MPLUS needs changes

I love mplus but this may be the first expansion i havent ranked in there are just WAY too many mechanics just on trash mobs alone. In certain dungeons you have to focus dps down one add while everyon eneeds to interupt every single add at a time while dodging stuff and thats just trash lol its mechanic overload its too much at times

2 Likes

It’s the changes they made to mobs to become more aggressive with their casts. Makes dungeons feel bad

4 Likes

DF Season 3 seemed to be peek Mythic+ time. No matter when you logged in there were groups forming. Everyone was having a good time. There were low easy keys, there were +20 keys that required teamwork and there were the super high pushing +30 groups.

Now, its not dead but dying. Can’t imagine what Blizzard was thinking. They took something that was fun to do and made it such a grind with so little reward that hardly anyone wants to bother with it.

9 Likes

What key level can’t you find at any time this season ? Don’t tell me you are playing keys 15+ and you can’t find any of them, do you ?

1 Like

M+ is slowly dying to me.
There are a lot less keys being run as the season moves on. Maybe it’s the choice of dungeons for this season, or the typically frustrating and always expected composition-based rejection from players.
M+ just feels like another means of transport for players to bring the worst of their personality along.

3 Likes

A big part of the problem is that half of these dungeons were designed in a different time. Grim Batol was designed with the intention that crowd control would be used. Early Cata you wouldn’t even consider doing GB without a hard CC in your team.

SoB, TS, and Wake were all designed with the intention of rotating aoe stops. Aoe stops were nerfed, but the dungeons weren’t changed to compensate. It makes for an unfun experience for a lot of people.

2 Likes

I think we will continue to see this downward trend unless something gives. There is so little accident forgiveness that even with the bargain, 5+ to +7 keys feel as hard as +10s when no one is working as a team.

I get some people want to be sweaty, and that is what 12+ keys are for.

2 Likes

The real change m+ needs is value. The value in doing a 2 vs a 3 is weird that 2 has no value. 2 gives the same gear as a 3, but 3’s vault is better and there is not an additional affix in 3.

The fact that you need to get to 7’s to match the gear from vault of a t8 delve, or a 5 to match the gear dropped is also crazy to me.

Mythic plus to me this season is essentially dead unless I feel like doing it for pure and only fun or to get the seasonal mount. I had for the first time since legion, ambition to really get into m+ but the rewards are not there for me.

I think delve’s need to have gear sets tailored to world and delve only so that mythic plus can shine in its own right. I really enjoy delves, but it feels more valuable to focus on the time I have to play wow, on those instead of m+.

1 Like

All going according to plan, friend. By Season 3 of TWW they will be fun again.

Season 1 = annoying grind, tilting mechanics, tilting dungeons, horrible affixes
Season 2 = repeat of the same with new dungeon pool
Season 3 = reduced grind, tilting mechanics removed, horrible affixes nerfed, fun dungeons
Season 4 = we listened to feedback, free gear for everyone, dungeons are a breeze, everyones having fun, go buck nasty

Next expansion:
Repeat Season 1-4 of previous expansion

6 Likes

Yesterday I played (and finished untimed) my first +12 key. Jeez this was a breath of fresh air! I don’t understand why they don’t just get rid of the affixes. We went from stressful (buggy) affix mechanics that constantly distracts us from dungeon mechanics, to actually being able to play and appreciate the dungeon design.

Most of our deaths this week in +10 and +11 keys were due to:

  • orbs reaching the boss because we got zoned out of grabbing orbs due to boss mechanics, so we either die to stacks or trying to grab the orbs in the no-no zone
  • orbs bugging one way or another, either through the floor, a fence, stars, or wall
  • mobs running away from the group and running through orbs (AI breakthrough)
  • players running for orbs but then a mob teleports to a player (boralus) and steals the orb instead
  • orbs spawning during intermissions and buffing the boss

Then there are affixes that are trivialized with specific (organized) setups that just make keys unfun when pugging.

Honestly this is the way I’d go if we really wanted affixes, granted the issues are being addressed. The problem is that I just don’t like affixes. The dungeons are in a really good spot mechanically, most of it is just tuning issues and the CC change being problematic.

At this point I wonder if affixes should be unique per dungeon and rotate as such, so they become a mechanic that belongs to a dungeon and can be tuned as such, or at minimal designed per dungeon such as Awakened, Infested, teeming, and Emissaries. Regardless of the issues those affxes had, they were different per dungeon.

2 Likes

Im gussing you didnt play bfa. Heck or even just sl.