M+ leaving epidemic still widespread

I do. I’ve never, in 5-6 years, seen a group fall apart if someone accidentally gets hit by something that doesn’t one shot them, but makes them take a little extra damage.

I guess idk what quantifies “little mistakes” in this context, but yeah, people are only killing keys when stupid things are done that already killed the timer (especially if early on).

If a “little mistake” is like, tripping an egg, causing an extra add to spawn that just gets cleaved down, a total of ZERO groups are falling apart to something like that.

I mean, its 2024. We are what? basically 5 expansions into M+?

A dps that doesn’t interrupt is enough to be labeled " Ignores all mechanics ".
It’s a fundamental part of the game. And it DOES ruin an entire run very easily.

I see his point.

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When you do higher keys those little things will sometimes kill you. Or cause a wipe.

Sure but then they don’t qualify as “little mistakes,” and the key dying to something like that is the point I’ve been making this entire time.

Ignoring every mechanic is hardly a little mistake. Gd is weird.

Nice part about m0’s is if someone leaves you can replace them unless it’s like a tank or something

all that does is shift the meta towards classes with better self sustain and healers with better defensives and higher burst over throughput.

changing the terms of failure has zero impact on what failure is, if you look at m+ success as a metric over multiple runs.

How fast can you run 10 m+ and how much loot do you get?

timer or deathcount doesn’t make much diff to that number if you’re even remotely close to not timering, you’re not doing the right difficulty.

And so , really the solution that’s being asked for is to make m+ not “full failable” where you get some loot and not a key downgrade when losing. But do you see how that doesn’t really impact the 10 run loot/hr metric?

Okay so little mistakes are

Ignoring everything in the dungeon.

And also

Missing one thing that killed you.

Ah M+ slap fights, both sides are equally terrible for different reasons. Best content drama ever since Ninja Looting of old.

:popcorn:

You do, and that’s bad.

M+ is too rewarding of failure in its current state.

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Are we even reading the same thing lol. I’ve been trying to understand what we’re defining as “little mistakes,” I didn’t claim what was and what isn’t.

Any mechanic that was not done properly that caused 1+ deaths=Not a little mistake.

full loot.

my point is timering or not it’s LOOT PER HOUR.

you’re doing the wrong mythics (or failing at the dps/hps check) if simply downgrading a difficulty or two yields more.

you do get full loot, just slightly lower ilvl but it can be the same track

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2024 is still in the “everyone gets a trophy” arc.

Who in their right might thinks in the metric of loot per hour?!

Also; ‘timering’.

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Yeah, you get the full 2 items and vault credit from over timed.

If you’re doing a lot of M+, you’re probably overcapped on crests anyways, so loosing those is a complete non-issue.

Not anymore, both items are full ilvl now.

Get rid of the whole key system.

Just let players get into whatever Mythic they want.

There are WAAAAAAYY too many behaviorally-challenged people playing this game that have no respect for other players. You can’t ever trust the players to manage a system that not only allows bad behavior, but punishes everyone else involved. This is bad game design.

Then add a lockout. You can only do each dungeon once on a given upgrade track per week for loot, vault requires unique dungeons.

No matter how good the game design is, you can’t account for the overly-competitive good or bad.

The main problem wad the exponential m+ difficulty scaling where 2 is really what used to be a 12 etc…

Put it back so players can acclimarize