I mean. What context?
Its basically “make everything easier and give more loot. but most importantly make it easier and remove any potential penalties for failing. because the goal is to make it easier”
I mean. What context?
Its basically “make everything easier and give more loot. but most importantly make it easier and remove any potential penalties for failing. because the goal is to make it easier”
Your ideas are terrible. I read enough to see that.
Why even list ideas you also agree are terrible? They don’t magically make your ideas less terrible.
Just say you can’t form a coherent rebuttal and move on.
IMO difficulty should stay like it is since it actually feels challenging and “mythic” difficulty. Definetively improve rewards for healers and tanks. DPS don’t interrupt unless an add on tell them so and I’m tired of people leaving after a wipe making waste everyone’s time. A reputation system should be implemented as well as once the mythic plus starts a “vote to kick” system to reduce the trolling of the penalty. I’m just venting out tbh.
I would need an argument worth forming a coherent rebuttal.
Listing multiple things that are basically “make mplus easier because I’m too bad to kick something” isn’t worth refuting.
You need to say why for the bulk of your changes that people won’t be bored at a higher ilvl.
Did anyone enjoy Algethar’s courtyard or first pull in Brackehnhide Hollow? Really, not the high point of a key.
Again, you didn’t even read the context of the suggestions. Your “I’m right, you’re wrong cuz I said so” mentality is quite clear.
Yea, and most are just “make things easier.”
With two tacked on needlessly of why these two specific things are bad ideas.
It’s like people who say “don’t remove the timer, just add three hours.”
There’s a lot of ideas. Many aren’t good like infinitely farmable myth track items, removal of mechanics, non-depletions, and pretty much removing any role importance on healers. Others aren’t really ideas at all like just saying “bigger pulls” which are predominately handled by each group. Outside of the mobs placed in groups of 1-5 (and one random group of 9 in NO) that’s really a decision based on each group’s ability made by each group. The only idea here that seems non-problematic in its effects is better respawn points in dungeons.
I shouldn’t need to. This has been re-hashed before.
Changes like this, are how you get triple rogue meta.
Unless you also want to give all melee chaos brand. Shroud. Battle/ commanding shout, etc.
Because you can’t cannibalize some specs group utility without compensation. It leaves them dead in the water.
Dunno, even this can create interesting risk v. reward scenarios.
I’d ask for is more frequent balance updates to dungeons and classes for more parity.
Actually I did.
The context and the suggestion were both awful.
Again when people only offer suggestions to dumb the content down they aren’t going to be taken seriously.
Instead of making a whine post asking for the content to be nerfed into the ground they should get better at the game.
I’m 631…
I have no problem completing 10s, I don’t bother going higher than that as there is no reward and I don’t care about score. The issue is that M+ is fundamentally unenjoyable for me this season, in some previous seasons I’d either keep pushing or play multiple alts because M+ is fun, and right now, for me and a fair amount of other people, it really is not.
You can point and laugh and say “lol you’re just bad and want free gear” all you want, you can check my logs to see that’s not the case, but it is an indisputable fact that DF S3 M+ participation was very high and is fondly remembered by many. The only big standout difference between S3 and other DF seasons, and now TWW S1, is that it was comparatively quite a bit easier, and whaddya know, the playerbase loved it.
If you want to do easier content, you can still do easier content.
Funny, I remember people complaining about Everbloom, Murozond’s Rise. Manifested timeways.
This is revisionist logic.
It’s endgame content. There’s more difficult non-M+ dungeons rewarding higher gear. It was absolutely known to everyone that by increasing difficulty in heroics, M0s, and M+, participation would shift downwards from M+ to M0s. You’ve not defended, realistically, any idea you posted up above.
M+ is less fun this season. I may feel differently if I played in an organized push group on coms. But I have always pugged. And this season just isn’t it.
If any one is voting for better rewards including more titles, mounts and tmog for scores. They could have my upvote.
The drastic gulf between KSH and M+ title is a minus.
There a huge lack of rewards but that’s not a phenomenon isolated to this season alone.
So because something still had flaws, and wasn’t perfect, means it can’t still have been significantly better? You know we have the participation numbers on this, right?
Some amount of those keys in DF S3 will have been in the old 2-9 range that no longer exists, so you’d expect current numbers to be slightly lower, but 7 weeks into a season those old 2-9 keys were seeing very little play either way. Definitely not half a million keys worth of difference.
No it isn’t, and your immediate statement proves this is a bias of yours based largely on an irrational opinion:
So… at most M+ right now is alright. Nothing to write home about, nothing to write extensively ridiculous posts about. But since you did, here’s my take on what you said:
By and large you haven’t identified a single thing that makes any degree of sense as to how one would “improve” M+ … especially by your own admission, M+ right now is at the very least in an alright state: “Overall player participation is still doing ok, it’s not great, not terrible.”
At most you have identified miniscule gripes with some dungeons (not even M+ as a system itself) … and at worst completely misunderstood how the M+ gearing cycle works. So there’s not much to say here but, you clearly participate in M+ as these weird takes could only come from frustration with something someone did in some M+ at some point (not all, there are some generic ‘I hate M+’ rhetoric and talking points in your suggestions). So why are you arguing to make M+ worse?
At best you are saying “I don’t like X thing in Y dungeon” without ever specifying what mechanic you are talking about, nor the dungeon. The rest of it is just more stuff that will fall into the evergrowing pile of “We hate M+ and want other people’s activities removed because reasons”-threads. Adding a line at the bottom stating “this isn’t what I’m saying” doesn’t change anything when you are (at best merely implicitly) participating in arguing for the removal or diminishment of M+.
So in the off-chance this is a good faith thread, can you summarize one point and one complaint you have with M+ as a system rather than merely have complaints about specific dungeons and dungeon mechanics?
What does that have to do with anything I said? Rogues don’t have brez or lust. Just bring back drums bro, drums invalidate everything you just said or everything I think you just said, again, no clue what you’re talking about in relation to what I posted. Plus you quoted the very first sentence, that doesn’t help whatsoever and what do triple Rogues have to do with buffing healers? Literally what?
Buffing healers doesn’t = triple Rogue meta. What in the F are you talking about.
You just disagreed with my post about balancing healers… Wtf is going on.
Why are we comparing things unfairly? Deleted m+ 0-10.
And added delves.