This is what i think of M+

Blizzard dev team HQ

2 Likes

Somebody else said it 11 hours ago , you are slow.

2 Likes

I completely disagree. Love m+. It should be hard. If everyone can run around with 3500 score and the only limitation being ilvl at some point rather than challenging mechanics then what’s the point.

7 Likes

M+ is for the people who like to challenge their selfs. No one force you to do +20 keys.
Decide what is your skill and do keys around that.
M+ is fine as it is.

3 Likes

Sorry but this is not what YOU think off M+.
This is what Faillular thinks about M+ and you are a sheep.

5 Likes

The problem is, it failed to bring people to the game, popularity is down, hate and toxicity is up, if you pug above 16 keys you are in for a treat.

It does not mather if for you or 1% is ok, for the 99% of the players it is worse …

In my opinion affixes are all about negative effects - designed to piss people off

The only affix that does, in someway, a plus benefit is thundering, but also coming with a negative effect, wich can lead to wipe

I am not saying do all pozitive effects, but fifty fifty is a good place to start …
If you wached the video, they have some great ideeas (but it takes alot of time to implement).

Blizzard obviosly is bad and will never learn

Yes i agree for the top players it should be hard … make above 20+ be dificult, make so that many more have acces to 421 gear not just top,

Make game feel rewarding not stressful for missing o.5 second move or imposibile move , as we saw so many examples of

2 Likes

But it’s not hard. It’s just brain-dead content with infinite scaling and visual overload slapped on it.

Ahh someone who believes that achieving a 3500 rating is a SOLO event… Whilst I do agree that some form of “player” skill system might be a good idea, a rating system is NOT because it;s purely based on the skill of the ENTIRE group.

Unless you can solo 20,s IN TIME by yourself then the rating system is seriously flawed, For me something along the lines of the proving grounds was more reliable than ratings at least that was based upon YOUR skill and not the skill of your entire group.

Maybe adding a SOLO mode to the dungeons and then having a score attributed to your character for that dungeon based on your performance, How many interrupts did you get? How much avoidable damage did you get hit by? How many times did you die? How fast did you clear? etc… This could be an almost infinite list of performance factors to produce some form of numerical output so players can attribute a players skill.

how exactly do you imagine restructuring dungeons to be completable by a single person playing any spec in game ?

By definition it would have to be dumbed down to require almost no healing (considering that, if I understand you correctly, it should be completable by dps classes), together with removing almost all of the mechanics (because you have 1 player to use interrupts instead of 4-5, and you have to account for some classes not having things like aoe stuns or pushbacks)

And what exactly would it accomplish ? show that you’re capable of interrupting spells on cooldown in an environment that is completely trivial ?

Well the current system shows that YAY you completed a 16 in time with a competent group how is that ANY reflection on your actual skill as a player.

Not removing all the mechanics I mean look at the mage tower for example that still has a tonne of mechanics to do, I remember doing the druid felform as tank was pretty hard for me because I do not use a butt tonne of keybinds etc but I completed it with NO help or NO carrying from other people.

And in MOP we had the Proving Grounds which even back then were used as a measure of a player’s ability (Only Endless Healer) or somethings in Group Finder even these were better as it was from the player themself and not a group activity.

How many times has someone in your group died to a death blast from a mob in Shadowmoon BUrial Grounds if you say NEVER I would call you a liar. xD

The very fact that you completed the key with a group is the indicative that youre doing your part well enough that the group completed the key.

The repeatability factor indicates that either you spend millions of gold on being carried in every dungeon every week, or you can actually play it through doing what you’re supposed to be doing.

Responsibility for the groups success is not divided evenly, but its not like you can, outside of paid groups, just do nothing and have The Group carry you.

you were talking about dungeons not mage tower.

If we’re talking dungeons then making it possible to complete solo requires complete redesign and stripping it of any mechanics that make it impossible to complete for certain specs or classes. If we’re talking mage tower, then its an experience designed from the ground up to be completed solo, but as such it doesnt prove youre a good player, it proves youre good at completing this particular piece of content.

You really want another version of Torghast??

2 Likes

Still better than people ninja pulling the pack after the first boss in CoS and saying the tank body pulled (when I saw the plater bars being red as in someone else aggroed) so the group will say the tank sucks and leave the key…
… yes, i pretty much would enjoy play alone. I’m sure I could push more without dead weight.
I just bought HP legacy game and this week end I’m doing a switcheroo. I’m so sick and tired to get berated and verbally mistreated for every single mistake due to sheer incompetence of the group and mob mechanics on top of mechanics on top of mechanics…

1 Like

Not speaking about M+ but yes, it would be fine if we have another version of Torghast, the Tower of the Damned ™️®️.

I dont understand what is this for argument - or what did you expect from these affixes to do? To boost somehow your m+ run? Of course they are here to make your m+ progress difficult, not the opposite, thats exactly their whole point. And if someone “get pissed” because they make your progress in m+ harder or they are “annoying”, well just dont do m+ then, do raids or something else, I dont know what to say on this. I just dont get the complain about affixes in m+

You think the point of M+ was to introduce a game-mode that challenge the top players? You genuinely think the brilliant minds who created Legion were like, hey let´s create something for the 0.1 % of the playerbase!!! That will make the expansion successful.

When M+ was introduced it was NEVER about the top players, that is why it succeeded in Legion. It was a dumb fun, unbalanced loot-pinata mess. Whereas now it is a laughable failure and you see people ragequitting the game daily because it is the only thing left to do that gives you gear unless you mythic raid (which no one does).

I will just quote what Asmongold said in the video you clearly did not watch because it applies perfectly to you

I think there are a lot of ego-gamers that are hyper-fixated on making WoW as hard as possible, and try to make it a gatekeepy game as possible, they want to basically make their achievements as prestigious as they possibly can. They are killing their own game.

There won´t even be a WoW left after you and the other M+ geniuses have gatekeeped M+ into death, but hey maybe it was all worth it so you could be Kings of the afk-mount farmers for a couple of years instead of just going to play Dota 2 looking for a real challenge.

1 Like

I may not like Asmon’s game persona, but he does talk some sense. Affixes have never felt fun and always like an obstruction. Some weeks it’s hard to find people to play with because the combination is so obnoxious. Necrotic means tanks take a break, healers can’t be arsed with grievous, and dps hate explosive. Any of those three things makes it a bad week.

Changing them to something positive would be really nice. I agree that it would be much more fun to plan what to do with this week’s random buffs rather than work out how to mitigate whatever annoyances are being foisted upon us this week.

As for it being a content nerf; I mean yes? But alter the dungeon difficulty around it. Make this change late in a season, so that players get a few weeks to try it, Blizzard get a few weeks to see how much the average key level jumps, and then next season make some % tweaks and balance from there on.

1 Like

Eh?

I barely even notice when it’s grievous. The damage it does is basically negligible in the long run and people get healed up when you heal them from other damage they’ve taken. Like, it makes up maybe 2-3% of the damage that happens in a key.

Then either your groups are very good at avoiding avoidable damage, or it’s because resto druid tends to be fantastic at countering this particular affix :smile_cat:

Mostly my grievous keys go:

  • fine
  • fine
  • fine
  • fine
  • 3 dps eat a frontal, drop to 10% health and have grievous ticking
  • I burn a cooldown to save their lives because they have 1 second to live
  • I no longer have that cooldown available for the actual mechanic I was saving it for
  • we struggle

Really don’t pug it during that affix, and do not enjoy it much when it’s organised groups either. Tyrannical grievous is basically my skip week, when a healer check naturally drops the whole party low and NOW they get a massive dot on them it’s just horrible.

My 2p, at least.