When will M+ dungeons be removed?

No. People need to work harder at forging these friendships if they feel they are missing out. Its not up to blizzard to make friends for you.

It sounds like you would put the gutter guards up when you go 10 pin bowling.

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You only do a dungeon the first time once.

That’s the problem with vanilla and of course classic. The dungeons are only meant to be done until you get your loot, and then never again.

That’s why the vanilla/classic end game is so tiny, because there is no replayability. After you get your loot you have no reason to do them.

Removing end content from retail makes no sense. How about you find a game that has no end content if that’s what you want? You could actually level your classic toon up to 60…

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Wow is hella fun for me.

There’s problematic systems but the content is hella fun.

You’re not entitled to the removal of mythic+ just because you don’t like it. There’s a very easy solution, don’t do it. And this is coming from someone who has only played this expansion a total of 6 or 7 months since it was released and not cleared a keystone higher than +6.

That said, it would be nice if they had other challenges for dungeons other than timed content … Not sure what that would look like it, but do agree that timed content is not always fun.

There’s always

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You seem like a nice, fun person who wants to help as many people as possible. Thanks for your positive contribution.

In any event, Blizzard is of course free to make what decisions it chooses, and players will react accordingly to their individual tastes.

We don’t have the full, actual stats, but I think this thread reflects what intuitively feels right to me, that M+ has a dedicated core audience who enjoys it while also being largely dead content to a large number of other players. It certainly no where near as universally accepted as say the original concept of dungeons was.

If I was the business general manager, I couldn’t help but notice that my investment in this content would go further if I could find ways to include more players, and that doing so would take absolutely nothing way from the core group I already had.

I agree with this completely. People used to spam heroic dungeons for fun and profit. That’s gone, they made them unrewarding and pointless and replaced them with nothing equivalent.

Just incase you ever are in that position I have a good idea i think some people might really enjoy.

Hear me out on this I think it’s brilliant.

So what you can do is take your dungeons which are already being made anyway and to make them have way more longevity (to keep including players after they would normally be done with them) you could have an infinitely scaling system where is gets harder and harder. That way people can always be challenged if they want to be and it barely takes any extra assets since the dungeons are being made anyway.
And it gets better. People don’t have to do them so it doesn’t take away anything from your core group of players you already have!

I won’t even charge you any royalties for my idea you can have it for free. No need to thank me

I understand you are completely satisfied with the current system. However, this thread is proof positive that it has not been as well received by all players.

An earlier implementation of the general strategy you describe was the one done for Diablo 3. The WoW and D3 systems have some similarities but one key difference is that the D3 rifts and greater rifts have nearly 100% player participation.

Since the WoW M+ participation is significantly lower, again, I think it’s worth someone asking themselves why that is and how it could be improved.

There’s always 1 player to whine about anything and everything.

This thread simply proves the #1 GD rule : “If it’s in the game, there’s a complaint thread about it”.

One key difference is Diablo has nothing else to do.

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When?? The only times people did heroics is when blizzard strongarmed players into doing ONE per day for badges. Wrath? Daily gear was vastly superior. Cata? Molten Front gear was vastly superior. MoP? Daily gear was vastly superior. WoD? People didn’t do anything in WoD, but apexis gear was still vastly superior and the even added another dungeon level above heroics that outgeared heroics day 1 of the expansion.

Outside of people doing their 1 heroic a day because blizzard said that is the way to get badges/valor/whatever people didn’t do heroic dungeons for gear inside the actual dungeon.

Swing and a miss. This is me earlier in this same thread lol.

There are flaws in the system and I would like there to be more different challenges too. I am simply saying that at its core it is a good system that has achieved what no other dungeon content has managed to do which is stay meaningful for an entire expac.

You have any source for either of those stats or are they just made up?

Its always worth looking at how to improve something and as you can see there are lots of people who like M+ and wouldnt want it to be removed which is what this thread is about.

As much as i dislike M+, it’s very popular right now. So, to answer your question, never.

… there’s literally nothing else to do in d3 other than rifts.

And I am sure if we removed raiding, pvp, and world quests then m+ would also have a 100% participation rate.

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I agree OP, but not for the same reasons. Mythic dungeons divide the player baser even further because people now look for specific keys. The player pool is already small, now make it so only 5% of the people looking for THAT dungeon need my key level…

yes, but this is a good thing.

those of us who want a challenge can now play with people who want the same challenge.

As well, those of us who want to stop and smell the roses can find like-minded players.

Not all players are suited to play together. there’s nothing wrong with that.

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LOL are you seriously trying to claim the system’s participation is anything close to 100% - “1 player”???

On my med pop server it breaks down something like this, give or take ~5% noise related to imperfections in character vs. account statistical de-duplication:

Keystone Challenger (+5) = ~52% of players
Conqueror (+10) = ~32% of players
Master (+15) = ~15% of players

BfA S3 Keystone Conqueror (all dungeons at +10) = ~4%

Stats are probably higher on high pop realms and lower on low pop realms.

No, nor does it need to be.

That’s a metric ton and frankly a big success.

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M+ is one of the best decisions they ever made. It’s a massive part of the game for a number of people, without m+ there is probably thousands if not tens of thousands of people who would have quit by now, myself being one of them. It opens up an avenue of infinitely scaling difficulty allowing players to challenge themselves and be creative on how high they can push keys and survive. It makes people better players.