Suggestions to improve M+

It’s just a waste of time, which is of course what they want

The key deplete thing just seems like some type of deterrent against people leaving keys at the drop of a thimble nonstop, but it’s not really doing anything, what even is the point of it?

I didn’t even care about key depletes in Legion and they perma bricked back then. My new mantra: if it doesn’t matter, why does it exist???

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Eh? People have been saying it’s dead on the forums for a bit.

I didn’t see the same back then.

Maybe balance of role numbers? Idk

Its a video game.

If you have issues with “people wasting time”, I dunno what to say.

If anything, we need to fix raid loot acquisition rate first. Especially before m+ is made easier.

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That’s why you would make it your lowest overall key, if you did a +11 sontevault, you don’t need to prove you can do a +11 again to do a +12, you already did

It be like if you wipe on raid boss 2 you have to kill raid boss 1 again

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Not depleting wouldn’t make it easier lol

A 12 is still as hard as a 12, without having to do an 11 again

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Again no. The system is fine as is. Repeated failures shouldn’t be rewarded.

Not even remotely close to the same.

The only reason it exists is to waste people’s time and keep them in game longer

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It exists to keep people who buy boosts to not continue being in groups they shouldn’t be.

Your idea is flat out terrible.

… we shouldn’t make game design decisions around people who work to subvert them no matter what they do

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I have explained multiple times why they derank. If you can’t comprehend it then that’s on you.

Again it’s to keep people out of key ranges they shouldn’t be in.

If you beat a +11, all +11s, you shouldn’t be in a +12? What should you just quit the game?

I have not engaged with M+ much at all this season, but this echoes concerns I’ve had with it in the past. I haven’t run it this season because the dungeons don’t interest me tbh, but I’d like to add my 2 cents to the matter regardless.

Increase the amount of crests rewarded at the end of the dungeon from 12 to 15.

Don’t see a problem with this.

Don’t reduce the amount of crests awarded for completing a failed key.

Agreed. Not gaining score, key depleted, and crests loss on a failed key is a miserable feeling.

Remove key depletion.

:white_check_mark:

Add Myth track gear to end of dungeon loot for +12s and up, but only after the first 4-8 weeks of the season.

There needs to be a catch up mechanic for people late to the season. Vault should not be the only way to randomly get the myth track piece of gear you want.

Alternatively to the above point, add a currency to M+ that can be traded in for specific dungeon items at Myth track.

The only thing here I am not in agreement with is adding another currency. You speak about how tedious Valorstones are later in the post, and I agree. I fear if not handled correctly, this currency could be used as a carrot on a stick, and in a bad way. For example; failing a key and only getting enough of this currency so that you are just 1 away from obtaining the item you want, forcing another run. I suppose that’s better than a RNG vault. I think I am just against more currency. Maybe an item that allows you to purchase a specific item for a specific slot. Similar to tier tokens.

Move the 1/6 Myth track vault reward from +10 to +9. Change +10 vault reward to 2/6 Myth track

Agreed, it is annoying to post a key that has no value and wait around even longer for people to que it. There must be more incentive for these keys that give no reward other than score.

While not directly related to M+, just remove Valorstones already.

Either remove them or provide more ways to obtain them through the content you enjoy playing.

Better respawns.

Yes please.

Reduce (not remove) the number of necessary interrupts in dungeons.

:white_check_mark:

Reduce the amount or frequency of dangerous trash mechanics in general.

I agree, Legion was the most fun I ever had in M+ because the trash packs did not feel like a raid fight. I too enjoy when trash is challenging, but not to the point where there are more necessary kicks going off than your group can handle, one shot mechanics from trash mobs. I think Fortify and strong mobs have their place, but it seems that almost every pull is a boss, and then the boss is just a limp noodle.

Reduce the amount of incoming damage, and put the emphasis on whether a dungeon is timeable or not back on player damage throughput.

Agreed, it’s been said for a long time now. Insane, unavoidable damage outputs, is not fun to play against. There is a healer for a reason. Make mechanics more healer focused rather than having the DPS have to focus on their survivability more than their damage output.

Defensives have their place, of course, but it’s gotten out of hand.

Increase average pull sizes!

I think this would make the whole experience in general a lot better. The larger more complex packs can server as an interval between the button mashing huge AOE pulls. When each pack is complex with several mechanics coming at the group at once, it is exhausting.

Chill out with the anti-melee mechanics.

I’d like to add that when a boss runs away from melee and we cannot catch them due to some mechanic that prevents it is equally as annoying. Sure maybe some adds spawn, but value is still lost.

Long, drawn out RP sequences or mechanics that force you to slow way down have got to go.

Keep it in normals and heriocs, remove it from M+. These should serve as lore, RP moments and not be integral to an M+ completion.

Add a 1 or 1.5s grace period before taking damage from standing in a puddle

Hard to argue with that.

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What part of “people who have keys they shouldn’t be in” are you struggling to understand?

If someone buys all 11 keys but can’t play at that level they will always have a 12 key.

Your idea is terrible.

No. To all of this.

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I agree with all of this. M+ does need a shake up. It’s turned into a sweat fest e-sport.
It’s more focused on being tedious than a fun dungeon with the big pulls,big cds, blowing up trash.

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If they could just improve dungeon design it would make M+ all the better. Idk about some people but I hate every dungeon has mobs that just randomly target people with spells. On high fort I have seen Web Bolts two shot people. They also tend to put mobs that have some kind go stacking buff in big groups, like the mobs in Stonevault and they just annihilate the tanks if you don’t stun or kite them.

Fixing bugs would also go a long way. Dawnbreaker is still buggy as hell and we are 2 months into S1

Can you post more than 5 words elaborating why you disagree? Lol.

This is a really poorly thought out post that can be better summarized as “please give me more gear so I can complain at a higher ilvl.”

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The fact that you quoted this, which I specifically and clearly say is a bad idea and shouldn’t be done, shouts loud and clear that you didn’t bother reading any of the context I gave to any of my suggestions. Why even bother responding lmao

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