The terrible maths of the M+ loot nerfs

You could tune every mythic raid boss to be done at heroic ilvl, and even then you would see 99.9% of AOTC guilds struggle to clear the middle bosses just because of the added mechanics.

Mythic raiding hasn’t needed to be tuned around gear levels for a long time.

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Maybe all gear should be on one track, 1-14 or whatever the bands add up to, like season 4 awakened gear bought from the vendor. This way mythic+ only players aren’t limited to one item per week. Of combine heroic and mythic into its own track.

That would be the smart thing to do. M+ is one of the best things they have added in years and they are willing to make it less appealing.

Make it sense please!

:surfing_man: :surfing_woman:

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I came back late to the game this season and I love what they’ve done with m+. 8s for mythic from vault, 6s for crests, 2s for the others. I was able to get a piece of mythic gear first week from vault and then run 6s for crests. These changes are so bad. 9s and 10s late season are a mess, probably still a mess all season. Screw you blizzard. That whole “respect your time” line at blizzcon was a blatant lie.

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Yup.

Those professional players are a big part of the meta and even they admit it is a bad change.

:surfing_man: :surfing_woman:

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the entire crest/gear track system is complete trash and needs removed.

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No it is the best system they have ever had for gearing in wows history.

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lol

It’s literally grind a ton of crests to end up at the same relative gear power of 13 item levels between difficulty levels.

We used to be able to have that gap without needing to grind a million crests.

It reminds me of the MoP/WoD valor “upgrades” which was really just a tax to pay on every item.

I can understand it’s there to “slow down gearing without actually slowing down gearing”

The reason why I misread it before is specifically because of this. I misread it as “they have shifted the reward structure for TWW to make M+ more in line with an accurate difficulty-to-reward structure, as opposed to as the catchup/ilvl boost system the GV has been before.”

The GV is still a catchup/ilvl boosting system balanced out as a bad luck protection system and overall decent path to get gear. They shifted it so it is more in line with where Mythic gear rewards should be at, but they didn’t shift it completely.


The basic gist I am getting at is two things:

  1. I misread it because I understand game design and what multi-purpose role the GV fulfill for the game.
  2. The change they made is insignificant specifically because this change has a negligible impact on the average player (for reasons you are unlikely for me to say such as max ilvl rewards for non-Mythic raiders or non-MDI players doesn’t matter enough to have an impact on player’s ability to play and enjoy the game).

It is true.

Because of the paradoxical aspect where this is their job. They have to care about efficiency and gearing. These changes affect them a negligible amount because of the sheer amount that they play the game.

But it is their job.

The general enjoyment or difficulty-to-reward structure that is the fundamental for when you want to reward players for the difficulty they participate at … doesn’t matter. If either one of 'em had the option to have a fully geared out character that he could just practice with before going to an MDI … pretty sure they’d opt for that. But WoW is a MMO for the general player.

Not professional competitive players. So… it has to do with the paradoxical aspect that they are overqualified and their perspectives are warped because they no longer plays the game, they work using the game.

I also watched Tettles video and … one quite literally just need to say one thing: “M+ only players.”
If you allow M+ to have an easy way to max ilvl gear, you are devaluing Mythic raiding.
If you limit M+ like this, then folks go “you are screwing over M+ only players”.


This change is quite literally because you cannot have a balance between both, so the only option is to make it a presumptive system in which neither is favoured over the other. You want max ilvl gear the fastest? Do more content. That’s literally all what this says.

Because “normal” people aren’t competitive MDI players. So these changes are irrelevant to non-MDI players. And MDI-players who don’t want to obtain every competitive advantage that they can (without cheating/exploiting) shouldn’t be on par with those who do look for every advantage that they can get.

And don’t even pretend that “oh, people with jobs cannot get gear with this” as you know that’s nonsense. A normal just casual player doesn’t need to urk out every single advantage that is humanly possible within the system as it exists. Literally just having a Mythic ilvl piece is enough to be a significant upgrade for a normal player.

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Actually no, since he’s getting paid to gear all of his characters, a slower gearing path gives Naowh more content to show on twitch and YouTube.

But Naowh is still against this change even though it effectively is a raise in pay for him

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… I said way more and explained the entire thing, and you got stuck on this…?

Yeah, not gonna explain things further to a troll.

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These changes negatively affect every player

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It would be a good change if alts got a crest discount. The warbands alt friendly expansion shouldn’t make alt gearing more than twice as difficult.

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There isnt any loot nerfs to mplus

Blizzard knows whats best. Us spending countless hours farming is what guarantees months and years of subscriptions.

No it guarantees that we unsub and never come back lmao

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I actually just did some maths myself which might help clarify the issue some of us are having.

This is assuming 15 slots to upgrade (using a 2h weapon in this scenario) with the current rates of 15 crests per upgrade level and 12 crests per timed dungeon.

At the moment, worst case scenario for myth track gear you do +8 dungeons and get a 1/4 myth track in every slot you need to do 54 dungeons to get enough crests to max everything out.
Best case scenario you are doing +10 or higher and getting Myth 2/4 track items from GV you need to do 38 dungeon runs to max out all the gear.
In TWW, the ABSOLUTE best case scenario is doing +10 you get Myth 1/6 track gear from the GV you need to do 94 dungeon runs to max out all the gear.

So if nothing else changes you need to do nearly triple the grind to max out your gear in the best case scenario if you are a sole m+ player.

Are you seeing the problem?

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Yes that is a very big problem

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Nope.

Because you are making an assumption you “need” to max out your ilvl. Which as an average ordinary casual player … you don’t. And you only work on one item at a time, not all of 'em at once.

You at NO POINT would ever need to do 94 dungeon runs to max out your gear because of this. Simply because of how players play the game, and if folks put themselves in a position where this is a necessity to max out their gear … here’s the terrifying part: 94 runs isn’t even that many in that case, and you’d still just naturally max out on enough crests where this wouldn’t be an issue.


Are you seeing why I’m firmly asserting that this isn’t a problem, except for something you choose to make a problem? The only people who are in an environment where this is a requirement rather than a personal want (which, again, would be done in installments meaning that you never needed to do 94 dungeon runs - you’d probably do 94 dungeon runs … over the course of a season) are folks who actively compete.

But if you are competing and purposefully limiting yourself, then that’s a personal choice to limit oneself. The average player isn’t a MDI competitor, nor even a min-maxer. So no, this isn’t a problem.

Yeah when you start arguing “You don’t need to do this thing you’ve been doing for many expansions now, you just want to” it kind of proves you don’t have an argument and are just being a painful contrarian.

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