Dearest Mr. Blizzard,
It has come to my attention that the direction you pushed mythic plus towards is not entirely satisfactory.
I believe you have severely misjudged the relationship between difficulty and enjoyment.
I have been playing the game since you first introduced M+ in Legion.
Every expansion has introduced increasing difficulty on trash mobs, with more and more interrupts/stops required to manage pulls, as well as the difficulty scaling leading to a lot of bosses (and even some trash) straight up one-shotting people.
Player aversion to being summarily executed by unavoidable mechanics has led to party composition becoming very stale, class/spec choice for high keys often bubbles down to who can survive the damage.
Vengeance DH has been dominant the whole of dragonflight because of the amount of mob control it affords the group.
This is not very fun.
Thankfully, for you, I have fixed all of your problems and am now presenting you with a design document to guide your future decisions about the game and mythic plus in general.
THE DIFFICULTY SHOULD STEM FROM THE TIMER
I cannot stress this enough, if you want more variety in party composition and players to enjoy dungeons more, the challenge must shift from mob control/surviving oneshots to making the damn timer.
Pickle me this (I am not a native english speaker, and I like pickles); imagine a world where a group of 5 players can tailor the dungeon route to their composition, they decide on a route based on the damage profiles of their DPS classes, the capability of their healer/tank to deal with different incoming damage profiles, and tailor their pulls to what they believe they can handle.
Give us meaningful choice in dungeon routing; let us choose to combine pulls based on our composition and our skill as players.
Stop bombarding us with caster mobs that need 2 melee interrupts and occasional divine intervention to keep them under control and keep the party alive.
Stop creating bosses that eventually require the party composition to be tailored around surviving unavoidable mechanics.
As the key level goes up, the timer becomes more tight, and we have to develop routes/pulls that enable us to time the key.
Give us choices of trash packs to pull onto bosses, give us the option to allow our party composition to shine. Give us the freedom to experiment with routes, party comps, individual talent builds in order to overcome the challenge of making the timer.
You are killing several birds with one stone like this.
Players will find keys more enjoyable at all levels, because large pulls are always fun. Remember that a lot of people enjoy this game because of the combat, and you have done an excellent job of making pressing buttons fun, but your M+ design choices are restrictive and lead to very boring results; see the god comp that has dominated DF.
In summary, it’s very shrimple
- Dungeon hard because timer tight
- Combine pulls to make timer
- Leverage damage profiles of classes in your party composition to develop route tailored to your team
- More even spec representation
- Players enjoy game more
You’re welcome Mr. Blizzard, if you’d like to offer me a job as chief dungeonologist please contact me, I would be happy to provide more invaluable insights into your game.