What can be done about M+ queue simulator?

This argument applies to every season though.

Either you are having fun playing, in which case play for the experience of doing so - or you aren’t and shouldn’t. Never play for just the gear, it always goes away.

But I do agree that this season feels a bit… idk, done with. No fresh dungeons in the pool, and 12s are remarkably attainable with a few friends and a bit of effort. I don’t care about turbo boost because I’ve been stacking myth vaults on main since week 2.

That said, I favour this to season 1 which was stupidly painful and saw many players just quit because it’s not fun to deplete +5s. If it’s a choice of easy or hard, I call easy season every time because at least we get to choose whether to play. If it’s too hard, then the call has been made for us.

Honestly I think it’s just expansion fatigue. Blizz need to prep more dungeons and make sure the final season has some that legit never showed up in the rotation before. End expansions on a high note, not a fizzle.


To answer the OP’s question; it’s kind of on Blizzard to figure it out. Right now, taking and healing are seen as higher stress, more challenging roles and many players also feel they are less rewarding.

Personally I think both are more rewarding than dps, but it seems to be the minority view.

Sane things they can, and hopefully will, do in Midnight include:

  • Slow down damage intake so healing is less panicky and if a healer makes a rotational error they have time to correct it before the group dies. Blizz have promised this, the alpha suggests it is happening, but also we have had them tell us that healing is too spiky for at least 4 years without them ever actually smoothing it out so… we’ll see.
  • Equalise healer damage output. It doesn’t really matter if it is high or low, but a healer in their basic maintenance rotation should put out the same dps as other healers in their maintenance rotations. I suspect most healers would love to chase dps on the meters. If a good healer beats a bad dps, while keeping the party alive - people will play healer more often.
  • Reduce routing choices in dungeons. A lot of people are worried about tanking because they might get to the last boss at 98% and get criticised for it. So make us need 100% of the trash every time. There are still questions about what packs can safely be pulled together, but a newbie tank can go one at a time in the expectation that if the dps is ok, then this will be fine.
  • More 3 boss dungeons. This isn’t even about roles, it’s that everyone likes 3 boss dungeons. Give us timers in the 20-25 minute range, never above 30 minutes. The playerbase has a conspicuous preference for faster dungeons so admit it and design for it. Be really brave with a 2 boss dungeon.
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Can Blizzard do?

There are a lot of things that Blizzard can do, yet they refused to do them for years. But basically, even if they just incentivize picking tank and/or healer, it can be a good start.

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Could you not start your own key?

Playing other classes to level others is just bad. People would pick FotM/meta and that’s all you would see.

How many classes do we have that can tank, all but some of the original four. Introducing new classes with new tank specs didn’t help the last two times, so why would making every class able to tank… it wont.

See next answer.

How do you make it more appealing. Pray tell.

Ask yourself WHY people dont tank or heal. I’d bet it’s mostly down two reasons: toxic culture where brainless dps blaming healer tank for their own in game short comings or bigger number better; they want to see those big sweet dps numbers.

No, making healers and tanks dps is NOT the answer.

Make tanks tanky again. In dragon flight there were more tanks because they weren’t as squishy and so small mistakes weren’t so harshly punished.

Also, people often treat tanks poorly particularly for the terrible sin of dying in a dungeon where everything is trying to kill you.
People are quick to demand their own routes, criticise the tank’s route, and ping the next pack to make the tank pull faster.
There have never been fewer tanks in mythic plus than now, but there have also never been more “tank experts” ready to speak up.

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I’ve played it over the past few days an I have to say that it’s a great game, with a great concept and a very solid foundation.
I’d like to see it being succesful because it basically takles pretty much every single issue M+ in WoW has and vastly improves those issues/irons them out.

Getting to your concerns - yes, it’s 4man. 1 Tank, 1 Heal, 2DPS.
Does this theoretically increase your queue times as DPS? Probably yes. However, you can see the “population” of each role in the queue and most of the time DPS AND Healers are “overpopulated” while only tanks are “underpopulated”.
Meaning that more people enjoy healing in Fellowship than they do in WoW.

The reason why they did that are presumably 3 things.

  1. It’s easier to get a premade going because you only need 4 people
  2. Visual clarity, less players = less stuff to track on the screen
  3. It makes boosting way harder

Boosting just becomes way harder if you have one of your boosting slots now contribute 50% to the roles agency instead of just 33%.

However, I’m indeed still sceptical about this decision due to how it affects queue times.

Ultimately though, the best thing they can do is to just improve the tanking and the healing experience so more people play those roles instead of just wanting to pew pew DPS all the time.

You wait because you dont understand how keys work.

You have TWO +15s done in that toon.

Who is in the list next to you? There are people with 6/8 +15s done. There are people with resi15 keys that want to reroll them to easy ones to 2-chest them… There are people with +16s done… ect… You are at the bottom, of the bottom of the RIO list.

How do you fix this? You have resi14. So you have to play your own keys.

You play your 14 with a PuG group. If you see that the group is half-decent you instantly offer to do the followup 15 that comes after. Maybe 1 or 2 people have to leave. But as long as SOME people of that group stay you increase your chances of timing the 15 by a lot. Repeat.

And THEN, when you have like 7/8 +15s and some +16 done (cause sometimes you will 2-chest the 14s)… THEN you apply specifically for the dungeon you are missing to get resi15.

Repeat…

You dont need a premade. What you need is a friend list.

So you log in. You look at your friend list. And sometimes you can have 1 or 2 people logged in. So you play with them.

And they dont have to be the same people all the time.

Here is the deal. You tank when you are solo. When you are with friends, playing your keys then you DD.

If you are solo player without friends/guild/community to form groups with then you minmax for the role most in demand if you wish to play more, otherwise you wait with the rest of roles that are not in demand. PvP you heal, PvE you tank. Played every role in the game, for some who uses LFG it is infinitely better to play the role in demand for the content, once you have built contacts and made friends you can start be more versatile with your role if other people are also able to play multiple roles. If youre only willing to play dps then you make the choise to wait with the other dps.

We had eco-dome this season. I think that can be called new, seeing that it was introduced in S3.

Though it may not be the most memorable of dungeons.

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remove depletes and most issues will be gone.

more people would queue their own key, more people would accept none meta unqualified players because why not? key isnt depleting might aswell try.

but blizzard are too stubborn (dumb?) to do this for some weird reason.

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I think that would be same as if ppl in PvP wouldnt drop below 1800-2100-2400 ratings after reaching them once, but then also if there is no risk what stops people from just trolling if something didnt go to their liking.

But I know a lot high end ppl in m+ are advocating removal of key depletion in m+, I remember jdotb for one.

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it really isnt. its a different ladder system where you eat eachothers points to climb.

m+ is pve based and if you cant time a key you will never climb. would we really care if someone had a 16 key and wiped 250 times before they timed it tuesday night 1 am ?

and also m+ is a game mode where some really cringe rng stuff can happen. multiple casts on 1 guy, uninteruptable stuff on overlaps. multiple mechanics on 1 guy over and over ( bleed in prio, mini boss dot in dawn )

i dont mind that per say, but since you have 1 chance and its back to homework keys it feels really sad to rng a deplete, im not saying you cant outplay the rng but we have all experienced some really once in a life time stuff into a deplete.

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Well, other games do have some certain threshold protections on rated modes, can lose few times and not go under some threshold but once that is spent you drop, it’s suppose to help bit with the rng element I suppose, I guess something similar could be in wow too.

but all those game modes you refer to is PVP totally different enviroment

Wdym, could easily make something from it to m+ aswell. Few keys a day wouldnt deplete for example.

You could also just remove the depletion mechanic. This is PvE, not PvP. You can’t drop in rating anyways. There is simply no need for Blizzard to force you to play the same content you don’t need anymore over and over again.

The depletion mechanic, imo, is just there to pad out content, nothing more, nothing less. It serves absolutely no balancing purpose whatsoever.

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I think it’s purpose is to have higher risk on sense of loss. Everything is designed to increase addiction and dopamine once you make it. The whole game is designed to hook you.

The purpose of depletion is to keep us playing again and again.

This.

In PvE, the “failure” criteria is a wipe. So you die and try again. However. How many times do you have to wipe for you to say: Fk this… im OUT!

That is what depletes do. They lower the key so you time something (aka, succeed) to delay that X wipes == I quit.

What blizzard forgot is that it also delays any raiting gains. And spending X time with ZERO gains also == I quit.

That is why YES. They should remove depletes.

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A sense of loss of my sanity, yes.
You already have a sense of loss anyways, which is your time.

It’s not, it’s frustrating and causing most of people I know stop playing because they just cba to run a 17 again try an 18.
I don’t have to kill Dimensius Hc again in order to give Dimensius Myth another try. It’s stupid and needs to go.

What do you mean? M+ didn’t have a rating system. The entire M+ rating was provided by a third party for years until Blizzard just copy pasted it. They didn’t “design” anything here.
They also just copy pasted M+ from the D3 Rift system.

Maybe in low to mid keys but in higher keys, I haven’t met a single person who gets more dopamine out of it than he gets frustration out of it. The depletion mechanic does two things:
It breeds toxicity and it makes the community stick even more to “meta” speccs.

I mean… why risk taking an off meta specc when you just have a single shot for it before having to time possibly MULTIPLE keys in a row, you get nothing out of, just to have another shot.

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Well, I’m not advocating for keeping it so you dont have to waste time trying argue it with me. I’m answering your post that I think its there to increase the sense of risk when there is more to lose. You want to make the game more forgiving, I have no take on that nor care, simply stating the objective truth.

You’re correct but this doesn’t make the game better or more addictive. Quite the opposite - it makes it atrocious.

I wouldn’t call it “more forgiving”. I’d say make it respect my (player) time more.

I don’t think that’s an “objective truth”, unless you have an article where Blizzard is stating exactly this.
Maybe it’s the most obvious reason to you but imo the “objective truth” is that it’s just there to pad content and thus player time.