After reading a thorough review of the new M+ system for Season 4 I just wanted to stop by and make my own thread after commenting on a few different ones, and say nice job for once to you Blizzard!
Let me preface this by saying I’m someone who used to play quite competitively on various toons getting KSM every season on multiple toons + portals etc. Let me also preface it by saying I’m often very, very critical of the choices Blizzard makes, many of which seem to make no sense at all.
The new system I think will get some push back at first, as usually do most changes. Humans tend to not like change.
This is my take as someone that used to play competitively but now just likes to do world content and low level keys for low mid level gear. I like to get just enough gear to steamroll world content and dungeons and solo stuff, but I no longer have any interest for now in doing +10’s or higher. Although that may change some with the new affix progression system I might find myself doing up to M0 now which from what I read are now equivalent to the old M10’s.
So, the main changes are that heroic dungeons are now the equivalent of M0’s in terms of loot and rewards. You can que up with the matchmaking system, steamroll a heroic and get flightstones and the old M0 level of gear, which is awesome for gearing alts just saying because it keeps heroics relevant all the way through an entire expansion!
So … heroics are now M0, M0 are now the old equivalent to +8 to +10 give or take, +2 is now the equivalent of a +10 to +12, a +5 is an old +15 and a +10 is an old +20, etc.
It also eliminates the need to go and apply to a bunch of +2’s or +3’s just to farm flightstones because you can use the matchmaking system. Win win! This will mean that players who are super well geared will wind up farming them when they just need flighstones but will get placed proportionally in a random setting to players who are lower geared. The chances of steamrolling heroics went from fantastic already, to even better than fantastic. It also means super well geared and high IO players, when they are in “flighstone farm mode only” will be helping lower geared players complete heroics faster, again win win.
The next biggest change is that the timer has been removed for the new heroics (m0), and m0 (+8 to +10 difficulty), again another awesome change that allows players to have a much easier time upgrading and farming their gear to a +10 level, without people leaving because they don’t want a bad IO score. You can’t get a negative penalty for completion if there is no timer. For anything up to a +10 this is something I actually suggested myself over a year ago, and I’m really happy they’re implementing it. Best decision in a long time!
Why? You can find 1000+ threads on this same forum of players telling other players they should be able to +++ a 10 or 12 no problem. If that’s the case, why have a timer and force unnecessary group breakups if a group happens to get a bad player in it? Most people will stick it out and finish to get their crests and rewards if they aren’t taking a penalty for missing a timer.
This keeps the timer where I believe it belongs, in the more competitive bracket of M+ which now is +2 and above, with +2 being the equivalent of an old +10 or 11, give or take.
The next biggest change are the affixes. Once again, the affixes now start at +2 (the old +12 equivalent) +5 (the old +15) and +10 (the old +20) again, putting the heat where it really should be, at higher brackets while lower and mid brackets should be for learning, gaining experience, getting rewards for effort. Where as high mid, and high brackets should have the most challenging content, and most rewards.
This new system will streamline more players playing together in the queable experience, it will keep heroics relevant through an entire expansion by making it a place you can go to immediately start gearing up a character and gaining flighstones. It eliminates the need to constantly introduce catch up gear each patch. It makes it so that players might be a lot more nice to one another to finish up a dungeon even on difficulty up to +10 (the new M0) because there is no timer, and no affixes or super hard mechanics for rando’s to do, and yet right when things should start getting hard which is the old +12 or so (the new +2) they start introducing the timer again, as well as your first affix.
This actually creates the best of all M+ worlds in terms of experience, reduces the number of keys you have to grind, but increases the time spent at each key level for sure if you’re a mid level player. Increases the odds of a better less toxic player experience, people leaving keys, etc but still has a level of difficulties aimed at those who love competition. It also lets mid level casuals like myself grind decent gear without a huge ceiling like M+ gatekeeping on invites and without the trouble of running my own keys to circumvent that.
I’m sure people resistant to change will still complain at first, but after giving it some comprehensive thought from last night until this morning I have to say… based on what I read so far, I really am a fan and I do think it will have me far more engaged playing with others in the heroics and M0 scene in a far more relaxed avenue than even what the current +2 offers.
I really, really hope this system is carried forward to all future seasons and not just a one off.