This has been my favorite season of M+ since SL S1. One thing of note, the issues you’ve outlined are also only issues at higher levels of play BUT with weaker players; that’s almost always an indication of a person/group trying content they aren’t ready for
For example, they did make it so that we have less uptime on AoE stops, but they also made it such that we don’t need to commit the full group’s interrupts on CD to every pull. And that latter part is FAR nicer than that former part is negative.
Sure, you can’t be a potato anymore and expect to roll into higher content on week 3 of the content, but that’s also not a bad thing
One can time 10s in as low as the 606-608 range of ilvl with tight play, and for those who can’t hang, they’ve got nearly an entire item level tier of power from just hero crests alone, and you don’t even have to go above a 4 to farm that gap to cover one’s weaknesses/misplays!
But let’s also point out that even with the changes to stops, those changes don’t actually do much for anyone outside of coordinated groups at high levels of play. The changes basically keep groups from stacking comps to chain lock everything for ages, forcing them to have to play the pulls a little more often, which is healthier for the format.
For everyone else, however, they weren’t chaining stops well enough for the changes to actually impact them! Typically, groups outside of the top used stops as pseudo interrupts, overlapped them, and generally wastes the majority of their stops in the first place!
And this brings us to what the real issue is here, the heart of your post: people who play M+ as the content understand that personal accountability is what makes the content engaging and what keeps it alive! And you’re blaming other things for your lack of accountability, and that won’t ever make M+ fun as long as you hold that mindset
Pointing back to S2 of DF demonstrates that as well. We DID have a mass exodus of healers, but only because the changes made it so the weight of a given slot in a group was more evenly proportional to the role. DPS players were more important to success, which makes sense when they make up 60% of the group. Instead, those that didn’t hold themselves accountable got frustrated and quite, and those that did often found that season to be one of the best M+ seasons we had seen in nearly two years!
And yet, here we are, on the other side of that with the average community level higher than before, with M+ continuing to show growing numbers. Every time they’ve made changes for M+ to be a more proper end game lane, we haven’t seen declines relative to the other content lanes, but growth!
What does this mean for you? It may mean that M+, as content, just wasn’t for you. Maybe you played M+ to chase the gear carrot instead, but you can also still do that to near Myth levels in just 2s and 4s, and those are both super free