Hear me out first before replying
Have you thought why a company such as Apple doesn’t sell one IPhone and instead sells different versions of iPhones to its consumers
Because of something called “Market penetration” which allow you to engage with more people for your product
Let’s apply this concept here:
M+ is the product and the market is your player-base
Previously when you had more than 20 different level of M+ where you had more accessibility to your product from the market
Some players previously enjoyed speed running low keys, some other players enjoyed gearing and farming crest for crafted gear and some players enjoyed pushing their limit pushing keys beyond 20+
Now you can’t speed run most of the keys due to tanks nerf and lumping the Key difficulties from 20+ to 10+ (in term of rewards)
Now you can’t farm crest and enjoy gearing your main and alt characters like before (even post nerfs)
The only player-base this season left for the is sweaty try hard
I expect drop in engagement with M+ if not addressed properly
Let me know what do you think folks
5 Likes
Issue is comunity was too split and half of keys were dead anyway .
Issue now isnt too little key levels, issue is how far they are dividee between each other.
8s are doable, 9s are esentialy usseles 10s are most important ones.
Difference between 9 and 10 is night and day so tons of people are stuck .
Then there are people barely doing 10s , but timing them, u have then low push teams doing 11s , which are harder than 10s ( males sense) but u barely see any difference in rio, its like 15 per key . And then there are 12s where jump is even bigger.
So they killed casuals, or lower m+ players , and they also killed all non title pushers , because tons of people are gona be stuck at 11s.
And this isnt issue of less key levels, its about affixes on said levels
1 Like
True however you need to see it from holistic point of view the whole system in my opinion is flawed
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Going into this expansion from Dragonflight, I haven’t seen a single change that made M+ better. The gameplay is worse because of the nerfs to tanks, defensive CDs, self sustain, interrupts and an abundance of overlapping mechanics. The system is worse because of the changes to gear acquisition, upgrades and affixes.
I’m getting really sick of Blizzard implementing changes nobody asked for, to fix a problems that only exists in their own mind, only to realize said changes were bad and then spending 2-3 months of the season correcting the damage they did.
Edit:
Actually I thought of one decent change, and that is you no longer need to run a key on both fortified and tyrannical for score. Then again, at +10 you suddenly have fortified and tyrannical at the same time, so I’d call it a net neutral change.
3 Likes
yep DF s2-S4 was best m+ experience in my opinion
Cause gearing KEYS were easy
and pushing keys were hard
so you could easily get gear from gearing keys
and if you wanted to test yourself you could do that in higher pushing keys
that’s what i liked about it
Now there is the same thing
but gearing keys for a PUG is now a pushin key in DF wasn’t.
3 Likes
Well, the best deal is a 30-minute session with a 130 heart rate and stress levels through the roof… all for 83 gold. GG for nothing…ah no wait, rIo…okay and shiny numbers and a…Key…hmhm yep
Glad I wasn’t alone thinking this way thank you blizzard for ruining M+ when no one asked for those changes
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Why does M+ as an activity need to penetrate the market of wow players? Is it a good thing, if as many people as possible play M+ for rewards, even if they don’t like it? I’d rather have a smaller, more invested audience engaged in M+, while casuals get free gear from Delves
u had ENGAGED players and blizzard just abandoned them instead of investing more to keep them engaged
why does it have to be fast?
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it isn’t free gear - a Tier 8 delve takes me 20 to 30 mins on a BDK with Bran as a healer and after a few weeks the rewards push you to consider raiding or M+ for crests - so it is progressive
I think it’s very bad for the game that the funneling is into M+, and not into Mythic Raiding. The progression is:
Normal raid/Delves → M+ (runed crests) → Heroic Raid → M+ (gilded crest) → Mythic Raid
However, it should be:
LFR/Delves → normal raid → heroic raid → Mythic raid
I couldn’t agree more - but it is also important to consider where the player wants to go - some folk will be perfectly happy capping at 610-619 level for the content they enjoy
The problem with blizz is that I expect they will Nerf the system season 2 to plonk raid gear into Delves as the harder core players progress
Having to farm 20 levels was to much. Blizzard halving it is a good decision
You know Mythic raid is done by a small % of the player base right? And that is for many reasons
Problem is Mythic Raiding is unreachable for most of players. If a game has unreachable content for most of the players that game will bleed. Now they made M+ unreachable too, delves also have soft limit if you are lucky you can get map for heroic item. If you don’t just waste of time. Blizzard always find some mechanics to kill fun. By doing it with this mentality they will keep lose huge portion of players.
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What if they made Mythic raiding reachable? Isn’t that type of content way more healthy for the community anyway than the M+ pugging swamp?
Imagine retail wow went back to WotLK endgame design, where people were all raiding in guilds, and did Dungeons for Emblems. Would that be bad? Maybe something in-between makes sense for the game.
For me I would definitely prefer that. Elitism level of retail makes game toxic. This game became esports more than a fun.
1 Like
you can get 3 maps a week - the map drops most often from killing a spawn of Zek from a one of the three groups he is buffing - you can farm that effect
You are quite correct - the biggest issue is that DPS want their high numbers and they get that from large pulls - they have no interest in a slow steady completion in time