Mythic+ issues

Toxic punishment by game

The following things encourage toxicity towards other players, and should be changed.

Keystone depletion:

  • An untimed or unfinished key should not lower with key level.
    • Metaplayers like disc priests currently, can just leave after first pull and leave four other players a ruined key, and go unpunished.
    • Keystone depletion is unnecessary and a very big toxic factor in M+.
    • Instead what should happen:
      • Untimed, but finished key stays at same level but different dungeon.
      • Unfinished key should stay at same dungeon at same key level.
  • Removing keystone depletion would also encourage inviting other than meta-comps to key, since there is no fear of depletion.
  • It would also encourage to try some crazy cool pulls, that are not trainable outside of PTR.

15 second death penalty should be removed.

  • This is yet another affix that encourages toxicity towards other players, like in extremely toxic games like LoL and Dota2.
  • Not only is the group punished by the dying players lack of dps or healing, resetting boss, wasted blood lust and so on, but also adds 15 seconds to the timer.
    • With the current system where we have both tyrannical and fortified weeks, it is not uncommon to have wasted 3 minutes in a boss fight, a bloodlust, that resulted in a group wipe, because e.g. tank didnt have a defensive for a tank buster left.
    • This now becomes a 4min 15s punishment, without bloodlust, due to affix. Add another 30 seconds for boss respawn.

Dungeon time gating

  • e.g. Dawnbreaker; after last boss is dead, there should not be a delayed forced teleportation to the ship in m+. This is a huge waste of time if % of enemy forces was miscalculated and one more is needed.
    • Similarly in Necrotic Wake, one must trigger the RP before second boss even arrives to scene.
  • Boss respawn time should be much faster, what is the point with these slow respawn times in M+, we are not raiding nor enjoying RP.

Overtuned tank busters

  • Currently there are quite many tankbusters in game that destroys tanks, which is one reason Protection Paladin with its immunities have become popular.
    • The damage intake should be balanced more. The rookie tank is literally not taking any damage, until a tankbuster one shots him if no extra defensives are used. Usually the tank dies if he does not have a ‘cheat death’ talent, and the group wipes.
      • These tank busters should really be lowered a bit, and if needed the average damage increased. There is no indication (other than weakauras) many times that suddenly intake of damage increases massively. And with the combination of death penalty affix, it is not a surprise why pugs hate playing M+ this season…

Uninterruptable casters

  • Please, add a delay for recasting with mobs after they are interrupted.
  • It is extremely un-pug-friendly to have Ara-Kara type of spiders that when their webbolt is kicked, they just start recasting some other stuff or same spell after one second, and never actually running to tank.
    • This yet again encourages meta-comps, and not inviting e.g. hunters to group that simply dont have a hundred different interrupts for group.

Stonevault ceiling higher, and mob issues

  • The visuals for first corridoor pulls are bad, and the ceiling is so low that being at the staircase I have no clue what the first mobs are doing since I cant see them without turning to cam eye level horizontal.
  • The aoe gets mixed with ground visuals and spells
  • The mobs before last boss are still terrible, and people still keep dying from rushing mobs when ground aoe spells and other mobs simply block the blue arrows.
    • The rushing mobs should be blocked by other mobs, like in necrotic wake throws get blocked by mobs.
  • The tank buster Shadow Claw is overtuned for trash, when the mobs do little to no damage and suddenly one hits from full health.
  • Dorlitas Igneous Hammer tank buster skips visual when moving sometimes, and is a pug killer, very reliant on weakaura alerts, again.

Group composition

  • Buff drums back to 25% to allow for more versatile comps
  • Aug Evoker, is meta, for the fourth season in a row. This class should be turned into a pure DPS spec, not a big group buffer. Otherwise it will stay meta forever, because players do not survive the highest keys without it.
    • Why is one spec purposefully made so important?

Beast Master hunter

  • Can you please make misdirection relevant?
  • Also give pets aoe stun.
    • Nobody is inviting hunters to serious keys due to lack of utility.

The many bugs with spells

  • Hunter; huge list
  • Demon hunter, demonsurge bug

    Why arent these spells being hotfixed asap ?

Gear elitism

  • Why is it a problem that high M+ players could get some good gear from vendor, and not entirely rely on vault? Bullions were very much liked last season (df s4)
  • Is it really necessary to cap crafted gear below mythic raid level?
    • Non-raiders already miss out on bis very rare cloak/neck/ring, since
      they have additional effects.
    • We have competitions like MDI and TGP, yet pure M+ players are not competitive no matter how much skill they have.

Season 2 dungeons:

The Rookery

  • Can you at least add one more path in this dungeon?
  • I dont understand how you can make this a competitive dungeon, when the only thing you do here is literally press W and go one route. Very lazy design.
    • There is no route planning here

Darkflame Cleft

  • This will be absolutely horrendous in M+, have you even tried this dungeon?
  • Could you please consult top mythic+ players for a lot of feedback on changes to this place. Currently it is acceptable as a follower dungeon.
  • It is nowhere near a competitive dungeon.

Operation Mechagon: Workshop

  • Last time we had Workshop was SL season 4. Why are we playing it again for the third time?
    • Not even junkyard?
2 Likes

Hard agree with most of this post. The points about Keystone depletion changes and the Challenger’s Peril Affix are valid and really should be looked at imo at least.

Also what were they thinking with the S2 dungeon choices? I’m looking forward to seeing the brand new dungeon though, but seriously, Workshop AGAIN? Really?

Rookery was the most boring dungeon in quite a while. Please consider some changes to the layout of this as OP mentioned…

As for Darkflame:

Yes, this will be the first reason I won’t be playing at all in S2 if it goes live like this tbh. Hell, even if it goes live at all, I really don’t enjoy this dungeon at all, but that’s just my opinion on that dungeon.