People are giving up on M+ over 11

Just wondering if anyone else feels similarly—pushing Mythic+ up to level 11 is still enjoyable, but at level 12, it starts to lose appeal. The lack of meaningful rewards causes people to drop out quickly if they can’t time the dungeon, which makes the experience frustrating. Any small mistake can ruin the run, leading to group disbands after just a single pull or boss fight. Tried multiple level 12 runs through LFG, but none of them were completed, which makes it feel pointless to push beyond level 10 now.

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Isn’t this inevitable in an infinitely scaling system?

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If you’re joining a 12 or listing a 12, the moment it is obvious that successfully timing the key is gone people are going to leave. This isnt new or unique to this season, there’s 2 types of m+ ppl. The ones that do the bare minimum and the ppl wanting score. If you want score make some friends

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Its always been like this. People dont want to slog and waste time in keys that high. If its evident the group cant hsng just disband and try again

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I think that makes perfect sense. The final achievement can be earned without doing 12s. 12 and higher is there only for the players that push for the sake of pushing. That’s obviously going to be a minority of players (of an already minority of players even doing portals).

Add to that the spike in difficulty at +12 and most players won’t find it worth the hassle. I sort of like that. If I see someone with 12 and higher done, I look at them with some solid respect for the push.

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I hear you but eventually there will be a wall, right? If 12’s are easier then the 13’s will be the wall or 14’s ect. I think at that point the only reason to do it is for score either to compete for personal best, against friends/guildies, your cluster or at an NA/US/World level to test your potential. The assumption would be that the ONLY reason to do them is for that and the vault/currency rewards are no longer the goal. I like the design that you can get a max reward at a reasonable difficulty and if you choose to test your limitations or have a competitive streak in you, you have that option too.

Why is it surprising that only a few people goes past the rewards threshold ?

It’s always been this way. Anything past the 2500 io requirements will show far less players for good reasons.

I mean…here’s a hot take. Who the hell cares about keys higher than 10?

I got all my portals recently after missing a week while out of town.

So what do I each week?

8 MOTS 10’s each week and call it good. I have zero interest in pushing above 10s and I have zero interest in doing keys that can’t be timed simply b/c the lack of crests is a huge slap in the face.

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There will always be a wall. Anything past a 10 is just for io. I do feel bad for players that are stuck at 7s or 9s, cause those keys are hard to fill. The jump in difficulty from an 8-10 is pretty big.

Stop trying to do the hardest content in the game with 4 random people.

Play with a group(s) of people you know.

Be on coms in discord.

The very tip top of content is :100: going to need groups of people who know each other and can anticipate each other’s moves before they happen.

I wish blizzard would mute everyone that made a forum post about their troubles with M+ and LFG.

Make some friends. Join a guild focused on M+.

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Good. Let’s try and make Mythic 1 undoable also. Get rid of toxic M+ers.

Play with guildies or friends will not help to time +10 unless they are really good and really learn the mechanic, do interrupt, stun etc.

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Given the disaster that pugs are even at the 10-11 level, I can’t imagine having a lot of confidence trying to find a true pug unicorn group for anything 12+

I’ve been pugged +10-12. +10-12s is much easier than +7-9 by miles. I probably have around 80% success rate with 10s. The winning formula for +10 is invite 630s because 630s want to do M+ for their weekly vault. However, I probably have 25-30% success rate with 12s.

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This is pretty accurate. I would probably estimate the same for +12s as well.

There’s a lot of people in this range who know their rotations and basic mechanics, but still don’t interrupt or utilize class utilities when they should or at all like AMZ or ROP. The amount of times I go into a GB where the hunter/druid/monk/rogue don’t soothe enrages at this key level is astonishing. Mages who die with Alter Time up, Paladins with bubble, Hunters with turtle, ect.

It is, but the level 12 affix makes it a huge wall. I don’t really see why it’s needed at all. Losing the lower level affix is more of a disadvantage than a bonus. Going from 11 to 12 doesn’t need that extra layer of difficulty.

I think it was a huge wall initially, but they nerfed the affix by 50% a few weeks back. On top of players being more appropriately geared now, I don’t think the difficulty jump is that big from an 11. The major benefit from 11s to 12s is that there are no longer any mechanical overlaps with affixes, which I think actually makes it somewhat easier in certain situations.

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Guile scaling is the same as 1 key level, so while I don’t care one way or the other if its there, all it does in terms of the OP is shift the complaints from a 12 to 13.

Well, it does that because it effectively eliminates the level 12. Because when you go for a 12, the affix makes it as difficult as a 13.5. That’s a big jump and it’s around the level where a lot of people are already hitting their upper limit.

The affix adds 10% which would make it essentially a 13, however with the removal of the affix mechanics I would actually argue that it makes it easier because there are no more overlaps to worry about. Having to waste CDs or Utilities to clear the affix in sub-12s plays a significant impact on the run.

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