M+ Issues and Suggestions/Feedback

I read a survey on wowhead today suggesting to replace the timer with deaths.

  • Removing the M+ timer and making it death dependant would only make the runs incredibly slow paced and bore even the most enthusiastic M+ players. Please don’t do that.
  • it worries me that the constant changes that keeps happening to M+ are mostly very detached to the actual gameplay and to what players actually want.

Stop neglecting M+ and give it the attention it deserves.

  • As it seems at the moment Blizzard mainly focuses on tuning classes for raids and what happens to M+ is just collateral damage. It is strange to me that M+ gets so neglected when it’s such a common activity next to raiding.
  • 2.3 million runs were completed week 1 in the first season of TWW. Although there was 3.2 million runs completed week 1 in the first season of DF it’s still quite a large amount of players.

Rewards

  • There are about 130k characters above 1k rating across all brackets in rbg, 2v2 and 3v3 yet they are rewarded with so much more, which I don’t deny them, I just wish M+ players could get rewards accordingly.
  • The gulf between the 2500 M+ reward (which raiders, pvpers and m+ers all receive) and the 0.1% title reward is gigantic.

Pvpers get:

  • 2 sets
  • a mount
  • an illusion transmog
  • a tabard
  • two arsenals of weapons in different colour variations
  • 4 or 5 titles

M+ players get:

  • a mount
  • 2 titles

Key depletion/leveling

  • Bring back the old key climbing system from Dragonflight.
  • The jump between the keys are too big. Before when you progressed from an 11 to a 12 it was quite a steady increase of difficulty. Now, compared to the old system, it’s more like going from a 11 to a 14 and there is no room for progress inbetween.
  • Remove depletion entirely or give us a few tries before it gets downgraded.

Valorstones

  • Just remove them please or make them essential for lower ilvl upgrades.

Pugs

  • A lot of people queue up solo but if you’re the wrong class or spec aka season meta you’re most likely not welcomed into groups.

Buffs

  • Make the useful class buffs more accessible to everyone.
  • Let there always be a healthstone soutwell, give every dps bloodlust i.e make a set of buffs to choose from for casters (intellect, motw, fortitude, blessing of the bronze, skyfury etc) and physical dmg (battleshout, skyfury, mystic touch, chaos brand, etc).
    Let every member choose a permanent party buff for the run. You could make them explicitly for M+ if it interferes too much with other game mechanics.
    The caveat to this system would require a better class balance than we have now because the point would be for groups to be more open to invite other than the meta classes.
    IF the balancing is way off, as it is now, it would only result in the already excluded non meta classes that could bring utility to the group being stripped of that too and replaced by a class that does a default 30% more damage.

Racials, Class/spec balancing

  • Please put more effort into testing runs, to balance classes and specs so they match each other in output and utility. This is probably the most critical issue overall regarding M+.
  • Aim towards there not being a certain specific comp during i.e MDI.
  • Racials are great for flavour but in M+ the difference between being a dwarf or night elf vs not is way too big. Dps racials are fine but stoneform and shadowmeld makes too much of a difference. I suggest changing them to match the other racials or at least disabling them in M+.

Interrupt/stop

  • Stops not ‘interrupting’ spell casts and letting them instantly re-cast is very punishing, especially in a pug - if a player tries to do the good thing and actively use his interrupt, but someone else uses their stop just before, then it can waste the interrupt, resulting in no interrupts/stops left and a chain casting mob, caused by 2 people trying to help their group.

Tanks and Healers

  • The changes you did to tanks to make them less self sustaining, it came with a promise of less group wide damage but resulted in the tank taking a lot of damage as well as the rest of the party - leading to making the healers job even harder than it already was.
    In DF the tank was somewhat ‘immortal’ as their responsibility was leading the run and organising the route which is stressful enough by it self. The combination of the role and changes in TWW have made tanking even more stressful resulting in far less people willing to play the role. This also affects the queues for dungeons a lot.

And lastly some positive feedback, I like the new affixes and mostly that you got rid of the old ones.

What is happening to tanks has nothing to do to the nerfs they did at the start of TWW.

The real reason is a combination of lack of dungeon tuning (too many tank-busters, and too frequently) plus the spell-quew changes.

Let me remind you that in DF mobs also had tank-busters. But my cap totem was enough to CC it for 14 secconds. Even if it was an “unkickable” grey cast spell.

While today, at best my cap totem delays it for 2s.

For me this is especially stupid thing blizzard did.

Basically, we had an OP VDH tank with double sigyls for 2 seasons in a row in DF. That literally trivialized kicks because the tank alone could shut down packs for 1 minute streight.

And instead of nerfing that 2 weeks after it went live, they let it roll for 9 months non-stop. To top it off, their “solution” to that “problem” apprently is what we see in TWW.

MORONIC at best. They should revery back to DF spell quew system. Be more carefull with AoE stuns they give to specs. And not wait literal months to do the required tuning.

YES.

Too complex. I am a proponent of normalizing buffs.

For example: DH give 3% magic damage. Monks give 5% physical damage. Normalize both to give 3% damage. Or warriors give AP (which is equivalent to strengh/agi). Mages give intelect. Normalize that such that warriors and mages give 3% main stat.

Things like that. Such that you can keep spec variety, AND give access to more meta comps. Because in the example above, even though a warrior and a mage give the same buff, one is melee the other ranged. So you allow for 2 meta comps.

Or allow us to spend them into something other than gear. Because once you are maxed out in gear, they are totally useless.

For example, buying key upgrades or key re-rolls.

What they need to do is add more brackets. 5%, 1%, 0.5% and 0.1%.

And per SPEC. Not overall. To incentivize off-meta play.

100%. WHY do we have to wait months for the required tuning ?

I dont get it.

100%. It would be stupid to do a change like that.