I feel m+ is designed specifically around player retention.
I think that Blizzard designs m+ around never allowing the player to be “done”.
I started in Cataclysm. I tanked heroic dungeons and they were tedious and hard because:
- You had to CC every pack.
- Bosses had one shot mechanics.
An heroic dungeon at that time would take about an hour to complete, depending on how good your group was.
But do you know what was different around that time?
Every boss you killed would drop an item that someone in your group could’ve used (unless you had no cloth wearers and it dropped a cloth piece).
Where as in m+, only one player gets loot… from the chest at the end, that’s it.
And I like how the dungeon achievements set the tone from the newbies and the hardcore players.
I was at one point done with one character. I achieved the highest possible item level for a character from heroic dungeons, since I was too much of a newb and too young (I was 14 at the time), I never made it into raiding until the Firelands hit and I was with a group who took the time to explain tactics and where they were donned in Firelands gear.
What I found great is how you also could farm valor for epic raid items, aswell as grind reputations for epic quality items ontop. Paired with professions, one could actually reach a fairly high amount of power level compared to a raider. It just took more time to achieve, which was, okay in my book.
I also feel M+ is lazy. Giving the same items every season, it’s just the process of scaling the item level each season. You couldn’t design the game more lazy than that.