The problems in M+

From someone who has always liked M+, this season is testing my patience and Blizzard really needs to review several things, otherwise season 2 will continue to break records when it comes to the drop in players who do M+ as It’s already happening with season 1.

It’s enough that it’s increasingly difficult to make a party or join one, because either it’s a decline or they don’t even decline and we’re waiting for ages for them to decide whether to invite us to the party or not, I have 231 ilvl and 2.3k io playing with a Warlock Destro, when I’m finally going to do my first +12 (Stonevault and with my key) at the end of the third boss the leave tank, for no apparent reason, because he was killed without any problems and because of this, I “lost” the key and lowered it to +11, this is totally unfair and demotivating, I’ve always done all the seasons, with practically 3k io in all of them, it’s always been my main and favorite end game content, this is the first season that I practically have no desire to do M+ or push keys, I much prefer doing heroic/mythic raids and delves.

In my opinion:

  • The keys should stop lowering their level even if the dungeon is not completed in time, to avoid that, due to situations like this, the leader does not suffer harm through no fault of his own and have to make a lower key again because of from that.

  • Reduce or completely remove the 15 second penalty for each death, just have someone in the party who is dying for everything and nothing, and that’s enough for when you realize it’s been “half” the time

  • Also reduce the waiting time when we have to apply for a group, 5 minutes is too long and frustrating to wait so long because MANY people leave others waiting, if they are not interested, why don’t they decline straight away? This further increases the problem and frustration, of wasting a lot of time to join a party, I always push my keys, but I also like to join parties during the week to enhance the ranking increase.

I really hope that by then, they make good changes for season 2.

4 Likes

tbh I do think there needs to be a penalty to dying, I don’t think the time loss is a good punishment but I also have no idea what else they could do.

I agree w the rest though + I’m sick of reused (bad) old expac dungeons and the horrible design choice to increase the unavoidable AoE dmg we have in keys rn.

waste of time and a good idea (the basic principle of mm+ is “speedrun”), but 15sec is too much, 10sec would be better
the other solution would be for the mobs to do 1% more damage or HP, but that would be equivalent to a depleted HL key

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yeah but the death penalty has very little actual impact on higher keys, it’s kinda arbitrary for most key runners and only affects people stuck in the lower 8-12s.

2 Likes

i don’t agree, watched a stream of a hl player, again yesterday i watched kira (on an ara 20, first pull wipe), the key was dead.
ok because they have full cd …, but also x5 15sec, it’s way way too much

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pugging is just a lottery and you get what you get from it, if you really wanna push keys i suggest you to find a static group to run with, or be more selective in the people you invite or join.

Well, they don’t decline cause there are dozens of dps applying. They can apply as fast as you decline. You won’t be doing anything else. :sweat_smile:
But, yeah, it’s a problem.

They should just scrap the death penalty altogether. When you die, you’re already being punished because time is removed from your run as you have to spend time running back. On top of that, combat resurrections are a limited resource that you can’t abuse.

When a player dies, the group already loses a lot during that period. You’re missing out on damage, healing, interrupts, and dispels. Even if the player gets resurrected, if they died during their cooldowns, they’ve already lost a significant portion of their damage or healing potential.

Additionally, when someone dies, the overall morale of the group often takes a hit, even if it’s not immediately visible. A death can create frustration or tension, which further impacts performance and focus.

In my opinion, the 15-second death penalty is meaningless because the group is already heavily punished when someone dies.

I think the 5 seconds we had before was totally fine. Battle resses are already a resource. Ressing players after a pull needs a ~10 seconds cast and obviously the pull is hurt a lot with a player dead anyway.

3 Likes

well i will say a compromise can be reached .if its 15 seconds .make it half to something like 7 seconds .

2 Likes

My main issue with m+ atm is the jump from 11 to 12. Making pugging anyhting above 11 pointless.

I have +11 on all dungeons with +2 with some of them. But in the rare occasion i actually get invited to a 12. The damage output compared to an 11 is massive. Getting one shot by abilities or unavoidable aoe, that would be surviveable in an 11. To the point ill burn through all my defensives during an aoe ability and still die.

I’m currenlty 2.7k, past seasons ive have been around 3.4k mark.

The key would be dead even without the 15s penalty. What is that argument even?

there is going to be an achievement for that well for the majority it will not be reachable but Boosters Rejoice many keys will be bought next season.

nect season only at Key level 12 this will be introduced…

if u arent invited in the first 30 seconds the Party doesnt want u so u can cancel it yourself.

No, not necessarily(especially if the important mobs are dead), you don’t realize what a 15sec penalty means

Nice If.

The moment you wipe during a BL pull, especially at the start of a dungeon, you lose BL and all of your mandatory cds. That was the case even in Dragonflight s3 for title range. They are doing world first keys.

I agree with what you say, I’m just saying that 15 seconds, I think it’s too much, 10 would be more correct. Some dungeons with tight timers, deaths are too penalizing, like grim batol for example.

1 Like

My problem with m+ is there not mytic track items for gear from dungeons.

Weekly rng slotmachine can give “nothing” is kinda meh, even for weeks.

Mythic track items should be added to m+ (at +12), but disable it, for the first 2-3 weeks (except vault) of the season, until the “esport” rwf ends, so to avoid the endless qq about “forced” farming.

That would still make it ridiculously easy to farm, effectively shortening the season for a lot of players that moves on once they’re fully geared.

To keep it fair, it should be as rewarding as mythic raid, which would be something like this:

  • The first four +12 or higher keys (first four easy mythic bosses) rewards mythic track gear, and then the remaining four keys has to be +15 (the four harder mythic bosses) or higher to reward mythic track gear.
  • You have to time the dungeon to get an item in the end of dungeon chest.
  • The chest contains only one item (Because in raids you get one item per five people in raid).
  • The item is group looted, meaning you’ll have to roll for the item against the rest of the team. That also means that it can be a cloth item even if you’re a team full of plate users.
  • When you’ve completed the dungeon in time and have had a chance to roll, you’re loot locked from that dungeon for the rest of the week. That means you can’t farm it for gear.

I can see how that would be a somewhat fair implementation for mythic track gear in m+ dungeons. It ain’t farmable, you can’t cheese it, and it (sort of) matches the difficulty of mythic raiding and its rewards.

Not sure people would cheer for it though.

1 Like

I think the simplest compromise would be to just have a weekly lockout for the 8x dungeons and if you do the +10 and above level and get loot, then its of myth track(same as you run dungeons now, at the end of a +10, 2 people get HC loot). If you dont get any loot then though luck and good luck next week.

And I think this what many people fail to grasp. Expecting Blizzard to just give out myth pieces willy nilly with m+ spam is simply ludicrous. It will greatly overshadow mythic raids and pvp. Aka WoW will become world of m+ craft(with “optional” side activities when you tire from m+).

Like really anyone cares after 2-3 weeks of season start? Gilded cap will be there anyway.

And there is the point where u killed m+.

Another reason that raid is avoided like plague cos group loot.