Mythic+ is plummeting

As it should, The game is in awful state right now.

If you play DPS role it can take anywhere from 30min to hour+ to make or get in a group to do any content relevant to improving your character or IO.

The dungeons feel absolutely Terrible to play but the classes are pretty fun. The gearing system is so bad and unfun and cumbersome. There are multiple season ruining pitfalls that players can fall into.

If you are at level where you want to push for rating you cant even play unless you are a mythic raider because mythic raiding is leaps ahead of M+ gearing.

Blizzard has removed majority of progression and gearing from the game with a very limited gearing progression system and key system… why is top end key a 15 blizzard? why do we have time gated easier raid system. Legion did one thing right… it allowed us progress our characters. This expansion needs to learn from that and implement progression. Enable the players to advance in the game!

I could play d4 push 140+ levels of pit and regear my character for weeeks. Or i can play wow and play 10 dungeons and spend majority of my time getting denied from groups.

Wow is not enabling the player… It has made accessing content at high level near impossible if you are not apart of high end group. Which by the way is very hard to get into because there not enough groups to amount of players that want in.

The tank and healer balance is also at its worst state in expansions so its making everything worse… SO would you rather sit around trying to form content or play another game?

20 Likes

I personally would like to see the timer removed and replaced with more mechanics. Reworking success and failure rate with a life counter similar to delves.

Many of these bosses are boring with not enough movement or things to worry about.

I really like the design of the final boss from Ara-Kara. More bosses should force that level of coordination rather than a level of artificial difficulty via a gogogo timer.

Delves lives feel good. I just wish they went to higher difficulties than 11 so we could get more crests. If they went to 15 with better crests I’d play them everyday just to avoid timer, but it’s much more time effective to run M+ 4-7s for hero crests.

9 Likes

Stitchflesh (and to a lesser degree Dromann in Mists) need to be reworked TBH. There is such a massive jump in both difficulty and how long each boss takes based on the quality of your group.

Stitchflesh is by far the worst, but like you said, if you can’t use EVERYTHING and one-phase (or near enough to) the boss just becomes borderline impossible and brickwalls the group. You can muddle through everything else for your 5 crests and vault progress, but if you crap the bed on Stitchflesh you just get nothing.

This is a very shortsighted idea.

The timer as it exists allows Blizzard to tune dungeons in such a way where they’re easy (well, easyish) to beat within a couple attempts and you still get Vault progress and some crests even if you don’t time it.

Without a timer basically EVERY dungeon would have a boss that ends up with Stitchflesh where your group can’t keep up so you just get nothing when you inevitably run into a wall and disband with nothing to show for it.

2 Likes

Well one big thing I’ll emphasize is it says unique character count on the fourth picture. And yeah between trying to grind currently 450 runed and 450 gilded on each character to get yourself to the highest possible ilvl is pretty tough not only at 12 crests per completion but it compounds with how often depletions can happen and that 5 crests doesn’t do a whole lot. Alts will be a lot easier once you break that 619 threshold on every piece for the 5 crests discount but still that’s going to start for most people that aren’t raiding either next week or the week after that.

2 Likes

Anything below an 8 is kind of pointless.

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Please no. My Demonology Warlock literally does not time to cast spells when targeted by Purifying Light in Priory and Seeping Corruption in the Rookery, to the point I had to switch specs. Movement mechanics trashed my favorite spec this season.

4 Likes

But how many are claiming hard is good for no rewards?

M+ resides in this weird zone: You don’t get rewards for getting better - and far more people hit it.

Delves too.

They need to nerf EVERYTHING before I even consider trying mythic again. I want the old system back. I liked running the lower keys. What we have now isn’t fun.

15 Likes

But that has nothing to do with nerfing? It’s adding stuff back.

“engages”
So running a +2 then with friends, right

1 Like

Don’t listen to them, Count!

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Mythic+ is trash and overtuned asf

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No, timed keys trend toward a bell curve each season.

How is it overtuned? Rewards good play, and dungeons have a VAST variety of difficulties to cater to everyone.

1 Like

I don’t see how that contradicts anything I said.
Hyperbole perhaps, but “engaging” is a weasel word and you know it

I don’t think you understand what a bell curve is. A sliver of keys were +2s and the overwhelming majority of keys that were timed were mid-level difficulty. You are attempting to equivocate engagement with completing a +2. However, there is considerably more to engagement than timing low-level keys. Stated otherwise the majority of players who engage with M+ are not hanging out in +2s and then never touching M+ again.

1 Like

Great, now you guys get a taste of what M+ did to the other 2 game modes, not fun eh

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Yet this season so far only 7% have even timed a M+ dungeon. Also only like 20%-30% usually get KSM, which includes people who buy carries. You also have the self fulfilling prophecy, if endgame consists only of M+ and Raiding of course people are going to attempt to engage in it, doesn’t mean it’s good or people enjoy it. I do KSM every season and hate it. M+ won’t go away, it will just evolve and eventually be something that is nothing like how it was.

On paper they can, in reality they don’t. What’s the master strategy for most M+ runs? Pull multiple packs and AOE them down while kicking the abilities that will kill someone or the group. There is no time for complex tactics, you can’t CC a mob every pack because it takes too long. It’s exactly why gameplay in M+ has devolved into pull big and AOE.

What timers also encourage is toxicity that kills the game. Everything has to be meta because why take anything but the best if you want to time? Single wipe? Group disbands because you won’t time. Classes get excluded because they have no means to deal with an affix and the reason for that is because failing the affix ruins the chance of timing. Almost all toxicity in M+ comes back to the timer. For any benefit the timer brings, it also has a host of negatives that infect and ruin the game.

18 Likes

Okay, so it would be fair and clear to call those “keys attempted” than “keys engaged with”
I would be more interested in completion stats.
The average key attempted is a 5 makes sense, given the majority are +3/LFR andys

Glad I’m not the only one that thinks keys are tough but fair right now though i was going crazy with how many people are proclaiming it’s overtuned. Keys can be challenging but it’s not like it’s CRAZY. I’m already filling my +10 vault up completely which is a pretty good sign to me that things are doing ok.

3 Likes