Honestly, I feel like a lot of what people feel wrong about the new system, is a core misunderstanding of what they did.
Along with trying to argue from a perspective as if nothing changed and it’s just the same as last season, just “harder”. Which is just not the case
Prior: Heroic dungeons gave Adventure 1/8. With no Vault
New: Heroic dungeons give Adventure 4/8. With Vault being Veteran 4/8.
Prior: M0 dungeons gave Adventure 4/8. With no vault.
Now: M0 dungeons give Champion 1/8, with Hero 1/6 from vault.
This effectively means that you are already getting the rewards of a M+0 from last season, just for queuing for Heroics now. While also earning Great Vault items as if you were doing M+7-8’s.
All the while you are given 3-4 480 (veteran 1/8, or M+2 gear from last season) for free each week. Have the crafting tokens to craft 2 champion pieces, are given free 495 raid items of your choosing (at this point 2 of them), have LFR to give you more Veteran gear.
Then have dreamsurge that give Adventure 1/8 gear, time rift that does the same.
I just got back into the game and went from 422ish, to now 491, was given my 2 pieces for free (and with one drop from LFR can have your 4 set bonus already if you get lucky).
I honestly don’t think there has been a better system, or better time to jump in as a fresh character that needs gear badly.
And as far as M0 difficulty I feel that people are way over dramatizing the difficulty.
It’s far easier than the old M10’s (since you have none of the M0 affixes and no timer), and FINALLY all it requires from any PUG is just to do simple mechanics. Which is the only reason people fail/tilt in M0 right now.
But time is going to fix that as people begin to over gear the content like crazy. And I think its great that they are setting the bar of expectations of what M+ was always supposed to be. If you think M+ system is too much? The game gives you plenty of matchmade content to get you better gear then prior.
One of the things I feel that WoW has been missing is the requirement to do mechanics. Something I miss from Vanilla. Where even though content wasn’t as complex, the use of CC, kicks, etc. were far more known/valuable.
The core “issue” with M0 right now, is a significant number of players have not learned the content and are complaining that they wipe after 3/3 of the DPS in the group, the tank, and healer fail on every level. You can only die in M0 if you are failing mechanics.
I’ve already had runs where DPS was hitting 150k+ DPS, yet we were losing DPS left and right. Yet end of dungeon reports shows that 2/3 of the DPS never used their utility and didn’t contribute to kicks.
I’ve also had runs where the dps all floated around my tank damage, yet went incredibly smooth, because we avoided 99% of avoidable damage, and could just keep rolling, and allowed the healer to do more damage.
Which goes back to why I think removing M2-11 made sense. That content already wasn’t teaching players anything and didn’t require them to learn. Heroics are literally the entire place to make “LFR” version of dungeons.
M0 now does its job and introduces players to the bare minimum expectations of what the M+ system is about in the most relaxed possibly way that doesn’t simply just gut the entire content.
Yet, the best part? All the most casual players/ats are being given gear that is already far better than what they would have gotten if they were running +2-8’s last season. Without ever needing to search for a group. And as the weeks go buy, that’s only going to be faster/better.