Season 2 Mythic+

I haven’t tanked yet this season, but I did 2500 in SL and somewhat in DF not as much though. Not as much time to play and I am still a healer at heart… the tank problem is multi faceted. We’d need a two hour long podcast conversation to cover it.

But footnotes: dps players don’t understand when it’s their fault and blame everyone, new player tanks don’t actually learn to tank anything. The game’s lvling is garbage and always will be. It’s not fixable, we are not going into a convo about that it. It is just flat out not fixable. Which is why blizzard needs to design something like the trials from MoP except a lot harder and make you use every skill and talent and most importantly make you use your brain. They should design dps and healing for something like that too. Something I highly doubt they are capable of creating in this fine year of 2024.

  • Give the non Hero / BR classes a new, powerful party cooldown so they can be valued as much as everyone else. Obviously a new party buff will increase group friction, but this is better than another season of auto-declining every monk, warrior, DH, rogue or priest that applies, and avoids the over homogenizing that would come from expanding BR/Hero out further.
  • Drastically improve respawn locations when in M+. No one should ever be running back for over a minute and no one should ever have to “learn” where the respawn points are, it should be very obvious
  • Increase tank and healer damage. Damage is fun, and these roles are unfilled in part because they’re often less fun.
  • Keep the profession / race / class dungeon buffs, these are flavorful and cool
  • Bring back the 0-10 range (undo the squish), keep this bracket untimed. It was a necessary space for learning.
  • Nerf Augvoker into the ground, we do not need a 5th season of the same spec in the meta. Any other spec would’ve been completely deleted by now.
  • If you’re not going to nerf Aug into the ground, do the sensible thing and make it’s primary stat buffs only apply to DPS players and not tanks and healers, that way it is no longer a make or break survivability pick for high keys.

This!

You’re already punished for overlapping a cc with an interrupt, but now you’re sometimes just dead lol

Dropping this here.

either

  1. full amount of crests per run, no matter time or not
  2. Or add like 5 minutes to each timer.
  3. Dream change: removal of tyrannical/fortified. Replace with other affixes if need be
  4. Dont let whoever picked these dungeons in S1 near the S2 list. Ban them from the office if need be. Tie them to a bike post. Something.
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The deletion of Tyrannical.

remove aoe caps

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But, then won’t you just be at 15 or 16s with the same bads, since M+ would be more forgiving? I just don’t see the goal, here.

Or have higher keys award more crests, to incentivize trying higher keys instead of defaulting to the safer option.

deaths and wipes are different, as I am sure you know.

As a Healer:

  • Less Damage from DoTs that effect the entire group, that most healers have no choice but to heal through.
    -or-
  • Reduce the damage that DoTs do to the group. 1mil to each person a tick is too much
  • Remove Affixes that are “Roadblocks” – Tyranical/Fortified, basically anything that just causes the difficulty to spike between keys – Gradual difficulty increases feels more natural and less frustrating. – Basically, just a 10% buff to Health/Damage per key level instead of the 20/30% we get.

For people to stop complaining about every single thing they dont like sheez.

Stops change reverted.
Challenger’s Peril removed.
Catch up for characters that miss myth vaults (returning players or alts).
Crest catch up.
Tone down one shots.

-Get rid of the death affix because it’s silly- doesn’t need to be there.

  • make vault +8 put myth track loot in vault (hero loot drop end of dung)
  • Make +10’s drop myth track items
  • respawns need to be addressed. Make run back times even between dungeons.
  • Less casters in packs? And less dispels? (Purely to reduce the dependency on shamans)
  • keys between +2-5 drop better loot or give more crests than tier 8 delves. More incentive for people to do lower keys

Ion has said before that good players shouldn’t have to earn separate gear sets for different content, but it’s fine to make casuals do that. That was one of the failings of Shadowlands PvP. Contrast this with BfA PvP where the team with the best PvE gear was pre-ordained to win.

Pretty much this

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Basically S4 of DF.

-chance for raid gear to drop in vault
-remove timers up to m+ 10
-remove dumb bargains that pop during critical moments
-instead of nerfing “over powered” classes bring C and B tier specs up to A
-more dungeons from previous expansion maybe even as far back as Vanilla

not related to M+
-bring back reforging
-bring proper player housing… WoW is still one of the few MMO’s that doesn’t have it where the housing is carried over from expac to expac.
-have A LOT less transmog restrictions
-adjust dragon riding…still too easy to over or under shoot your landing
-SL was 2 expansions ago make it Legacy
-fix Siege of Orgimmar (been broken since MoP remix)
-put all Quartermasters and weekly meta quest hub in Dorn

I mind RP.
Flasks are 30mins.
Dungeons are typically longer than 30mins.
It’s bs- cut the rp where it makes sense.
Every timer should be 30mins or less, blizz needs to put on their thinking pants and make it happen.

I can get on board with reforging coming back but Siege has to be one of the easiest keys in the current rotation.

They nerfed Tyrannical again for TWW so it’s really not that bad anymore.

  • Add Charges to Keystones
    • Most of the forum discussions revolve around extremes on both ends, never depleting vs the current system. Keys that never deplete would bring additional challenges to the pug community outside of the shortsighted personal gains.
      • Never depleting would allow someone to get carried, intentionally or not, into a +10 and now they have a non-depletable +10 key for the rest of the season.
        • This means that they will be able to continuously bring in unsuspecting pugs into their key, that they are not ready for, leading to more frustrating experiences than now.
        • Keys never depleting would also negatively impact score inflation worse than it is now with crest/vault farmers.
    • Allowing Keystones to have two or three charges will allow teams and pugs to benefit from a limited number of retries. Everyone has bad days and some groups just don’t sync well.
      • This will give key holders an opportunity to continue progressing while still depleting after a 2nd or 3rd failed attempt.
        • This is a QOL change that helps everyone.

  • Allow Keystones to work in two or three dungeons at random.
    • Blizzard made an official announcement during Shadowlands stating that they are strongly against allowing Keystones to work universally because they don’t want players to farm the same dungeon with one key. Whether you agree or not doesn’t matter, this is their stance, not mine.
      • By allowing Keystones to work for a random selection of 2 out of the 8 dungeons you are still introducing randomness in where the key will work, but will help entry-level and top-end players have some level of choice.
        • This would also make it much less statistically likely that you end up with the same dungeon pool as your friends or going back and forth between two dungeons of your own key.

  • Upgrade Gear Tracks with Crests
    • Allow items to be upgraded to the next track with enchanted crests.
      • It would also allow you to upgrade specific harder to get items such as trinkets and weapons.
    • They could make it so you have to max out the current track 8/8 before upgrading to the next. This would make it so players are deincentivized from trying to farm low keys to upgrade them right away.
      • You would still need to run +4-7s for 60 Runed crests to max out Champion Track 8/8 and another 90 Gilded crests to upgrade to Hero.
        • This would prevent Shadowlands era upgrades from +2 drops all the way up to max tier rewards by only running +2s.
    • The question then becomes if track upgrades via crests stop at Hero or Myth.

  • Revert the Change to AOE Stops
    • AoE stops used to reset casting CDs for trash mobs. The changes made it so they continue casting immediate after the stun or push effect ends.
      • This makes it so people who use their spell interrupt at the same time as someone who uses an AoE stop waste their interrupt CD and can’t use it again when they immediately start casting.
      • The Ability/Spell CD not resetting also makes it so every single caster now syncs up and casts all at the same time.
      • The change also further divides the PuG community because you now have to stack multiple AoE stops to make up for them not resetting ability CDs. Where before you could be fine with 1, now you need multiple or else the run is significantly harder on the tank and healer.

  • Revamp Challenger’s Peril
    • What if they changed the Challenger’s Peril to scale up as you increase key levels with a hard cap at 15s?
      • The standard -5s would apply to M+2-6, but starting from +7 the time reduction increases per death. It would take 2 full wipes to hit the +15s reduction.
        • Under this change, 2 full wipes would cause a total of 110s of time loss compared to the current 150s.
        • 1 full wipe would cause a total loss of 45s compared to the current 75s.

Edit:

  • Revert the Change to Crest Drops for Depleted Runs
    • I’m not sure what the thought was for reducing the Crests from depleted runs to 5 down from 12. It further deincentavizes pugs from completing runs they think are going to be over time.
  • Interrupt CD Reduction for Overlaps
    • Give players who overlap on Interrupts a reduction in CD.
      • The reduction in CD could be done in a number of ways and could even be scaled differently for Melee and Ranged, since overlapped interrupts have a significantly higher impact on casters.
      • It could give CD Reductions for Interrupts with =< 20s CD by 50% and longer Interrupt CDs by 75%.