Whole thing is broken, but not beyond repair, so when we can expect fixes to two very important things:
Scaling as a whole - the difficulty curve on keys higher than 7 is crazy, and also there’s that affix that draws additional time from deaths, do we really need it? Dying is already very punishing in most scenarios. I don’t feel that tuning particular dungeons would do much, everything’s broken due to condensing.
Crests - the increased price for Nascent Gilded Harbinger Crest while having gilded crests locked beyond +9 key is really stupid. It’s hard to do higher level keys while lacking gear, and most people right now are locked to 4/6hc track. I won’t touch whole gearing issue because it would fix itself by repairing m+. Gilded Crest drop would be reasonable with about +8 already since no one wants to do them.
I really want to enjoy the game but I have hard time this season. One of worst I’ve played.
well easy, just revert rewards to DF and we are fine.
difficulty is fine but i really dont want to farm hundreds of 9s to gear up lol
they are just too stressful for farming content.
+6 or 7 for gilded crests and +7 or 8 for myth vault
ez.
When it comes to dungeon difficulty… whatever they did in S3 of DF… they should do that. But with out waiting for 3 months to get DOTI diffulty and crazy long RP nerfed…
Generally I dont think the difficulty is what bugs people.
As Long as it is possible for pugs to complete the highest reward content semi decently.
They can already see that nobody raids mythic because pugging is not possible. athey want to achieve the same in M+? that is quite dumb.
The beauty of M+ is that you never stop scaling so you can place rewards exactly in the sweet spot. so you got those people who eants a challenge covered with +12s and upwards and the casual puggers with +6-+10s
For those of us that enjoy the M+ challenge, the place the rewards are in is totally irrelevant. They could be on a +2 for all I care.
What I care is the Player Base. I NEED 4 other people to do a dungeon. If nobody is doing them, neither can I. So I want as many people playing M+ as possible. And if to achieve that you need to put max gear rewards on a 2+, then so be it. I dont care.
What really bothers me from the rewards is this eternal fight with Raiders (and now with Delvers too). I am sick and tired of touching M+ gear acquisition in favor of Raid/Delve gear. Its the #1 reason the M+ gearing system is the way it is.
And I find that terribly unfair. For me (because I don’t want to farm Mythic Raid to do M+), AND for everyone else that has to suffer the consequences of putting a high bar on gear just to prevent Raiders from getting too much good gear too fast.
and id rather do it the other way around, its not fun trying to farm trinkets from m+ 50-100 times only to get the same crap you dont need or even gold every single time you finish the key.
You are no tackling the source of the problem though. Which is, that are trinkets designed to be actual feces. If there weren’t terrible trinkets, you wouldn’t feel compelled to farm a decent one.
The fact that setting the loot spec to tank still yields a damage dealer trinkets, which in effect is 30 item levels lower, due to new tank spec rules, is never going to be addressed.
I feel that they just want to deny mythic level gear to casuals. I, myself, definitely will hardly see any mythic gear this patch. My goal is to complete +10 for portals and that’s about it. I’ll do it in a 1-2 weeks when I’ll feel I’m ready, so I just won’t get a chance to loot more than one-two mythic items.
And that’s in the world where you could loot heroic level item in a few weeks after launch by completing easy +7 delve.
Gear is really in a weird spot right now for me. I’m not complaining, if anything, I’m all for returning epic gear its former glory. But still this design baffles me a bit.
This 100 times.
Raiders have to learn that noone cares if they cleared mythic raid and got their precious pixels, noone cares if player X gets myth track gear in their weekly vault ONCE a week if they either did a +8 or +10. There’s not a newsreporter on WoWhead going to announce that players x,y,z achieved anything in the game so everyone knows. Noone cares or is interested in what you did or achieved and come to shake your hands.
It doesn’t affect anyones gameplay.
And IF it would affect anyones gameplay the’re bad at using addons like raider.io or scrolling the website for 10 secs to figure out if player x is “good enough” to play with them. Frankly I assume mythic raiders play with their guildies in M+ and will never meet person x with myth track gear from M+.
All this cattering for the 5% players.
If m+ players get bottlenecked so should raiders get bottlenecked.
No loot from raid bosses untill you kill the next boss and so on up untill you clear it fully and then it unlocks every week. You don’t need upgrades either , right?
I know childish but that’s how M+ players get treated now with the gilded crest bottleneck.
The hero track progress gets completely skipped at this point and makes m+ harder then it should be in the long term. (with harder I mean the dungeon difficulty is fine , it’s the gearing progress to make them easier that’s bad)
Personally, it is not the difficulty of the keys that bugs me. Yes, I think the affixes being the same week in week out with fortified and tyrannical is annoying but I am willing to put up with it.
The biggest issue with M+ right now is how punishing deaths are. Once you are +7 and higher and you are dying on dungeons like Grim Batol, you may as well just accept the key is bricked. GB is awful as you have to run the entire dungeon.
5 seconds per death is the most proporniate amount, 15 seconds is way overkill.
M+ players have to learn that most sensible M raiders wouldn’t mind having gear removed from M raids, because just as you play for pushing keys, we play for killing new bosses. Not re-farming old ones every week for breadcrumbs.
You guys keep claiming we care about the “prestige value of loot”. We don’t. Our DPS players care about that fancy raid trinket for the same reason you guys do: % throughput increase.
I believe they intentionally want to test a bit slower gear progression for more casual audience. And to reduce number of YOLO AOE pulls in M+ to the side of more tactic-based safer approach.