M+ is actually fun. Am I alone?

I think mythic plus is awesome.

Part of me wishes the timer wasn’t there, but the other part of me is happy it is.

Some keys are brutal others or not.

I wish blizzard use a formula after 4 weeks of any season.

Group average times said key in 25 minutes and the time was 32 minutes.

Why does a different key given 31 minutes but very few people time it with time to spare.

Then adjust the time accordingly.

The death penalty is horrendous because a single death is already bad enough. But when the group wipes its game over. They gave 90 second but the time it takes to run back, rebuff, etc is sometimes causing people just to say screw the key.

If they could keep the timer for ranking but not affect the player or the key or the rewards would be so much better imo

I don’t wish it dead I just think it ruined everything

how did it ruin anything. nothing changed along with it. give me some actual things that m+ affected and not some smoke and lights.

nothing is held back behind m+

content is still playable

raids are doable

dungeons can be done without m+

but its all m+s fault. because. you feel like it.

everyone claims classic and vanilla was the true wow.

back in classic if you werent good enough you werent even allowed to see the content

past brd.

Your reply gave me the idea so ill reply here… though maybe this could use its own post.

Maybe M+ would be better if it was tuned to where if 3 out of 5 players are doing everything they should and and the other 2 are doing “alright” you should be able to time a key at X while if those same 3 players are now playing with 2 players that are just as good/geared you could time a key that is X+2"key levels".

maybe there is something in that line of thought. maybe not

I avoided M+ for the first couple months of the expansion because of all the chatter of how toxic it was. I ended up pushing my own key up to a +8 2 weeks ago because I was just short on enough gilded crests to complete a 636 weapon craft and realized that it was completely fine and actually really fun. Since then in the last few weeks I pushed my m+ score from like 1100 up to 2300 and I think over the 10-15 runs I did, I only encountered 1 or 2 toxic people in groups.

Even in full pug groups as a guildless casual, I was able to push up my keys and have a lot of fun doing it.

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look we arent the poison pool people claims we are but we def need some clorox poured in there once in a whole heh

most of the dungeons in the pool can be done in a +10 with 20 or so deaths. they even added the extra 90 seconds when the challengers peril gets upgrade aka giving you 6 free deaths on top of the usual timer and still time it.

like thats plenty i think.

It is still entertaining for me as well but that is only because i don’t pug much (done 2 m+ pugs since start of expansion).For folks who have to pug i can see how m+ would get old quick.

Yeah the hyperbole about how hard it is this season isn’t really true. Yes its hard, but its not earth shatteringly difficult.

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There was always some sort of gogogo mentality in dungeons. Only times you previously stopped was to let a healer mana up or discuss an encounter for new people if needed. Only difference is people didn’t throw a tantrum when happened.

I am sure, save for the highest keys, if you took out that timer people would still be trying to rush the dungeons and we’d still be having conversations about the gogogo mentality.

Tbh I think they’ve only widened and expanded dungeon design in the mythic+ era, especially with mega dungeons, compared to expansions without mythic+ like TBC thru Cata.

Comparing something like Slave Pens to Ciry of Secrets is night and day the amount design effort that went into it, RP aspects, scenary, encounter design, everything.

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m+ is bite sized raiding content but also worse because its severely punishing if you make even the tiniest mistake. it also insanely unrewarding. you can go through ten thirty minute mythics and get zero loot. that should never happen.

My issue with m+ is it’s the only avenue to get myth gear (from vault) outside of myth raid and pugging 10’s is a very tedious process.

before m+ there was no other way to get mythic loot besides mythic raiding.

so i honestly dont understand why is this a problem or how is m+ the cause of the problem lol. i thought it was the solution.

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I’m here. But I think Season 2 will actually be worse, because I like these dungeons and merely hate the balance.

I am not going to enjoy Darkflame Cleft as an instance. I also think Cinderbrew Meadery’s right hallway will have issues. But I might not start the season if I think balance is going to be about the same.

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i can only imagine the darkflame mobs are going to truck people until they get nerfed.

hopefully a week into the season. like always.

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I’m actually not going to like it because of the RP events mostly. I didn’t like Dawn of the Infinite either for similar reasons, probably personal.

They can tune the mob difficulty but these RP events are part of the dungeon design.

How?

Because a lot of the healers (including me) switched to dps this season.

Therefore a lot of healers who used to heal, are now dps instead.

Therefore, dps is at an all time high and healers are at an all time low.

This is why you see people complaining that it takes forever to find a healer when in previous seasons, for multiple expansions, you typically had a plethora of healers to choose from.

I liked the dungeon pool mostly, I liked that the challenge is less in the random affixes and more about the actual dungeon mechanics. Now I just run the easiest ones for crests and I’m burned out, but it’s the path of least resistance.

It would be cool if maybe they added crest bonuses for unique dungeons run each week as incentive.

Quite possibly, M+ is an adaptation of Guild Wars 2’s Fractals of the Mists, since that came out before M+ (2014 vs 2016).

I shouldn’t be doing Padgarre’s homework for him, but back in the day, classes and specs had much more of a niche role. When the game is designed around 25 - 40 players raiding, certain assumptions about the which specs will be played can be made, and encounters designed around that.

But when Blizzard decided to make 10-man raiding a thing (due to how popular Kara was), that assumption could no longer be made, so they had to start giving many classes tools they previously did not have. Blizzard billed this as “bring the player, not the class” at the time, but it lead to complaints about “class homogenization”.

With M+, this “homogenization” became more pronounced because the groups are smaller; if certain classes do not have the tools to deal with the current meta, then you get what we have now, where Resto Shaman are seen as more useful than other healers as a result of their spec kit.

Having said all that, I don’t think classes being able to “do more” is bad; I played Ret during BC and it was awful, on account that unless you were tank healing or off-tanking, you were basically useless.

Also, I’m 99.9% sure that when players complain about the game being worse now than before M+, it’s not actually M+ that made the game worse, it’s just an easy scapegoat because of its popularity.

(It’s kind of like how players complained the game was better before the ability pruning of WoD – and surely naught to do with WoD’s lack of content :sweat_smile: – and yet, here we are with many un-pruned abilities that don’t really have a reason to exist except to try to placate players who were upset…and I’d wager the un-pruning didn’t even bring back or placate the complainers anyway.)

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