Personally, I’d love to see a Challenge Mode version of M+.
- Players scaled to a set item level
- Affixes fixed on each Dungeon
- Complete all within timeframes for Rewards (can be the same structure as CM where Bronze = Title, Silver = Mount, Gold = Tmog)
M+ absolutely needs more to keep it engaging for the non-key pusher. A player shouldn’t be able to be “completely done” after a few weeks imo.
Here I’d argue there are a few core issues:
- Items from previous seasons are not updated to new season values, meaning that you need to re-farm the same item again. This is honestly just awful. Absolute garbage. Trash design. [Insert other phrase for it being bad].
- You are not able to deterministically upgrade your items once they have been farmed all the way meaning you need to RNG it in the vault. Why even farm when you need to land it in the vault?
- Your efforts as a player are not attributed to your account. This happens in two ways.
- Your score for your account is not shown in game meaning that to show your efforts as a player external tools are required. [More on this in another council thread]
- Once you have obtained achievements/score on your account. You cannot use this to upgrade items on other characters meaning that the grind needs to be repeated on any character you want to play which increases the barrier to entry for alts.
Education is key here, and simply just asking for help. I’ve been in +20 keys in the past where I’ve just straight up asked what route they want to do. It gets linked to me and I do it. Simple.
There are also many communities and community resources which have this information at a moments notice.
With regards to practice, idk what there is to practice. If you’re not confident with the route. Try it on a lower key in group finder?
Main things that the game fails on here is the importance of stuns, interrupts, utility in general is not taught to you by the game, but by communities instead. There is no incentive in-game for a DPS to interrupt (outside of DH/DK).
Can confirm this issue is bleeding out into Normal Dungeons whilst levelling, however that’s a community issue rather than a game one. Players know how to be more optimal and want to do it, nothing wrong with that imo.
The timers themselves are very lenient and once again communication is key. Outline that the group is just aiming for completion and not a fast time and there should be no issues