Here are some things I would like to see addressed. Some of it is my own, but most of it from my friends that don’t play PvP and play significantly less on bad/hard m+ weeks.
Affix balance:
Some weeks are just much slower and harder than others. And with no incentives other than rio score pretty much, pushing keys on hard weeks just doesn’t make much sense to a lot of people. I still try though, but I’m having less fun.
Tricks and skips:
This annoys me as well, but is not really that important to me. Some of my friends refuse to play Tol Dagor, Shrine, ML etc. because of all the skips, shrouds, deathskips, getting buffs, cannons, jumpskiptricks that have become common because it is SO much more efficient. Either make it easier for everyone to do skips/tricks, or make it less efficient, so that is is not basically required. The standard way to do Tol Dagor is now consisting of the folmowing tricks/skips that are 100% class dependant and only involve a couple of people: shroud, sap, deathpull, sap+impris, sap+blind+get buffs+vanish, shroud, cannons and do 80% of trash, pull+vanish, then do last % after last boss. And all of this requires a Rogue. And not only that, but the rest of the group is basically just along for the ride outside of bosses.
Rewards:
This has gotten better with scaling residuum gains, but maybe a mount for timing all dungeons 15+ along with the achievement? Or at least a transmog or SOMETHING.
Class balance:
This is not just on Blizzard. And it’s not just for m+, but it manifests here more clearly. The community is too set on bringing the same comp for a +18 as they do in MDI or is used for world first +25s. But still. Outlaw, Prot warrior and rdruid is just ridiculously good compared to the options. What happened to the frequent balancing? How come the druid is best when it comes to healing, utility and damage? And why are prot warriors taking the least amount of damage while dealing by far the most? And then outlaw rogues… The class that is basically mandatory for a m+ pushing group in almost all dungeons for it’s shroud and other tricks, also has the best utility (kick, gouge, stun on demand, blind, sap, vanish) and defensives (cheat death, feint, cloak, parry, healing tonic, vanish) and most importantly is by far the highest overall DPS in the game in m+… Insane.
So, these are my main concerns. Anything else people don’t like about mythic+ currently?
1- Some mobs recast asap if you somehow manage to stop their initial cast
2- Some layout and certain mobs are way overtuned, while other mobs are severely under tuned, creating a rift between dungeons and ultimately making some dungeons really hated.
3- Every time players come up with a new way to tackle the dungeon or some unique approach it gets stealth nerfed, we’re supposed to have fun and try to innovate and push to the maximum, not be homogenized bots that act the same on every run.
4- Some affixes are just there to be a time dilution and makes the runs unfun, stuff like bolstering, bursting and the like.
I like skips and tricks only problem I have with this is that its rogue 99,9999% of the time, either more classes should have more of “new mechanics” for their abilities or they should introduce something like Court of the Stars bonuses.
Add breakable walls for warriors, shortcut portals for mages, water paths for shamans etc … several into every dungeon so every team comp can choose different path.
Group gets together, shaman turns into a water elemental and pulls entire group inside, then jumps to a pack in 40-60yd range. Or burrows the entire group and they all travel to location 40-60yd away or so.
I hate affix like trémor who happen out of fight, that not funny Blizz .
I hate where they are too much Monster, it dont gave issue with Légion when everyone was a juggernauth able to big damage faster, now some dungeon feel too frustrating for most class if u cant skip /does heavy AoE faster
I don’t like the fact that you can get the same dungeon over and over again.
I’ve ran 8 key runs throughout this week and last week, and I’ve RNG’d Freehold 5 times.
I don’t like that the rewards are so impactfull, It simply makes mythic+ go from optional content to basicly mandatory content for both raiders and pvp:ers.
Dungeons(and raid tiers) have always been made with the philosophy of leaving them behind eventually. Mythic+ as a system just promotes people to redo static content season(tier) after season. Once 8.2 lands I don’t look forward to start the grind again… and the drops in the new Mechagon dungeon aswell as Uldir and SoD will become useless and outshined by old dungeons made just a bit harder.
The philosphy behind the whole mythic+ system break the fundamental core systems of tiers and “the journey” WoW used to have. There is value in the old “pre raid”, “Expansion Tier 1 content” into “expansion Tier 2 content” journey.
Even if players always could skip much in a previous tier even as far back as classic. No game mode have ever broke this journey as much as Mythic+ have since it got introduced in Legion… This got even worse with the introduction of seasons when Mythic+ obliterated Uldir from the journey map… and in a sense the whole season 1 tier.
Absolutely agree on some layouts being bad and mobs overtuned. Some packs are so hard they are skipped 100% of the runs I do. And in dungeons where that is hard to do or impossible, the dungeon becomes a hated one.
Unfun affixes is also something I really don’t like. It’s not really interesting when they make keys take waayy longer. It’s in the same category as affix balance I suppose.
Rogues being so important is kind of sad, yeah. I would not mind them being able to do all the things they can do if other classes also provided something close to the value of Rogues. But they don’t. Which is why it’s not only viable, but in many cases the best setup, to run double Rogue.
On the same dungeon over and over issue. Deleting keys and getting new ones wasn’t perfect, but it was 100 times better than not being able to do it^^
Looks like people agree on the basic issues here. There has not been any changes in the last builds to classrs or dungeons or m+ in general. Fingers crossed that the reason is that they are working on things for 8.2.
Id like to have that back, this week I got KR on every single char I have, and I am really not going to spend half a day finding groups for dungeon noone wants to play …
I think the cosmetics from MoP were the best ever, 6 years later people still lust after them. They need to bring more awesome looking things like that in.
That is only the case if you don’t play the current tier. If you play the current tier, then M+ gear is gonna be bad compared to raid gear, it is only HC quality and 1 sub-mythic piece every week.
Sure if you still raid uldir, then m+ is gonna be much more rewarding, but no serious player would still play uldir for rewards??
M+ is meant to supplement and be something infinitely scaling, but therefore also repetitive, that you can do outside of raiding. For some people, like myself, it can also be your main content, but it is not as rewarding as raids are unless you are very lucky. Am 413 equipped with no organized raiding, but that only happens if you push decent keys like 15s+, just pushing the minimum you’re gonna have to wait a long time to even see some mythic quality gear.
I agree with this so much, some weeks i just don’t push at all, and right now i am 2k score and i am just waiting for a good week, and when we finally got it, i had exams so i couldn’t play, so i dropped from 2000 world ranks (from 5000 to 7000) just because i could not play in the good week, and now i have to wait for a month before i can catch up, and by that time, new tier is out, where i will behind on gear again cause i don’t raid.
2.
Most skips are fine imo. Almost all skips just require you to have a little bit of brain, tho there are a few somewhat complicated ones. Tol dagor is very rogue reliant, and i don’t like that either, but they would have to revamp it to stop it or just removed 2 trash packs, then it could be fine.
I think a lot of this also falls under class balance that skips require certain classes, so you always take shaman or non-healer CR for ML unless someone has engineering CR.
3.
100% agree with this. It is ridiculous that we get nothing outside of 1 achievement at 15s. A title would be nice, maybe a mount or some weapon skins like CM. They could even make it tied to top% of people, but since the ranking system is external(RIO) they probably won’t do that, so just set a keystone level where you get something, it could be 15 so it is attainable to most people who want it, or even 20 so it is only for good players.
4.
Thing is if it is only a small difference, top players are always gonna take advantage of that small difference, and it is impossible to balance 100% so you will probably never see a season that does not have a lot of classes stacked around the top, cause with infinite scaling, people start to realize what works and what doesn’t and some classes get cut off. It is unfortunate, but also obvious, that what the pros do is what is gonna be copied. Sure people see 25s being done with rogues, because rogue is good, that means for most classes, that if they are better at the top, they are also better at medium keys. So you don’t need a rogue to time an 18, but it is gonna make it much easier, so ofc you are gonna do it.
When compared to raiding, if every time you killed jaina she got stronger, then you would also see a cookie cutter build emerge. When you have 20 people, that at this point are way overgeared compared to what you need, you can easily cover for some classes not being optimal, but when you are pushing infinite scaling, which cannot be outgeared, everything is gonna need to be optimal.
As for what i don’t like
Abilities with poor indication of where it is gonna hit.
This. On my Hunter I have gotten a Sots key 6 week in a row now…
Also the fact that some affixes dont exist to make the dungeon harder, just more annoying, like quaking, while its certainly doable it doesnt make the dungeons more fun
M+ is for my money the best end game content right now. With raiding having mutated into something else somehow. Or it could be me, could be
Having said that there’s a couple of things about M+ which deserve a look at, IMO.
Affix to Class. Some affixes are downright antithetical to some speccs and even classes. This manifests itself more poignantly with healers.
Quitters are a thing. Something should be/could be done about this. Ideas? Dunno the ability to restart a key once a week perhaps since leaving usually happens within the first few pulls?
Rewards for high keys should be a thing too. Perhaps a 1-2% increase in TF for every level after 10? Nothing crazy, but enough to entice some people to run more than the lone +10?
You sort of missed the point entierly.
I’m talking about the removal of the journey. If you start a new character today, hit 120… you skip the whole journey. You go out there do a minor amount of trivial content, outgear most content and then you are suddenly at the finnish line aka. current content. This ofcourse works for some people and alts. but for other people it’s hollow and give no incentative to “git good”.
WoW used to have Tiers, content revolving around certain ilvls. Mythic+ have for me thrown the limitations out of bounds not only in BfA but already in Legion. The natural progression a character used to have are shafted and empty.
Instead of promoting players to work themselves out of content and into new content, like walking from dungeons to raiding or ordinary PvP into rated pvp. We instead are encouraged to do the same content over and over replacing the same gear with the same pieces just at higher ilvls.
It’s a huge loss that we lost Season one aka. 325 - 340 - 355 - 375(to some extent). A proper journey whould had lead new alts trought normal → hc → mythic dungeons then into Uldir or really low +2’s/+3’s on their way to higher content like BoD and after next reset CoC.
Heck to even be balanced around old standards any Tier 2 content whould require a minimum ilvl 375. Which whould had required anyone that want to join into a Darkshore warfront to spend some time farming +5/6’s or step into HC uldir/normal BoD before they could enjoy the ilvl 400 stuff.
Increasing the Ilvls across the board was a horrible decision, they should instead increased the mythic+ reward levels to either +15 or +20. That whould had at least kept content somewhat relevant and there whould still have been a journey.
Instead we got a whole raid tier outclassed by WQ’s… and +2 mythic’s.
I’m not complaining about gearing being “to hard” I’m complaining about it being so easy that noone appreciate the smal stuff; aka finding a piece of gear or stepping into new content/difficulties.
If a game have no treasures in it, people stop treasuring stuff and mythic+ have caused a huge rift here. Some of the Uldir and BoD trinkets are amazing! But they pale compared to the same trinket you used in your pre raiding gear… so you are still farming that dungeon and doing WQ’s when your way into mythic raid progression when finally that shiny raid trinket drops everyones like “meh”.
Basicaly this is my biggest issue with it. Some classes are just so much out of control without anything beign done about it. Its so much fjn watcb mdi where every team rocks 2x rog prot war and r druid. Like cmon its so obvious.
I know some people don’t like the previous raid being outdated. However Mythic+ is designed so that you don’t have to be on X nights per week at time X. That is why it has proven to be so popular. It doesn’t require 20 people, and you can log in at 12am and do a key.
It is a convenience that I hope they leave in the game. Raiding is fine for kids/students or paid professionals (not too many in wow) but logging in three nights per weeks at time X is like a second job to people who have work and families.