Serious issues with M+ this expansion

if it’s the case, it’s the worst idea ever and reduce playerbase

Im having more fun in M+ than ever. The dungeons are fun, the bosses are fun, the affixes are way more fun than some annoying quaking etc.

You argument is invalid.

I already un-subbed because none of the dungeons are appealing to me. Boring and old dungeons with 0 variation in routing. No fun triple/quad pulls anymore just the same 3 mobs and better pray your DPS knows how to press a defensive this time. After a frustrating deplete you log on your DPS only to find you don’t get any invites for keys you don’t even need stuff from anymore.

edit: I feel so bad for those who spend so much gold on fixing their gear this season… wp blizzard.

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What you feel doesnt matter.

Only thing that matters is how many players will give up on m+ complelty

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Its because everyone is doing delves, you will notice it extra this weeks, its very alt friendly which is fine, delves being an easier way to gear up then mythic+ is what is the issue probably, this may be due to difficulty.

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delves are giving heroic gear, and are far more easier than the MM+ now. As it’s new it may explain why Blizzard prefers to make delves fun but not MM+. MM+ is the only way to get Mythic stuff for non raider people, that doesn’t mean it should be abandoned.

I also love challenging content. However, I also like when many people participate and I can share my passion with others.

For those of us that like a “challenge” the difficulty of keys +7 and +10 is irrelevant. Its a non issue. Because all it does is push the level I play a couple of keys higher. But for many people it is an issue to be stuck at some particular level.

For me, the best M+ difficulty I have seen was in S3 of DF. Where difficulty was easy and gearing was easy.

Many people got their 20s done. And when the opportunity came to do a 21 they were like “well… why not” and succeeded. Many people were “baited” into pushing keys. And that is a good thing ! More people to play with.

This season it will be such a challenge for so many people to reach a +10 that when someone proposes to them to do an +11 or a +12 they will say : "HELL NO !!! "…

And IMO that is not a good thing.

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Honestly speaking… seeing how Blizzard is designing this new affix (last week and this week), I’m really looking forward to 12s in order to not be bothered with them and their untested states. Just scaling… rather hard scaling but no dumb affix/boss mechanic overlaps or buggy affix spawn that rip your key without you having any control over it. :smiley:

world of qeu time would really like solo m plus ladder atleast dont sit qeu for hours finding tank

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A solo Q will not spawn tanks from thin air. You will still wait…

Like the pvp solo Q. It did not spawn healers from thin air. So DDs went from waiting 1h in lfg to waiting 1h in solo Q.

That suggestion won’t change anything.

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I don’t even know why we are back to affixes spawning / going off during boss fights; they decided that that was a bad idea with the old affixes, because boss fights are already tight in regard to mechanics, so why reintroduce affixes stacked on top of mechanics?

Just go back to having affixes “only” during trash packs, not during boss fights. That’s already bad enough as modern dungeon trash packs can become as challengeing as bosses.

i agree that won’t change anything, it’ll add randomness in comps also. Imagine you have a grim batol with no malediction dispell, enjoy

Given how they seem to be completely oblivious to how badly some of these new affixes interact with a lot of boss mechanics or even the “boss arena/environment”, I completely support removing affixes during boss fights.

Just make them unable to spawn during a boss fight if you can’t be bothered to thoroughly test them before releaseing them.

The scale revamp is also bad for new players, throwing them right into what was previously a +10 (and above) where mistakes/misplays are far more punishing

yea, i also feel that way. They should design the rewards to get people started with the content and then stick with it if they like it. The way it is now in M+ the hurdle to get rewarded is just waay to high to enjoy getting there for way too many people and the feeling of progression is way too grindy.

Truth.
Everyone was able to clear 18 keys for the myth track and crests were not a problem
even a guild of my friends from private server that only play like 15 minutes a day /JOKE/ were actually enjoying the diff because i was able to play with them and help them.
now when i log in on my DK and look at them playing
they hardly are able to kill +5 and only like 3 or 4 people do it
most of them stopped doing m+ content completely.

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The game should be learned in order to be played. If a noob with less than 1h played gets boosted to max level and goes into a +10 with no knowledge and the game and succeeds on timing it, should we really call this a game?

Difficulty is what makes a game playable and delay the “burn” feeling of a season; if I can play a game and streamroll over it without even caring of what I do or what I not do, there’s no fun; but if I fail and can’t progress untill I find why I fail and how to overcome it, I have fun, I learn how to play the game, and I also learn how to enjoy the game out of cosmetics and roleplay.

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it’s the first time in history if my guild where i saw a group that is able 2 weeks after the launch to kill heroic bosses and deplete timer on a +2 (i’m not part of this, just watching, reminder i’m doing 10+ now)

Learning and suffering do not go well together IMO, but you do you.

Maybe I am a masochist, but trial and error is the thing.