S4 M0 brick wall intentional?

People need to remember that with the change this season mythic 0 is on par with what we use to know as mythic +10 but with any of the things people complained about for mythic +. So no timers and no affixes and you get loot every boss instead of just at the end. Not bad when you consider it is pretty much on par ilvl wise with the normal raid.

This is so ridiculous, there are all different levels of play right here for people to participate in and strive to achieve. No matter what the difficulty is called, it is rewarding decent gear for the effort people are putting in. People seem mad that they can’t face roll the content now that there aren’t as many useless levels to it.

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Not any really back and forth yet :wink:

But im still trying to figure out what the major complaint is. I did 20s too and doing 10s at 502

Although im sure a lot of it comes from inexperienced people. Had a solid group for my 10 BH, except no one would tackling the totems for the AoE. Healer was struggling and eventually called it. Good stops, good dps, just failure to focus on the priority.

Its so much worse in the 2-4 range

Then why should they continue to do the content, if a step in the ladder of progression is unachievably hard because it’s been turned into an endgame challenge for a different set of players?

That isn’t true though.

Maybe more time and practice will make it feel easier.

Maybe these other posters are right, and heroic is actually not a good stepping stone into mythics. Should heroic be harder?

Thats the question I think is coming up the most here.

I don’t think so really. :thinking: it seems ok how it is. I ran one earlier myself. Mechanics will kill you if you ignore them.

some ideas. maybe it would be helpful to record the M0 runs people are struggling with.
then submit them to a number of youtubers who like to go over dungeon runs, explaining exactly why things went wrong.

because the very concept of M+ exists, the content is, at some point always being done well under geared for what it would actually take to be a cake walk.

Even just recording your own gameplay to review by yourself can make a world of difference. you may find that random death actually makes 100% sense.
who knew you were standing on an overlapping aoe?

or maybe there is a certain mob that needs to be CC’d a mob that was enraged that could have been soothed by the 4 druids and evoker in the group.

maybe you realize that one non dps utility talent that was useless is actually the perfect solution to turn a mountain into a ant hill.

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Me sub 470 in 2’s and 3’s :sweat_smile:

Honestly I think it just comes down to how easy S3 was. Blizz raised the bar, and the ones that were getting carried are freaking out.
Like S3 was so trivial at points, my group 4 man’d and timed a few 20’s when people would rage quit on starting.

Now small keys require smarter pulling, paying attention to mechanics and such.
Idk. I’m having fun lol.

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Which mechanics are killing so many players?
Aside from Chargath’s chains, which are more inherently problematic.

Or is it not even boss mechanics that are ruining things?

Pretty sure their intention was to allow players dungeon progression options that reward items of a last tier m10 instead of a system where running a +2 negated m0 content.

They actually posted their reasoning.

Season 4 Dungeon Level Squish - More Meaningful Progression
Dragonflight Season 4 brings a change to the way dungeon progression works. In the current system, community feedback has addressed a variety of issues:

Heroic dungeons are barely distinct from their Normal counterpart and become quickly irrelevant once players reach max level.
Mythic 0 dungeons serve little relevance as well with players only playing once the M+ season starts, and the occasional weekly event quest.
Endgame M+ dungeon-playing revolves around a timer, creating stressful pacing that some players don't prefer.

With this feedback in mind, Blizzard has re-designed dungeon difficulty and rewards for Season 4. Here’s what we know:

Heroic difficulty and rewards will move up to the current level of Mythic 0. These dungeons will remain available to queue via Group Finder. Item level requirement to queue will go up accordingly.
Mythic 0 difficulty and rewards will move up to the current of level of Mythic 8-10 keystone levels. Mythic 0 dungeons will continue to have no timer.
The existing Mythic+ system picks up where Mythic 0 leaves off. Meaning a Mythic 5 in Season 4 is roughly equivalent to a Mythic 15 today in terms of difficulty, rewards, and M+ rating awarded.

Overall, the new system is designed to keep dungeon-queueing efforts more accessible and meaningful.

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I don’t really agree. M0 isn’t an insurmountable challenge. The lack of a timer and affixes makes it an ideal environment to learn the new mechanics because there’s no punishment for dying.

Heroics can’t be made harder, queued content can’t have a fail state.

I think the only potential issue with the system is the randomness and volatility of pugs, but that exists in all levels of content. And my personal experience is that M0s don’t fall apart after a couple of wipes. I don’t discount the existence of people who will quit but unlike M+, leaving a group doesn’t ruin a run in M0.

The general argument that I see is that M0 is overturned because it kills you if you mess up, and I think that’s exactly what needs to happen.

If a mechanic will simply chunk you then you can be carried by a good healer and have no incentive to actually learn why you died, and then when you encounter that mechanic again with a weaker healer, you’re frustrated because something that wasn’t killing you now is.

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Yep. I’m used to being able to carry people who stand in bad, but not anymore. It’s a good change.

As for the difficulty, I’ve really only had issues with joining a few groups who were way too low(440-450ish).
Just get full 476 Heroic gear + Weeklies and it’ll be like night and day.

Have not tried myself but I somehow doubt it’s going to be that hard. Last two expansions I’ve skipped heroics and normal dungeons largely on launch and just opted to do a M0 world tour week one in questing greens. I imagine even with their balance changes the experience is likely the same now as the first week or two in an expansion

I would definitely like to see some metrics of player engagement in dungeons of all difficulty this season. I don’t think I can remember a season since legion where spinning up and powering up alts was so streamlined.

Really all they need to do is lower the M0 gear to veteran track and remove the weekly lockout.

harder to complete not harder to access.

Same thing they were doing before… they weren’t doing m+10 right? So why expect to be able to do m0 now?

It’s 50% Blizzard’s fault and 50% the player’s fault.

I think that +10 was too much. Should have been closer to a +5

On the other hand, it is not Blizzard’s fault that people die 5 times to the same exact dragon frontal in Ruby Life Pools

All of my crests were mailed to me. The pug keys were just a fever dream.

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it’s not a brick wall, you just aren’t as good as you think you are.

476+ heroic dungeon gear is perfectly adequate. if you still struggle, that’s a player issue.

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All the change really did was make heroics relevant where once they were outright not. Even on fresh characters I would skip that step of gearing every time if I could. m0 becoming m10 is also a massive gain in terms of the gear value from doing a around the world set of dungeons since the ilvl is actually pretty respectable from it now.

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