The M+ system is deeply flawed right now ( in depth )

The bullions would obviously work differently than what s4 was.
They’d be specific to each difficulty you do, so you have to keep reclearing heroic to get them if you want heroic gear

S4 wasn’t meant to be a serious season so if they made that a permanent addition i doubt they’d work that way

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This comment is also gold. Yes thats one of the big issues also. You wont get invited unless you are fotm. Lets take a look at rshaman from healers. they are so overloaded with utility that its not even fun. that class has everything on top of eveerything .

It’s not just invites.

A +10 or +9 is fantastically easier with Prot Warrior / Resto Shaman / Arcane Mage / DK / Augvoker.

Fantastically easier.

Talking about what’s hard and easy is pointless when there’s that much performance disparity.

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With current systems, I don’t think loot levels can or should really be changed.

If their goal is to create difficulty parity between M+ and raiding for crests/gear, the current version feels about right (with the obvious caveat that infinite no lockout grinding is going to play a factor, and prevent myth from dropping end of dungeon).

What I think M+ needs is more fundamental work on what the mode is, because doing essentially normal mode mechanics where everything has 3x HP and Damage is going to get old. Now, if they could also do something to kill M+ being mandatory as the only infinite gear/crest grind, that would also be nice.

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ok i go, and then what? sit around for the other 6.5 days of the week?

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at this moment the only relevant endgame content is mythic raiding since the first 4 bosses are more than doable by your average guild.

forget about mythic plus , all 11+ with good times puts you into th 0.1 % bracket. dont dare progress past that its impossible unless you fotm and have a group. it will get old pretty fast for everyone.

The only way to stop aug being meta is to greatly alter the scaling, so even weekly keys are no longer a survival check, and are an actual DPS check to meet the timer, combined with nerfing aug’s damage. Because right now, (outside of specific encounters), the most important factor in timing keys is everyone staying alive, and that is far more important than having high damage.

You use that time to grind the crests/gear to raid in M+.

It’s not the only way.

are 7 and 8s piss easy? Its hard to tell when the group finder boss is there, and while I’ve done them on time with guild groups organization kinda carries in this content.

Also hot take, if we’re supposed to do 8 keys for a myth track piece those keys should be tuned to be reasonably puggable since m+ has difficulty and pushing beyond that point.

So, using Havoc DH as an example, how are you going to fill your 2nd ring and 2nd trinket?

They are piss easy when compared to Mythic Raid.

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cutting edge I believe it. Mythic early bosses lol lmao.

Even before I had killed Mythic Ulgrax, the concept of failing to time a 7 was unthinkable.

Yes, they’re easy. Even with bad comps and undergeared.

Why not do Mythic Raid early bosses for Gilded Crests if that’s a joke to you? Ask all M+ whiners to get their Gilded Crests on Mythic Raid early bosses instead of M+.

Even clearing 4/8M, that’s only half of the weekly gilded cap. For the 2nd half, you can go back to failing +9s to fill it.

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I dunno when I think piss easy I’m thinking of content where I’m comfortable taking literally anyone in a 5th slot. I run with a fairly casual guild where we have players who could make it in mythic if they so choose alongside people who find ways to grey parse despite not dying or being afk. It adds a certain level of perspective on how difficult content can be for varying skill levels.

Personally, I tend to agree 7s might be a bit low for gilded (historically it has been fine though), but m+ difficulty goes to the moon fairly easily and oftentimes it comes in the form of victory or defeat in group creation. Also, myth rewards being weekly from keys vs raid where it’s from the content AND the cache seems a bit off considering m+ difficulty can go even further beyond.

I’m not fond of the difficulty of content being the organizational component. I raid with a fairly casual guild on a deadish server cluster, the only mythic I can reasonably get in such a case is what I tend to do which is 16-18 manning the first boss or two with a guild group, last expansion we even pulled random people from trade chat to do mythic gnarlroot. I am well aware of how hard early bosses are and to an extent middle bosses since I did used to raid mythic back when this server had guilds that didn’t transfer to better ones. Also considering this seasons group finder woes even “piss easy” keys like 7s and 8s are now more difficult to make or join rather than to actually play.

Most of the team walks away with nothing from raid. The 1 Myth track item you get will come from Vault, same as M+.

The difference being that you can’t get the good stuff off the later bosses in the vault until you’ve actually beaten them.

It really depends on progression though. One of the strengths of raiding is progression nets you a really efficient weekly haul. For actual progressing mythic guilds that can push high enough you can and will average one item per player per week assuming a reclear is happening which seems reasonable this tier until such a guild hits silken court at which point they are probably fairly mythed out to begin with. Getting 1 mythic kill a week isn’t likely to get loot but it’s like doing one mythic 10 a week and getting a myth piece instead of a 613 hero one at a smaller odd. Another strength of raid is other people gearing indirectly effect’s your own, so even if an item drops and you don’t get it next week the odds of you getting it increase in contrast to m+ where myth loot is all weekly cache, but the hero gearing can be more efficient.

This is also before even getting into the fun world of mythic boes this patch.

From a 4/8 clear, minimum 5 people get no items, assuming that all the items that drop are wanted by somebody, and the team is doing something to enforce no more than 1 item per person.

Realistically though, by your 3rd or 4th kill, there’s only really going to be 1-2 items from those 4 bosses that people want (as you’ll be farming M+ for vault, and the unique trinkets from the 1st 4 just aren’t that good), so you end up giving it out for minor or mog. The item with the most competition is probably the sikran neck, and that will still be in demand all tier.

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And as a side note, the Great Vault pool is limited to just those bosses’ loot tables.

Whereas doing any dungeon for M+ gives you access to the entire loot table, so less chance of duplicates.

A lot of raid Great Vault slots go into buying sockets because everything offered is junk.

(I got a socket this week. :sob: )

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