Why did Blizzard screw up M+ so much?

The gaslighting is hilarious.

Get a room, you two. This entire thread has just been taken over by the two of you bickering at each other.

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Honestly, deeply sorry.

Don’t interrupt their foreplay.

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I agree that this is the interesting part of the way mythic+ is setup. I’m having the most fun now that I’m doing +8s. My character is strong enough to handle the healing output and dps players are actually good, so we’re flying through the dungeons. Getting geared up and getting through +2 to +4s was rough because gear and skill-wise players can be all over the place. But now I’m looking forward to trying for some +10s and earning portals for the first time since coming back to WoW in Dragonflight Season 3 so I think it’s an interesting dynamic. For players willing to stick it out and deal with the pain of lower level mythic+ PUG groups, it gets better as you climb.

Because e-sports and the chance to get millions on advertising.

This is how new Paladins are born.

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Just because they made +2 more difficult doesn’t mean it’s not a +2. I’ve been taking a look at keys completed, the difficulty of the keys logged is unrelated to the point I’m making. Not to mention the amount of human lifespan lost from bricked keys that prompts a leaver. 10min here, 30min there, all adds up.

If you are going to compare previous +2s to current +2s it absolutely does matter because Blizzard’s stated change was to effectively make it a previous +12. This isn’t the standard season to season retuning.

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80% of the blame goes to all the healers that were complaining non-stop. The Tanks and DPS were enjoying themselves

Not saying that healers should be neglected, but the changes made it so that ALL THREE roles are suffering

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Everything would be fine again if they made tanks invincible again. That way we can help off heal and take the pressure off healers. Nature would heal and the proper status quo of Tanks>everyone else would be restored.

But seriously, they need to get rid of challengers peril and reduce the amount of things needed to be interrupted.

It’s called middle ground. Healers can be vital to the group without everyone dying the second a healer messes up

Tank healing should be like it was in dragonflight: Enormously high.

There is no good argument against it. Healers have plenty to do with the rest of the group, and on suitably hard content they needed to blast the tank anyways. The only people who care are neckbeards with an ego and people who get angry because a high end player just solod their +6

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If healing one less target (the tank) was a good thing, why not more? All the way down to needing to heal zero targets.

Actually, just remove the healer role at that point.

You don’t have a convincing argument for why needing to heal one less person is a good thing.

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It’s a good thing because it makes tanking fun, which makes grouping more enjoyable for everyone else.

There is no material difference between a healer healing 4 people and 5 people. There is a very material difference between 4 people and no people.

Having said that, removing healers entirely and making every class self sustain in some way might be a fun new game that came out ~10 years ago.

That very much depends on the class and the AoE healing that they have available.

Discipline Priest is pretty well designed for healing 5 targets, but Holy Paladin does a lot of single target, or imbalanced distribution healing since Light of Dawn is just kind of awful, so having one less person to heal is a noticeable difference.

At four people you could even conceivably drop virtue and just run faith, put beacons on two, and then focus on single target healing the remaining two, with a slight deprioritisation on yourself since you’ll always be one of the people getting a holy bulwark.

25% more people to heal is not a material difference?

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You said “If healing one less target (the tank) was a good thing, why not more? All the way down to needing to heal zero targets”

You’re telling me that you think healing 4 targets is akin to healing 0 targets. Why do you believe that?

I’m saying healing 5 targets is better than four.

Fine, you can think that. Most tanks want to self-sustain, and until you allow them to do so you will have fewer tanks. That creates a bigger problem for the game than having 1 less target to heal on farm keys.

Any key that’s actually challenging requires 5 target healing along with a dozen other things that vary by circumstance. Unless you’re doing 12s and 14s right now all you’ll notice is the reduction in available tanks.

This goes doubly true with mythic geared players: A 635+ Tank can self-sustain through farm content right now. The difference between the current status quo and what I’m proposing is that players who aren’t me will be able to farm with less stress and comparable challenge.

What you want is a maintenance of the high challenge and ultra-high stress for lower keys with the additional frustration of fewer tanks and healers.

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