I don't think it would work without the timers. The timers are there to rate how much higher your next keystone should be and how many chests you get, if there were no timers how would the game know what level your next keystone should be?
I don't think it would work without the timers. The timers are there to rate how much higher your next keystone should be and how many chests you get, if there were no timers how would the game know what level your next keystone should be?
I absolutely hate what Dungeons have become since the introduction of LFG. I miss having to CC and plan out pulls and taking your time crawling through a dungeon. Once i am raid ready i never step foot in 5 mans again. Still have only done maybe 5 M+ this xpak because i find 5 mans so boring.
I couldn't agree more. Scaling mythic difficulty into a more methodical and difficult run rather than a burn fest would be far better imo. Everyone wanting to 3 chest zerg everything makes groupfinder a lot more toxic as well as everyone wants participants to greatly outgear everything as usual. Perhaps the best way would be to diverge the two and have timed challenge mythic for prestige rewards/mounts and regular for gear, etc.
All the high end ones I've watch has been aoe stun aoe dps and slow + kiting, hardly any skill needed. group that with high item level gear and it becomes a joke. Mythic + dungeons isn't the challenge i was hoping it would be. It's all about class and gear, yes skill has some factor but gear can carry you most of the way.
timers are awful.
If you dont like timers, go for the normals or hc, no one is stopping you.
Madness will consume you!!!
I would rather have a giant BRD style dungeon that takes 2 hours to clear, than to spam Maw 20 times a day.
But eh, w/e.
You're right about that. I think I did +2, +3 and had a go at one more, can't remember whenever it was +4 or +5. But I do have an understanding of the mechanics as far as keys are concerned. Currently I'd assume that we're looking at it from different perspectives. I'm viewing it from a point of just using my own key, as I don't want to be responsible for depleting the key of someone else. Furthermore my assumption is that I will fail not at +15 but rather say +10 or even lower and would you run such a low level depleted key? My assumption would be that you're going at it from the perspective of a player that has done a lot of M+ and probably knows pretty well what M+ level is "easy" for him/her and has some form of established group to push his limit. As such you have a lot of opportunities to improve while playing other peoples keys and have a group that allows you do go with some really coordinated effort for a higher level.
As for it being fun I guess it depends on your class. I haven't had much time since 7.1.5 hit, so I'm not sure how much Shadows improved in multi target, burst damage but before 7.1.5 it felt miserable. As far as I can tell M+ is about bursting mob packs back to back and Shadows were horrible at that (at least pre 7.1.5). I pretty much ignored M+ after my RL told me during raid to go and do M+, to get more gear and AP, only to look for a M+ guild group after raid and explicitly stating that they weren't going to take any Shadows because they're so bad for M+.
Blizzard would probably get a lot of attention if they were to take the idea of a procedurally-generated M+ Megadungeon to a crowdfunding platform. In all likelihood they would have too much pride to entertain the idea, however.
It should've been harder difficulties requiring use of CC and smart pulling.
The engine does not stop shit. You could make Bosses aggro healers, have infinite leash range and all kinds of stuff.
And i played D&D ; The hell your char can do more. Cast some higher levels spells once per day, roll to see if you even manage to perform a sneak, make a second attack - please - I had Winfury, Stealth, Greater Invis, Pyroblasts and what not for expansions.
It's simply not playable. Cause a big monster, stomping about, realistically punching your healer, well, tends to kill you. Cause, heyyyyyyyyy, Realiiiiiiiiism - not that D&D has that either - What with Bags of Holding defying physics and all that.
The problem is that you cannot just scale up base Mythic without offering some other kind of catch-up, or new players get stuck in a place after heroic dungeons but where Mythics are very hard. 7.2 also boosts heroics up, and adds catch-up for fresh 110s to get to the new heroic level, so there is no power gap you cannot pass.
Adding catch-ups and rebalancing the base levels is far more work then they would want to do several times in smaller steps, so its understandable why they prefer to do one big step. You can still have your +15 prestige by tieing a date to when you did it, or doing even higher levels and showing off with those.
Last edited by Nevcairiel; 2017-02-01 at 07:50 AM.
I mentioned this earlier: If adding a new mode to the game requires you to remove already established aspects of the game then it's poorly designed. A new game mode compliments your already existing game. M+ fits the current design of WoW without needing to limit what the player can and cannot do.
The timer isn't the worst part of M+ tbh
It's WF/TF making it about farming the crap difficulties instead of progressing up from easy > medium > hard as you get better.
Content drought is a combination of catchup mechanics and no new content.
I doubt people will wait for lust every 10 minutes...but I miss that more thoughtful and tactiful mindset of Dungeons. A DPS player is not only valued by how big they can blow their DPS wad, not on how resourceful they were at controlling situations like in Vanilla or TBC.
Do have to remember though in the Old Days....pugging a Dungeon could take well over an hour. A nice thing about M+ is when I know I only have about 30 minutes to play I know I can bang out a Mythic+ in a pug real quick.
Bare in mind 15+ where many aren't going for the timer you can take your time.