Fix M+
Ever since the release of M+ content (legion) there have been various issues with it. In this post I will get into the most important issue of all and present a solution to it.
M+ is designed to be a competition. It is a challenge and sky is the limit. It is up to the players to work together and break their own limits going beyond. This is what makes it really exciting and fun.
By having a forced series of affixes that are totally imbalanced (i.e. week A is 3 times easier to push than week B) the design is rendered noncompetitive.
It is very understandable that balance and World of Warcraft don’t go well together and perhaps never will.
While trying to balance the weekly affixes would be one way to fix this problem, it seems it’s very inefficient (according to the recent weekly rotation) and nearly impossible to accomplish.
The only efficient way to fix this problem is for the weekly affixes to not be weekly.
It is urgent and mandatory to be able to compete at a complete fair ground-level at any given moment in the game. No weekly barriers. Having those those barriers only forces players to wait for a specific week to push, that of course being only 2 to 3 weeks in a single season. A season is ~20 weeks, which makes the fair-play 15% of the total gameplay. This is absurd.
It only makes the M+ community struggle to keep newcomers around and is only pushing that very community to its own death. No one wants to play a game that can only be played fairly for 15% of what it is supposed to.
This problem only became bigger with the new beguiling emissary rotations on-top of the other affixes.
No weekly affixes. A new system that allows you to work your way into ladder fair-play at any given moment in the season.
A system that actually promotes doing those very nasty and unfair affix combinations so you can attain the affix environment you want to get that competitive ladder spot.
You can now forge your own key levels and (random) affixes. You can start forging any kind of key level you want, even a key with level 100 (no need to time a 99 to have a 100).
Doing your own key will result into the key disappearing and you will have to forge a new one:
If not depleted, all players will be rewarded with a currency amount that can be used to forge affixes on keys. Suppose [N] was the level of the keystone that was done and K the amount of affix currency that was rewarded, K multiplied by the amount of chests (how fast it was done), K is what you need to forge an affix for a N keystone level. A N+1 key requires K multiplied by 2 currency to forge an affix on it with the exception of seasonal affix, costing just K. You can also explicitly re-roll a specific (beating bad RNG) affix with K multiplied by 2 currency.
If depleted and completed, all players will get K multiplied by 0.5 each.
A N level key can be bought with K multiplied by 0.2. The dungeon of the key will be random.
In simple words, you are a party of 5 and you have x5 +10 fully affixed keys. If you time them all, you will all have x5 +11 fully affixed keys. If you time them all but 1, you won’t have a single +11 fully affixed key but someone can spend currency to forge a new fully affixed 10 which you can time and end up with x4 +11 fully affixed keys.
This solution will encourage playing with random people and farming currency. This solution will promote people sticking together instead of chasing keys for an upgrade at their petty little score. Introducing new affixes in the game can’t be more harmless and more fun to do so as well. This also puts certain affixes to be valuable due to being able to time without rerolling them, and value for those imbalanced affixes is the only way to save this content.
Instead of ruining 85% of seasonal game-play, you could only ruin a couple ~40-minute farm runs.
I don’t think I am renewing my subscription anymore. I don’t think I will keep tunneling money just to play for 15% of what I am supposed to. This is what you call a scam. I am mad af.
Edited because of literal asterisks not being escaped.