Hello.
I’ve said it many times and I will keep saying it until someone pays attention to it.
The mythic+ scenery it deteriorating instead of getting better.
I understand and I fully support the decision to have the mythic track reward only for the +10 keys but the entire system is fundamentally wrong.
- You have somehow attracted all of the super toxic players from other games (not gonna name which games) into WoW with the introduction of mythic+ and rating. You introduced rating directly into the game, literally copying it from raider.io, even though any rating systems will make the game more and more toxic and competitive. Is that a healthy option really? If the goal is to create a friendly environment where people can explore a game together, have fun and share moments, you are failing horribly with how mythic+ is set.
- Mythic+ is open to an x amount of specs per tier. So what about the rest of us who are trying to gear up through mythic+ and we’re not playing a meta spec but instead we are focusing to what our team needs? We are simply not getting invited into runs? Cause that’s what you have created atm and with how this reward system works, some of us are literally unable to get our hands in crests and mythic track rewards.
- Dungeons difficulty and bugs. Some of the dungeons feel horrible. I started gearing up my Vengeance and got to 595 ilvl. Went into some 8s and 9s and timed even a 9 MOTS easily. With exactly the same setup, went into a 7 Grim Batol and the mobs were destroying me. Also the 3rd boss in NW. If you fail the spears there or if you wipe, the key is pretty much dead. Either nerf the spears value and the boss health or make the spears respawn after you use them and after the 2nd boss is dead.
- The LFG feel as dead as it was on the last tier of DF. Healers and tanks are very difficult to be found. The amount of runs out there is very low. What’s goin on?
- The entire design, spec balancing, and dungeon design are very inconsistent. The most people I’m talking to are struggling and are getting seriously discouraged. Most of us still have a very firm grip in raiding but I don’t know what the future holds with this situation. Customers do not return and you will have to put double the amount of effort to make them return or to acquire new one.
I urge you to revise the entire strategy with Mythic+ design before it is too late.
Thanks for reading.
10 Likes
This is a good discussion! Few things:
Re: toxicity - Kinda’ hard to know if it’s Blizzard’s fault or the community’s. On one hand, the community has become hyper-informed & overly analytical about every aspect of the game, making clear rankings on what is best at any given moment. I think this proliferation of knowledge, driven by the playerbase has lead to WoW being the most overly analyzed game in videogaming history. Yet, on the other hand, Blizzard has designed M+ in a way where there is a high cost to failing a key. The key gets lowered, usually about 30mins is wasted, not including queue times & consumables etc. Given the high cost to failure I think it makes sense that many players would want to optimize to get their best chance at doing well in the dungeon.
Maybe ‘assigning blame’ for the problem isn’t the right approach, I don’t know. Yet, I do think that if Blizzard made keys less punishing (softer keystone decay, lives, faster dungeons, easier queues, more accessible in-dungeon consumes, etc.) it’ll probably make for a less toxic environment. BUT ALSO - if Blizzard said “yo that’s kinda’ on you guys being toxic over this thing” they wouldn’t really be wrong - right? It’s a bit of both to ultimately get to the point where lower-keys feel chillax and are good vibes, inviting anyone and having casual fun. I suspect that 12+ keys will always be rather sweaty - but that’s ok too!
Also to this point ^ I think Blizzard has data on this no? Or can we look at WCL and say like, from a similar point in time in DF that people aren’t running M+? I ask this because it’s an empirical question and I’m not really sure if the number of runs are lower than before.
And I’ll shake hands over this, It’d be cool player interaction if only one spear debuff could be applied. This way the x3 spears could be spread across the last x3 bosses, if the group wipes before the last boss then you can optionally use the 3rd spear on the hook boss again. But how it stands currently it’s like all x3 spears and lust are seemingly tuned with the intention to kill the 3rd boss with most aptly-geared groups. I think being able to flex where we throw spears could make the dungeon more interesting, and throwing them early could allow for the other two items to be used a little bit more liberally as well.
I also want to say, and this isn’t meant to be dismissive, but it is still early on in the season. I think if we give things some time and people get gear to like 625ish a lot of the dungeon problems & ease of play will get better. I think we should keep in mind that we got this content for a few months - no need to rush it
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Competitive content by nature will bring conflict and to some point toxicity.
Vetting people for content has been a thing since people inspected each other gear in Vanilla, I don’t really consider vetting people toxic personally moreover if it’s content that you can fail you will do what you can not to fail and that means choosing who you play with. To some point yes it does punish by lowering your key but M+ also gives you loot and great vault unlock if not timed which I feel is a decent trade off.
To some point the problem is that players are the one having to vet other players as the game doesn’t really have a clear progression anymore, it is very hard to tell if a players is ready. If the game made sure that players were ready for that content which they can queue then the “blame” wouldn’t be put at least solely on the players. And while M+ score does help to do that it doesn’t always work as lower levels can be more easily done which is why I think they should bring back proving grounds which would test if you have the personal skill/hps/dps to accomplish different levels of content.
Balance certainly could be better and there are a couple specs that come to mind like Brewmaster or shadowpriest which right now feel poorly designed to compete in that content and I probably have to add prot paladin even if I’m on the side that them having “infinite” interrupts would make them way too strong if they were as tanky as other tanks.
But generally you’re not getting invited in M+ because there are 100 more dps queueing for the same spots as tanks and healers will generally get invited pretty quick and that problem is not really solvable easily.
I do think most dungeons right now after the initial rounds of nerfs do feel fine for me but yea the 3rd boss of necrotic wake is one of those bosses that if you wipe once there might not be another chance to beat because of the reliance on items from the dungeons. A bit like Hakar in S1 of SL with prideful, it is simply a really high dps check if you want the fight to feel balanced else your team needs to play much much better.
As far as boosting tank participation and making tanking more fun for me my main point would be to buff tank dps by 10%, doing decent dps as a tank is fun and one of the big factor which boosted tank participation in Cataclysm while for sure I wouldn’t expect Vengeance to come back it is fun to play with it and corruptions like Twillight devastation as a tank did make me have way more fun.
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Well.
Thank you for the changes @blizzardguys. That was super fast!
Well done! Much appreciated.
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Yeah at least for me the changes after today tweak things enough where I think I’m satisfied. Also I think we should keep it this way and play out the season, not because things are “perfect” but I think we need enough time to really feel out how this looks, gather feedback, and maybe make future changes.