Season 2 M+ changes

Looks like decent changes aimed at low keys, with damage spike nerfs and overall less (or slower) pack mechanics per pull. Removing Challenger’s Peril below 12 will be nice for pugging, and raising KSL to 3k should help with the bottleneck of bored Chads floating around keys some people are actually needing. And you can get equal end of +8 Delve gear out of M0.

Dungeon pool for next season looks awful, but I really didn’t see a change I thought would affect M+ negatively.

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I’m already traumatized from doing normal Meadery, I can’t wait for the damage ramp in bee alley.

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Raiding is getting shanked…And yes the dungeon rotation is going to be hilarious. Priory was already giving out hilarious damage even on heroic mode, can’t wait to see how nasty it will be at a 10.

Motherlode is a very easy dungeon.

This has probably already been posted somewhere, but here’s the link. I just can’t believe half of these issues weren’t thought out and adjusted before s1 had been released. https://worldofwarcraft.blizzard.com/en-us/news/24174877

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honestly Id have rather they just stuck to a format from DF S3 and revised affixes instead of trying to reinvent the wheel and moving the goal posts around. Having said that these changes will do.
Id really like them to address spell stops in additional to these changes. Interrupting a spell should at minimum cause a mob to shift to the next spell in their list instead of them chain casting the same spell immediately after being hard interrupted.

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As do I. I was perfectly happy running one of each 10 to get portals, then spending the rest of the season chill farming 8’s for gear/crests.

It’s not even that 10’s are that bad, but with increased difficulty and higher keys came a larger failure rate and when I only hop on to do a key or three a few times a week (after the initial season start grind) it sucks to feel like your time was wasted if the group fails, not to mention what the increased difficulty did to LFG wait times.

But also like you, I think these changes were a step in the right direction and while it doesn’t affect me, I’m happy for others that there’s some higher rewards being offered.

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Absolutely. DF S3 really did cater to a broader mindset of players and gave the casuals the feeling that they could still make some headway on progression albeit with a little more dungeon grinding if they really wanted to higher ilvl. The try hards got the higher ilvl faster and still had the super high keys to try hard on. honestly I think it sucks that blizz only put in one more achieve for the try hards. A 3k rating achievement and mount will appeal to some but just seems lazy on the devs part. especially when the bleeding edge dungeon runners are bumping 4k rating by end of the season…likely well beyond it next season

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I am super stoked and grateful to the folks in charge for these changes. I think it’s a potentially massive win for the game and most players.

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It really is a big win. I’ve made some btags this season, found a raid team, I’m feeling more Warcrafty than I have in years. I’m delighted that my chosen content will have a casual/fun feel to it again and that some new life will be breathed back into LFG.

Though tbh with the changes to +11 and 12’s I may go for the mount to see if I got it in me, but wish Blizzard had kept it a bit more exclusive for people better than I am to have a reward they felt wasn’t easy for them.

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I think that’s fair. Right now 3k is ~1% of the M+ population, which seems pretty exclusive. At the risk of diluting the value with more mounts, maybe next time they could add an exclusive mount for those in title range.

The only further concern I have seen is players in the 12+ range feeling like they aren’t progressing or earning anything by doing homework keys. While I can see the concern, I think that parallels with wiping on a raid boss all night and literally walking away with a repair bill and less consumables, so perhaps that’s a non-issue.

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I’m hoping that Shaman DPS isn’t left to be overwhelmingly op again.

Can’t believe the devs looked at Enhance and Ele in keys and went “Yep, balanced” and left them the way they are for so long.

There are always going to be top specs, but isn’t this just… too much?

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I prefer it when they spread the love around too, but I’ll also say that I was kind of cool with Enhance and Ele being top dogs for an extended period of time. I tend to gravitate to easier DPS when I’m not healing (Havoc, BM, Ret, and Demo are my favorite DPS for example) and while I think it’s great to have starter specs that relatively anyone can jump on as their first toons and do fine to good with, I like the idea of some of the more complex specs having some extra potential. But also like you said, too much is still too much.