reasons)
With the way they design M+ nowadays, I truly think every class and spec baseline should have at least 1 interrupt and 1 movement ability. It’s like they design these dungeons with that in mind, but forget to give those things to everyone to deal with it, and I genuinely have no idea why they think that’s how it should be.
For sure. Other mmos have started doing this too. ie. New World’s “dungeons” they at this and called it Mutations. They were smart to bring that to their game. It gives an extra option for end game for those who don’t want to raid.
It wasn’t meant to be a slam dunk argument, it was meant to be a point contesting a claim. Said claim being a lack of route diversity now, when route diversity has never really existed outside of very niche instances.