I think the point youre making is you prefer a single meta, I dont. But like I said from the start Im also someone that wont pug and dont focus on pushing high keys. So maybe people prefer the single meta.
Actually been playing since Vanilla and yes it has. Just because players were mechanically forced to go slower due to being unable to handle large pulls thus necessitating CC didn’t mean people try and go as fast as they can.
In fact, people were FORCED to go fast (by vanilla standards) because back then trash would respawn so if your group went too slow and ended up wiping on a late/end boss, it was very likely the run was just over because nobody was staying to reclear trash again.
The reason people go blitzing fast today is because there is no reason not to. Leveling dungeons and even up to key dungeons are nigh toothless meant to be zerged down. Just because a handful of left of bell curves running on TI-82 machines and/or brains want to live in a world where pulls consist of 1 mob at a time doesn’t mean that is how the run is intended to be run.
And in my experience, the vast majority of players even in leveling dungeons do get it and keep up well enough.
Back on the original point: Blizzard can’t solve what is essentially a community created problem (or at least, the only actual solution gets decried as “killing M+” every time it’s suggested).
In all honesty…yes. How many people are able to push title anyway? Even assuming all things equal, all classes balanced evenly, how many could push that top title level play?
I brought it up in another thread, but about 90% of the m+ players stop at reward level play regardless of what their spec/class is capable of.
I think this was more about removing “push” weeks and increasing time played evenly throughout the weeks. Actual “affixes” (DF and before) didn’t really revolve around metas nor did it create metas and you had to work extremely hard to build a group that couldn’t handle any/all of the affixes.
And i think 12 removing affixes was also to negate the +20% scaling increase because of how much Xal’atath’s Bargain gives for boosts as well
10% of M+ population is still a pretty big amount of players.
Moreover, “all classes being balanced evenly” while sure a dream for many is simply never gonna happen. That’s just not how wow is designed. Which is why solutions need to be a bit more imaginative if that’s the goal we want, if we’re happy with the meta being 90% the same at that level, for some specs to simply not be able to that content at all like we’ve seen some tanks/healers some season or for most specs to simply be ignored then sure don’t do anything. I don’t really have a horse in that race but that doesn’t seem something good.
Which is still catering to that top 10%, they could have not done it.
I still think it was an interesting idea, but not adding any rewards to break that point if there is that big of a difference doesn’t also make that much sense to me. I think adding some sort of “from here on this is only hardcore keys” made sense.
It has always been go as fast as your group is able. If at any point in the past 20 years you actually managed to get good at this game you would have gone fast too. Git gud its so simple.
i’ve never seen anybody able to give a good reason why groups should prefer taking longer to do the same content. it’s never any deeper than “i hate pushing buttons quickly” or something along those lines.