Mythic Plus is going in the Wrong Direction

Yeah it was this and if you do the math it’s pretty significant, especially the more you go out.

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Lol so its more “difficult” at the lower levels and easier at the higher levels (where 95% of the player base wont see) and Mafic is praising “improvements”??

Man thats like praising “guaranteed financing” when youre slapped with a 23% APR haha

Found where I did the maths.

Well, it’s not “more difficult”, it’s still less scaling than the current system.

Into the world of clearing +30s at the top end again haha

Does the +12% affect all keys? Or is that just at +12?

Yeah, if people are doing +20s now then we may actually see 30s again.

10% from +2-11 then 12% from +12 and up. Instead of 20% every key level from +12 and up.

Ah okay. Thought it was moving from 10 → 12 for everything. Id be okay with that change too but then it probably wouldnt fix the higher end.

But it would take away that wall of difticulty jumping from an 11 to a 12

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Yes, it’s a difficulty jump, but the “wall” was largely exaggerated. Initially when the affix was 20% which meant 30% total scaling per level, yes that was definitely a wall.

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Not really sure you’ve ever been an actual member to something you pay for like an athletic club before. lol. You have a lot more than just “access to the facility”.

Not directly, but depending on your spec, it can indirectly add difficulty. Some specs would prefer to run different builds or gear whether it’s fortified or tyrannical; when both are active, those specs have to compromise.

I do agree that even in those cases, a +2 key level jump is too high in terms of difficulty. But it’s also not correct to say there is no increase in difficulty.

Its the typical 10% key scaling is all.

Fort change is 10% scaling from 9 → 10
Tyr change is 10% scaling from 9 → 10

And since you dont fight trash on bosses, they dont combine, so difficulty isnt compounded. Its just basically more health on bosses during fort week.

More boss health != difficulty

You quoted only the conclusion, which relies on the the rest of my response. For the specs that would prefer to use a different build/gear set when the key is tyrannical versus fortified, having to focus on one or build a compromise between the two can result in a more difficult experience. For the specs that would prefer the same build and gear regardless of whether it’s tyrannical or fortified, then this isn’t going to make much of a difference.

Although even setting that aside, if we want to get real technical, there is also an argument to be made that more enemy health alone can result in higher difficulty. The longer a fight goes on, the more strain it puts on defensives for the team. There can certainly be some tough-to-identify issues where needing to use an extra defensive to survive fight 1 that lasts 15 seconds longer leads to not having enough defensives to survive fight 4.

To reiterate, this difference is not going to affect all groups nor is it going to result in anywhere near the difficulty jump that simply going from 9 to 10 would be. This is very deep in the theorycrafting rabbit hole. I would just be highly surprised if there are zero keys where the domino of different spec or longer fights leading to CD exhaustion resulted in problems that wouldn’t be present if the only thing that changed was the scaling instead.

Fort + Tyra does add difficulty. Yet tyra 10 bosses still feel shorter / more forgiving than fort 20 bosses did in DF S1.

Non Tyra bosses now feel like big trash mobs.

For a tank it does lead to difficulty as in a +9 key you can save your defensives for either the boss or the trash as needed. At +10 and above this is no longer true as you now need them for both. And you have to remember that a lot of these bosses are now using tank busters every 13 seconds so we are already short on defensives.

At least as a tank this leads to a higher difficulty level. From personal experience its more like a +3 for some instances and as little as a +1 for others. Average them and I’d say its a +2 and at the start of the expansion before everyone out geared everything and the meta was solved it was the general consensus. Though with the tank buster nerfs and all of the nerfs that have happened to bosses and mobs in general on top of affix changes and fixes I will agree its probably closer to a straight +20 now. In retrospect I should have been clear about when I was talking about but figured it would be implied that I wasn’t talking current as it mentioned the crest increase which has also been fixed.

I mean I’m sure most tanks at the start of the patch remember being one tapped by the last three packs in GB despite having a 60% mitigation up. Yet I was able to pull 5 packs in Everbloom on bolstering a in +23 without issue.

Either way though its something that is subjective unless someone can come up with hard numbers. Of all the things in my initial post to argue about I think I care the least about it as it was meant as nothing more than an example anyway and added as an afterthought.

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Your membership may include things like classes, amenities, or gear rental discounts, but at the end of the day, if you don’t take advantage of any of it, you’re not going to see the health outcomes your looking for. You have to actually do the work.

WoW’s sub gives you access to ALL of it’s content (save for in-game shop items.) But you have to actually do the content to get what that content rewards. Some of that content is really easy, and some of the content is really quite hard. You are able to choose where along this content spectrum your adventure ends. You can stop at LFR and Normal dungeons if you want, or you can push all the way through to KSH and Cutting Edge.

The world is your oyster.

This

Blizz just make the game fun again….

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TBF the boss ones are every ~30 seconds and the trash ones have been largely patched.

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But that doesn’t change the difficulty of the dungeon though. The tuning is set in stone. Regardless of what you choose to do talent wise. Likewise, combining Tyr and Fort into the same key doesn’t do anything to difficulty either outside of the 10% key scaling because Fort and Tyr aren’t being done together (aka pulling trash onto bosses) - so it doesn’t add difficulty to a dungeon, outside of the 10% scaling.

What it does do, is as Faux said, is add time because the entire dungeon has larger health pools.

Correct. But this again, is nothing more than 10% scaling from 9 → 10.

Mobs only scale 10% more from Fort weeks from 9 → 10
Bosses only scale 10% more from Tyr weeks from 9 → 10

The only difficulty a 10 key adds is the 10% scaling from key levels.

I see peeps saying if you cant do a 10, do a lower key to get gud…
Ok how about the other way. If they make 10s too easy for you - then do a 12.

No need to make myth track gear less accessible than in previous seasons. I dont think people want faceroll, I just think they want the difficulty level back to where it was.

Not a huge ask

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I’m not sure if you’re just cherry picking or being obtuse for some reason. I’ve already explained twice now why there is a difficulty bump with having both fortified and tyrannical active compared to just one in the parts you just aren’t quoting.

If there is a tank buster that demands a defensive every time on a boss on a 30 second timer, and tyrannical means the boss lasts an extra 60 seconds, you have now committed 2 more defensives over the course of the fight than you would have if tyrannical were not active. This means you do not have those two defensives available for the next trash pack. Conversely if fortified weren’t active, you are less likely to need those two defensives anyway on that pack.

This is very similar to how a timer contributes to the difficulty in M+. Directly, players can just ignore the timer and it makes no difference to the experience of the key. But indirectly, any team that cares about timing oftentimes will elect to add difficulty because the timer is present.

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