Something seems wrong in M+

I don’t know, maybe I’m wrong—but ever since Blizzard did that M+ “compression” (where a +10 now is supposed to feel like an old +20), it really feels like a lot more players who have no idea what they’re doing are somehow reaching those levels.

Is that a problem? Well, maybe not on paper, but it sure starts to feel like one in practice. I was running a +10 Darkflame recently, and none of the DPS knew how to handle the first boss—you know, the one where you have to kill the car before it explodes? Every single DPS had already timed that dungeon on at least a +10… so how are they still clueless? Were they carried? Just lucky?

I get that this is just one example, but stuff like this is becoming more and more common. You get into keys where basic mechanics are ignored, people are clearly winging it, and boom—there goes your key, your time, your sanity. It’s frustrating.

Maybe the issue is that the scaling system now lets people climb higher without actually having the knowledge or experience that used to be required. Back in the day, a +15 meant something—you had to know your role, your route, your mechanics. Now, with the new scale, the bar feels lower, but the rewards and recognition are the same.

I’m not here to gatekeep, but it does seem like the old system did a better job of naturally filtering progression. Right now, it feels like more and more players are getting into high keys without the foundation to back it up—and that’s a recipe for a lot of wasted time and broken keys.

Curious if others feel the same?

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I just want to point out in DF there were Aug evokers who didn’t know what bosses did in M+26

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Mythic+ has been heavily nerfed. For reference, most people consider Dragonflight S3 as being an easy season and there is a much higher percentage of players clearing the gear cap now than back then lol.

+10s are easy and It’s late enough in the season that people with a horrifically low dungeon success rate have failed upwards into content with mechanics they can’t ignore. You’re now getting potentially groups full of people who got carried and facetank mechanics rather than that one Mage who keeps standing in stuff. When doing my weekly +10s I’m seeing players who were way worse than the ones in +10s two months ago.

How people can never feel burned out pushing that high I’ll never know.

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I would assume that they enjoy playing the game.

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Obviously.

But infinite scaling is pretty darn taxing.

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You can set a playtime limit, like 4 keys per day maximum

I also like how hot my character is and think of squeezing him like I’m making orange juice when I get the burnout

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Especially when it’s people playing only for a weekly login lootbox vault.

A single weekly chance of bad RNG for myth track ain’t it.

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Does those 4 keys involved bricked runs? Lol. In SL the hardest part for me was getting in a group. After that, hoping it doesn’t go sideways.

Yes 4 maximum, if you get a failed group count that, you will go crazy doing like 10+ fails in a sitting

Your enjoyment is more important than your progress

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Keys have become easier this season so you’ll get more players who don’t know what they’re doing. Occasionally you’ll invite 3x at once (looks like your DFC maybe?). Just bad RNG

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This is how I think it happened. I will give you a sample. I am looking at you, OP.

Currently, you are 2418 M Score from your Raider io.

You have +10* on Rookery, Darkflame Crest, Theater of Pain and Cinderbrew Meadery. But you have only +7* on Priory.

If you join a +10 key on Priory, with your best only +7* on Priory, I would bet you there is a high chance that you would cause the group to fail. You did that best +7* 6 weeks ago. And it would be 100% failure if you are on a +10 Priory key with most players needing Carry.

That is how high keys would fail. Key Holders only looking at M Score. They are not scrutinizing their party members previous performance on the specific high key dungeon they would do.

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I get your point—and yeah, I’m not currently playing on my druid. Going Hpal for now.

But just to clarify what I meant with:

The weird part is that these DPS had at least a +10 in that same dungeon, LOL. That’s what bugged me the most. They’d clearly run it before—maybe even multiple times. As someone else mentioned, maybe I just got hit with bad RNG with 3 carried players.

Still, I genuinely think this whole M+ “compression” wasn’t a good move. Honestly, I’d prefer the opposite: make old +20s into +30s or something, so the climb is slower, not faster. That way, players would naturally get more experience as they go up, and maybe these kinds of “how do you not know the first boss” situations would be a lot rarer.

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The problem with every wow game mode is and has always been the players.

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Nah. It’s always been like that. M+ was a lot harder before TWW because you had a bunch of affixes to juggle on top of the dungeon mechanics. They took away the affixes and made the dungeon mechanics more threatening.

DPS don’t have to know what they are doing because there is zero personal responsibility for them, EVER.

Of course they didn’t know mechanics, they had someone else wipe up their boom-booms every single time in the past. It’s not an overwhelming problem until 3 or more of the party are clueless.

Players only pay attention to where they can get the best gear. Never whether they are competent enough to earn it.

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tbh I think it’s because it doesn’t matter at all in normal, heroic, m0, and low level m+. If they made more of these a pass/fail mechanic people would learn real quick what the actual priorities are.

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I don’t know. None of the 10s I’ve done have felt remotely close to the 20 Rise I did, or the Everbloom Council fight, or the worm boss in Lair. I’m traumatized, it’s fine.

That being said, I think people just not knowing things happens regardless (hence why I hated those specific moments I mentioned). There were plenty of people doing 18+ keys that had very little clue about anything. So the fact that it would happen in the new 10’s doesn’t surprise me.

Banger of a quote

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