Hyperbolic? Yes, but with a hint of truth. They are in fact making this season content less accessible to most players, maybe it’s because there’s Delves now, but one thing shouldn’t eliminate the other, and M+ is alienating a lot of the player base, there’s a graph on reddit showing players retention week by week in M+ and the numbers don’t lie, M+ is losing active players week by week.
I agree that there should be a challenge, but the M+ squish was a bad decision because it compressed the number of keys from +2 to +10 (not taking into account past +11 keys for pushing reasons only), before that we had from +2 up until +20 so we had waaaaay more ground for people to get better, it was a more healthy curve of learning, now the difficulty from a +8 to a +9 is crazy huge and most people are just stop playing the game instead of trying to get better.
They need to adjust the challenge x reward asap or people will continue to leave M+.
I don’t think you understand what the word accessible means. All players have equal access. There’s no systemic gating that keeps people out of M+. Everyone has equal access, what’s it isn’t is equal outcome.
No it isn’t. I have been looking at RIO week by week and we are seeing 2 million consistently each week. You are also not realizing that keys are only tracking the current M+2 and above which is previous season’s M+12 and above. Trying to compare numbers to previous seasons is entirely disingenuous.
Is that why we are already at 28.1% KSM when typical seasons ended at 30-35% after 6-8 months? You can’t blame difficulty.
No it isn’t. I have been looking at RIO week by week and we are seeing 2 million consistently each week. You are also not realizing that keys are only tracking the current M+2 and above which is previous season’s M+12 and above. Trying to compare numbers to previous seasons is entirely disingenuous.
There’s nothing disingenuous about comparing amount of runs of keys from before and after. Overall keys ran is an entirely valid metric because that is the overall participation, and right now that participation is woefully behind S3 as an example:
S3 DF Key runs 20+: 47,172,158
S1 TWW Key Runs 10+: 7,121,611
We are a month into the season. S3 DF lasted ~5 months. At the current rate of keys, you would need ~6.6 months to match the rate of key participation in S3 DFF. That is a huge difference, and that’s assuming the rate of keys being ran stays the same, which absolutely will not happen. Participation always falls off as the season continues, so it’s going to be even worse than what it is already by the time the season ends.
Also, pretending retention isn’t decreasing week by week is hilarious. Nobody on my friends list even logs on anymore. That’s 8 players I know of alone not playing the game anymore anecdotally. There are plenty of graphs showing the drop as well.
Is that why we are already at 28.1% KSM when typical seasons ended at 30-35% after 6-8 months? You can’t blame difficulty.
Nobody cares about a meaningless stat that tracks a percentage of an unknown size player base. That is irrelevant to how many players are playing and participating in keys as a whole.
There is if the way numbers are gathered are fundamentally altered from one season to the next. The only 1:1 comparison with raw numbers you can do is DF S4 and TWW S1.
Every other previous season gathered runs from M+2 and up while DF S4 and TWW S1 is essentially only gathering data on previous M+12 and up.
DF S3 lasted 6 months.
Something I literally never said. There’s always attrition during a season. What I said was that we are averaging 2 million runs per week.
It’s 5.36, but regardless of the time you are completely ignoring the actual meat of the argument about what runs are being counted. You literally focused on the least important part of my reply.
Also, percentage and percentiles are what’s important because because the population size is always so different. It’s the metric to use because it forms a bell curve and averages the numbers regardless of the population size.
As a healer trash shouldn’t be able to kill peoples if you don’t interrupt. And some mobs wipe the whole group if you don’t interrupt. I can understand if it was a long cast but it’ll be like a 2 second cast. Plus mob design is horrible. You interrupt them and they start casting something else.
Also the mobs that just do massive AoE damage for no reason that is unavoidable are also annoying. I hope next season dungeon design is better
This may not hold true anymore, we will need to wait and see. The path for gear for non-raiders to put toward higher end keys was always lower keys in the past. Now with much of that gear accessible from M0 and delves and 10 of the low key ranges completely eliminated, many of those lower runs that were used mostly for gearing purposes in the past will no longer be counted.
It’s fine to extrapolate based on data we do have. But it’s expected that participation would be down due to losing the low end of keys in the statistics. I honestly don’t know if we’ll be able to draw a good faith comparison between old and new.
Typically, when I see people talking about things being catered around spending time playing the game being too much for them to handle then it comes off to me as someone that is entitled.
The game doesn’t owe you anything and if you don’t have enough time to invest into an MMO then perhaps you should actually consider playing another game.
It seems to me that you aren’t happy and I think perhaps that has more to do with your real life situation than the game. Maybe when you have more time in your life you can come back and spend time playing MMOs.