To gain the ultimate setup of your gear is a big thing in the game. It makes you play more because you want to be better and more powerful. That is the thing with M+ up to around 10 where you work hard to get just that item that makes you better. But what after that then? When you have gained the ultimate gear setup, there has to be more, and that is when the open ended M+ system comes in place.
It is not about getting gear anymore but to test your capability ans see how far you can go.
For theese people its not about gear anymore, it is about the challange.
I understand it completely. I used to be that kind a player before but now I ampushing 58 years of old and I have neither the attention nor the reaction span that I used to have so I am more of a casual player right now.
Thats the beauty of it. You Can actually chose to be a part of it or not. I have to say that WoW has evolved greatly towards choise. There is a lot more room for playstyles that doesnt inclut pushing high end contend. The game has become very much casual friendly. That is why I still play the game. I remeber in vanilla when you had to wait hours to get a group for harder content. Not only dungeons but overland mobs like Hogger. It was fun then, but if it was like that now, I wouldnt play anymore.
Personally I have supported the idea of consolidating difficulties, and not just for M+ but for also Delves, since it would increase the pool of players for each difficulty.
But I can see their reasoning. In crude terms, for M+ each difficulty is around 10% more difficult than the previous. 10% is not negligible. There is a measurable part of the playerbase that “gets stuck” at each difficulty.
9/10 the affix makes it easier tho. “Interupt this for a 10% dmg buff, kill this for dmg buff” its fun and makes low keys less punishing if you play them correctly
Not at the start of a season, before everyone gets full Hero 6/6 gear. Also, you have to consider that not everyone is a 1%er in performance. Lots of untimed or even uncompleted keys below +10 happen during the first month.
In another thread I had suggested consolidating M+ difficulties per 3 levels:
New M+2 → Old M+2
New M+3 → Old M+5
New M+4 → Old M+8
New M+5 → Old M+11
New M+6 → Old M+14
New M+7 → Old M+17
New M+8 → Old M+20
New M+9 → Old M+23
New M+10 → Old M+26
…
And similarly for Delves:
New Tier1 → Old Tier1 (available during levelling too)
New Tier2 → Old Tier4 (level cap only from this and here on)
New Tier3 → Old Tier6
New Tier4 → Old Tier8
New Tier5 → Old Tier11
New Tier6 → TWW S1 Tier11
New Tier7 → Bragging rights difficulty
This falls apart at the higher levels because the difficulty gap between key levels increases as the level does. 23s are very comfortable for high end players and very difficult for the majority, 26s are impossible, and 20s are comparatively trivial. It’s not particularly fun to be bored in one key level and the one above be so far off it may as well be impossible. You need a smoother progression curve than that.
Your idea might work until 12 but it completely breaks down the higher you go.
This is true mathematically, but in both systems there exists a maximum difficulty that will be clearable in a season. Whether the jump between difficulties is huge like in my proposed consolidation, or normal like today’s system, or small like in an elongated system where we insert 1 new difficulty between every current 2 difficulties, there will always be a ceiling.
But taking into consideration the fact that the higher we go the harsher the jump is to the next key, we can consolidate by having larger jumps at lower difficulties and smaller at higher, like this:
New M+2 → Old M+2
New M+3 → Old M+6
New M+4 → Old M+10
New M+5 → Old M+13
New M+6 → Old M+16
New M+7 → Old M+18
New M+8 → Old M+20
New M+9 → Old M+21
New M+10 → Old M+22
New M+11 → Old M+23
New M+12 → Old M+24
…
The current season possibly would have ended around +22 or +23 if we didn’t have the Voidforged items, Sporefall and the Omnium Folio.