Mythic + is not fun for many, Three options to fix it. (Delve inclusion as well)

I’m just kind of bored with how retail just keeps recyling the same raid and dungeons by just adding more difficulties. I think it is boring chasing the M+ verion of same blue item you got in a heroic dungeon. Same with raiding. The old versions had different loot tables for normal and heroic at least.

I think it was fine to recyle leveling dungeons into heroics, and have a heroic version of the raid, but the game now just feels like Diablo with the endless scaling in dungeons and the 4 modes of raids. I feel like Blizzard has made better dungeons and raids, but that came at an expense of them leaning into recyling a smaller amount of content by just adding a million difficulties.

You can really tell I hate how the current end is structured.

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Claims to love mythic raiding… has almost no mythic raid kills since wod….

Wants mythic plus to have more welfare systems… has an io score indicative of someone stuck trying to farm 7’s for hero gear.

Checks out.

Look dude I’m a has been too… been a long time since I pushed hard and I’m mostly just a filthy casual now. But people who can’t do the content don’t deserve rewards. Just say no to welfare.

The whole point of the mythic crunch and the new reward scheme of no mythic track till 10 no gilded crest till 9 is because m+ was too much if a welfare system before

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Almost like Naxx existed since Vanilla. And if complaining hasn’t changed anything for over twenty years, why expect it to do so now?

Bloat waxes and wanes, just like how free rewards are.

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The problem with Mythic + is the player base and blizzard hasn’t ever fixed that issue over the course of the entire life cycle of this game so don’t hold your breath.

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God am I happy you don’t work at Blizzard.

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Lots of crying. Higher level keys can still be chill. Just shows you’re trash as M+

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I would go with Option 4, which is add extra mechanics you have to deal with as the key levels go up, but with less aggressive numbers scaling.

Ironically they went and pulled a 180 and made all keys 12 and higher have zero affixes. This was highly championed (allegedly).

And to think not that long ago there were 4 affixes on top of the dungeon mechanics.

Still waiting for Blizzard to add back affixes to +12 for season 2.

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The problem is that when the net total of all affixes is +4 key levels, It becomes boring and uninspired gameplay, as a result of it being lazy difficulty.

Mythic raiding (as an example) works because it’s more than just the exact same mechanics and timers from normal, but with everything doing 3x damage and having 3x health.

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True, but raids also don’t have to worry about blanket infinite scaling.

These 15-20% nerfs to the mythic raid if there was scaling just kick the can 2 key levels and back to square 1.

Wish fights became more complex even if it was a lazy way to make it more complex.

Like what if two foxes spawned during Mistcaller in mists?

Idk, how hard can it be to add say a m+5 or m+10 mechanic?

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Hence why my argument is to reduce how quickly keys scale up in damage to compensate for adding new mechanics as key levels go up.

So you get affixes to add new mechanics on levels 2, 4, 7, and 10, but scaling is changed to something like 8/6% HP/Damage from 10/10% it currently is.

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Yea I’d rather that.

It can even go back to 10/10 (or increase to some other higher value) above the level that vault keys stop mattering, because at that point you’re just doing it for bragging rights.

Been getting into Mythic + this season. I have skipped it for almost all of DF. My largest issue is all the Bing, Bang, Boom, and effects going off from all of the classes and enemies at the same time. The other day I was doing a Mythic + and I dropped dead. All because I couldn’t see the one-shot mechanic swirl under my feet because of all the other things going off. There is simply too much. If this number of effects are necessary, then nothing should be a one shot.

Basically, what I am saying is, one shot mechanics need to go. Things should be important to avoid but when everything puts off an effect it covers other abilities making it almost impossible to see the important one from a pack of elite mobs. The timers are so tight you can’t afford to use CC when able.

I really thought Blizzard was telling the truth about not hitting everyone so hard and to make healing more impactful. Truth be told the damage is still too severe in many cases. But we can see that in Delves as well, I guess. I really hope they eventually find a good balance because right now for a DPS, your dead before you know what hit you most of the time. Sure, the log recorded it but that does nothing to help when the effect wasn’t even visible and able to be seen. Not even going to bother with how many times those kiss/curse balls required us to step into boss mechanics. Just another thing that needs to be looked at and prevented from going off during certain times. IMO

The only way infinite scaling doesn’t lead to 1 shots is some weird max % scaling, which I don’t think would be that popular either.