Trash is way more important than it was in legion. And since it’s 90% of a dungeon, it’s good to have the most part of the strategy about them ('it also makes sense with affixes being rather for trash than bosses). Also they have way more abilities than legion trash which makes it interesting to deal with, i find it more dynamic. and it forces a better gameplay from people. You should not be able to get a decent/high key(associate with the reward) level if you can’t handle the game level you’re going in.
People need to realise m+ is about strategy to beat the timer. Skips & death run are a part of optimising routes. There will always be harder trash and lower difficulty trash. It’s a risk/reward ratio and learning process.
Rewards : Not on point at all when it comes to difficulty & scaling. I dont do m+ for loots at first. But playing for nothing during month = not interesting at all. I’m tired of chasing LEECH/AVOIDANCE/SPEED proc on my gear. I’ve had NO proc over 380 in m+ during the full season, and i do several dozens of them each week
KEYSTONE : How is a team supposed to improve if we constantly have to change key ? Keystone reroll removing was really a hit. M+ community is growing, is also e-sports & has a LOT of streaming. People want to push, have fun, try new strategies. The key system needs to be reworked, let us pick the key level based one some requirement, and what dungeons we want to push. Anyway when it comes to ranking, people will have to do all of them anyway.
BUGS : Fix them. Fix them. Fix them. Fix them. This is the main issue with so many keys…
BALANCING : Alright so, why is there still a difference between healers when it comes to dispell ? I have 2 pushing squad, and when i wanna do key outside of this with my friends, some abilities are a very bigdeal because some healers cant dispell diseases or curse or whatever). Make it the same for everyone.
Same speech about BATTLE REZ. Today we’re LOCKED into picking specific squad composition because we’re LOCKED with Battle rez. Make it a GROUP(and) RAID ability instead of class ability. Having to play with other people, instead of my friend, or having to change classes (which we did, but at some point, ppl will stop playing the game if they cant enjoy their class) is not what i’m looking for. We dont want to play with a DK or a druide BECAUSE of a battle rez. We want to chose optimal settings to go as high as we can. a battle rez has nothing to do with strategy/optimisation or skill. it should be a BASE skill for a group. There is a lot of possibilities here.
Not having a Boss-Wall like we had in legion (ex:Hyrja) is good because a dungeon should never be about ONE thing.
This is where BFA struggles, in m+ atm, one wipe, one boss reset, one mistake and you’re DONE.(beside Freehold, you cant have any mistake or your key is over). This is a bigger issue for pugs because they’d rather leave the key instantly.
Atal’Dazar : Left side of the dungeon is a no go every week. When players are not doing a side of a dungeon at all, it means it’s not tuned properly. M+ is about strategy and options.
The bigpack before the totem boss is also not tuned properly, people dont want to do it because it’s too painful.
Last boss : Too many HP in tyrannical / Spiders needs to have a spawncap. If a squad doesnt have immune, it’s a pain to deal with. (And both my char have immune so i’m not talking for myself)
Freehold : Eudora shot should have a bigger CD if you wanna keep the damage the same. Also fix the boss reseting for no reason when the tank gets bumped.
Freehold is a great example of tuning; there’s so many way to do the trash % and they all have cool abilities.
Sethralis : First boss badcombo needs to be adressed. Also pets are making it very difficult to anticipate cyclone strike since the boss keeps moving non stop.
Galvazz is overtuned. Damage in Tyra/grievous/Quaking are way out of hands.
King’s Rest : Spit gold ability ticking at more than 90-100k in 18+ when we have 150k HP. Makes no sense at all. Yea it’s “doable” but not for everyone and it costs you everything if you manage to succeed. The next event is also slightly too strong on fortified compared to Tyrannical.
Route is nearly impossible to change, always the same, no options and timer is super short.
3rd & Last boss are way too long. U need between 12 & 14 minutes to complete 2 boss with one mini boss in between. Severing Axe on the 3rd boss is also way too strong without immunity. Should be slightly lower (~15%). Or you can simply reduce the amount of tornados on the ground to let the damn healer do his job.
healing is already the most difficult job in m+, add overtuned abilities & affixes and you’re getting them mad for nothing, this is not gameplay and skill if you cant play.
Shrine of the storm : Maybe the most/2nd most punishing dungeons of the game. SO MANY TRASH. I like trash strategy but come on, there’s way too much. Timer is SUPER CLOSE especially because 2nd & last boss HP are WAY TOO HIGH. and there’s no way around it. Also fix them mob evading/TPING yourself for no reason
Boralus : Beside the last boss taking way too long and the spotter abuse on last boss, i think this is one is nearly fine.
Mothermode : There’s a lot of options in Motherlode and i like it. Tho the 2nd boss has never been working properly & has disproportional amount of HP .
Last boss also has way too much HP and his gatling gun animation could be reworked to have better visual graphics.
Underrot : like motherlode, i really enjoyed the tweaks done to UR and there’s a lot of options in trash. I think the 2nd boss could use a bit of rework on the tantrum, running around like idiots to chase a tic spawn isnt really fun especially once u’ve burned everything
Tol’Dagor:
Another good dungeons imo, lots of options with one best (Cannon). Sand Queen may have a bit too much HP. Resets if you’re to close to a wall/tree (right side of his spawn…). Changes applied to TD like UR has been good.
Waycrest Manor : My favorite, because this dungeon is BEAUTIFUL.
And yet i barely do it because it has some of the most punishings mecanics with nearly all affixes (and also a lot of BUGS, with walls/aggro from underground etc)
Every affix is a hell with this dungeon : Grievous/sanguine/quaking/Explosive/necrotic. There’s no SPACE AT ALL.
This one conclude the dungeons part but also introduce the affix part
Grievous : Should not trigger at 90%, in what universe 10% HP loss is considered a Grievous wound. it also shoud STOPS out of combat if you wanna keep it that way.
Explosives : a one shot should be the standard on explosives, you cant afford 2GCD on it. A cap aswell on how many can spawn.
Sanguine : Remove the stacking or lower the healing/dmg but more importantly, the size of sanguine is too big especially in a lot of BFA dungeons.
Tyrannical : Scaling is completely off imo. some boss have way too many HP, a boss should not take more than 4 or 5 mn in the worst scenarios with multiples event/phases.
Fortified : With bfa being much more focused on trash and abilities of trash (i think it’s positive) this may need a slight nerf, like 5%. Tank should not think about running all the time for their life. You know damn well timer forces us to do massive pulls.