Love it. Need to find a team to push higher than 15s. 3 chested a NW 15 yesterday so think i can push higher. No tier yet though
This isn’t Diablo and yet at every turn they add more Diablo the constant repetitive grind of increasing difficulty and keys are just rifts. They tried it with random legendary drops and their doing it again with seasons.
I’d argue these things do more harm than good because If I wanted to play Diablo I’d play some Diablo. I’ve subbed far fewer months than usual and even decided to use a token for the first time with my saved gold.
On top of all that difficult group content really shows the toxicity and issues with this game and by that I mean the over-reliance on combat add-ons.
M+, originally, was a decent enough addition to the game. Now though, it has become far too much of the focus of PVE. Instead of getting more dungeons, we just get random twists thrown in to the mix. It becomes boring.
Ion and his whole hurrdurr esports schtick needs to gtho.
I don’t think that, but I think the focus on timing versus finishing is a huge part of the problem. The timer should only be a bonus, it shouldn’t be the focus. People keep saying that it’s not, but it really is as you are “penalized” for not timing it, ergo nobody wants to do a run that won’t be timed.
For example, what if the M+ structure was like this:
- Finish a run (time doesn’t matter), your key increases by +1, normal loot
- Finish a run within X minutes (not sure what the actual metric is), key increases by 3, two extra piece of loot
- Finish a run within Y minutes (where Y is more than X), key increases by 2, one extra piece of loot
That way, if you don’t care about timing you can focus just on finishing and not be penalized (by having the key downgrade). But if you want to time and show off, you can and get something extra for it.
Having the entire system revolve around timing is IMHO the problem.
Because simply finishing a run doesn’t mean you’re ready for the next level up.
Like if it takes you 2 hours to limp through a 15, you’re REALLY not ready for the next level, up.
Eventually that gets to the point where keys simply do not become possible and every dungeon ends by someone throwing in the towel and going “I don’t want to do this for another hour anymore”.
Or it’s just a stale and old game model that needs to modernize… You can’t keep putting out the same crap for decades and expect people to not get bored of it. It’s like the Scorched Earth meme in Tropic Thunder…
At least 75% of WoW’s total player count, throughout all of WoW’s history, have been casual people that don’t sit around stimming over games all day. Those “normal” people don’t get hyper attached to games they play and will come and go. They are the bulk of Blizzard’s income. They come back for a month or two each major content patch and that’s it. There’s no need to drop thousands of hours per expansion, when there’s a million other games out there to play.
The grindy stuff is for the people that want to stim out every day for diminishing returns type gains.
I fixed this for you.
Ironically, Mythic+ killed my favorite aspect of WoW. I used to love dungeon content. Now everything short of high end mythic+ is a joke. Game was better when heroics were somewhat relevant. Now they’re just yet another “normal” mode. I also think that WoW’s reward structure was killed by the item level scaling introduced by this Diablo mentality. It used to be cool getting a particular item. Now it’s just a number. Everything about this game has been turned into a hamster wheel. Really, really, freaking sad.
Heroics were relevant for like the first three weeks of an expansion. After that, if you still did them, it was to steamroll for badges.
I’d argue not being able to clear it is evidence of not being ready. If you can beat it you can beat it. Who cares if people are taking 30 minutes, 3 hours, or 20 to beat the dungeon?
Regardless, let them make that decision. “This 15 was brutal, let’s stick to the low 10s instead”
Kill a boss, get a piece of loot. No need for tying timing stuff to better rewards.
I think the key concept needs to go away. Go to a dungeon and let people just set it to whatever level they want. Maybe you’re initially capped at 15 and if you want to go higher someone has to have beat the previous key level or someone’s M+ score (which could still be based on timing) has to be at X score.
Now you have a system where timing still matters for competitive people who are pushing keys, but for everyone else it really doesn’t matter other than the fact that the faster you go the more runs you can do which is more loot you can get, but people who want to take it slow aren’t penalized in a compounded fashion for going slower. That’s the big annoyance IMO, you are penalized from the aspect of you get less loot from the dungeon for being slow and also you are doing less dungeons because you are not as fast. It’s a double whammy.
The numbers confirm it.
M+ is the only reason this game is worth playing. However, the community and toxic developers is why it’s not
Genius idea I think
How come? Like, how does the existence of a game mode make your game unplayable? There’s still other stuff to do =/
Mythic plus was a great idea. It’s not perfect and it has some glaring issues to be fixed, but it was a great idea.
That was in 2016.
Maybe it’s time for a second great idea? They had a lot of bad ones (Islands, warfronts, maw, torghast, AP, second AP, AP part 3: tokyo drift, etc) but they really need to find something new and innovative to introduce in a way that won’t make it immediately hated.
I definitely think the timer doesn’t belong. The key concept I think is just lazy artificial, I do think like you should be able to pick anywhere from 2-15, maybe for the ones that are only for competitive (16+) you have to finish the higher, because those are really off the actual spectrum as they are only for bragging, not for actual content. But it’s not even the key part I hate, it’s entirely the timer and what mindset “timing a run” brings.
I really dis like the system as a whole because I felt this game needs LESS diablo crap, not more, but ever since they moved the Diablo 3 team to wow like in WoD the game has been basically Diablo 3.
Increasing difficulty I have never felt belongs in an RPG.
That was better than not being relevant at all.
I actually liked making alts and running dungeons all the time. Now it feels stupid to do that. The way the game is made now you’re constantly chasing a higher and higher item level. I don’t like the mythic+ model. It sucks.
As a fan of Diablo, especially Diablo 1 and having played both WC1 & WC2 I was hoping when Blizz announced an MMORPG it would have been a Diablo MMORPG.
I didnt want the Diablo playstyle, I just wanted the Diablo setting with an EQ playstyle (but much easier) where we could solo to cap. Early WoW I got most of what I wanted, now it’s just Diablo in a Warcraft setting.
There is a reason I think Diablo 1 is the best closely followed by Diablo 2. Despite getting Diablo 3 free in the WoW promotion, I have barely touched it. Once I hit EQ and WoW (MMORPGs) action RPGs just can’t hold a candle.
Yeah I’m really curious as to why M+ would cause someone to quit.
It’s nearly impossible to get pug raids together for bosses without tier now. Goes to show how little people like raiding.