https://twitter.com/WarcraftDevs/sta...11109045866496
"The new level of Mythic Keystone 11-15 rewards will become active the week that the Mythic difficulty of Tomb of Sargeras opens."
While I was annoyed by the change, for a casual player it's actually a great change. With boosting gone all that's left is trying to get as much out of your key as possible - and the system suprisingly works. I did like 7 M+ across 2 alts, queued up with random people close to my iLvL or higher, and just progressed through them on normal pace, sometimes doing +3 upgrade, sometimes +1.
Let's face it, while lucrative, boosting was not good for the game. Key providers were just carried, boosters were melting through piss easy content just to farm AP, not very fun for any side.
You still dont realize that 8 didnt had 3rd affix, was doable with 4 ppl in time with 3 chests and for some affix you didnt even had to have healer. If you really think that 15 now in 7.2.5 ( that scales to 19 in 7.2 terms ) ill be as EZ as 8 in 7.2 then we play different game.
They want people to focus on the new raid. Once it's been out a while they'll bump up the m+ reward
Mythic+ loot does not belong in a game where 4 major item slots are reserved for tier pieces.
The reason M+ as an active way of playing is already dead, is because it actually worked before tier bonuses were available (EN-TOV), as opposed to now where not only they upped the difficulty across the board for no god damn reason (especially the absurd boss changes), but also because M+ is far less rewarding now, because again, 4 slots are tier, 2 slots are bis legendaries, then you have both bis trinkets which 90% of the time are ALSO raid trinkets, so what you gonna run m+ for, rings and necks? Yeah
They'll remain a weekly +15 run until the end of this expansion unless they either remove tier sets or add them to dungeons.
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You're jumping from one argument to another. I'm not saying it was that easy then, I'm saying with full gear it will likely be that easy in the future.
Honestly, 8? 10? 12? Who cares what it's like, they were all an absolute joke, and a 15 would have been an absolute joke too.
Bit childish to have to nit pick to that degree, just to be able to justify your crying over m+ changes.
And this is where you are wrong -- multiple chest rewards was never meant as a gear farm. It was a meant as a reward for those skipped levels. The important part is that this was designed with the intention of depleting a key -- which means that in the unfortunate situation where you would +3 a dungeon (coz say +9 was already too easy for you) and there were no multiple chest rewards, you would loose 4 pieces of gear. It's also worth mentioning that multiple chest finish is supposed to be an indication that you are ready to progress further not to indicate that this is the sweet spot for you gear grind. Multiple chests finished were never really a thing once you neared the limit of your group's abilities.
Now when they got rid of the depletion mechanic it no longer makes sense to have multiple chest rewards unless they purpose would be gear farm -- and I already said it isn't. Not to mention that the gear farm without depletion mechanic would be freaking ridiculous.
As a side effect this also creates much healthier environment for lower level key runner by (to some degree) removing carry runs since geared player will be less interested in them (as they will be less profitable). Even though this was promoted as the main reason by Blizzard I count it only as a side effect since it doesn't really solve the problem fully.
If there is something wrong with this system it's the fact that the key decrease is forced upon you -- this becomes issue mainly for high key pusher who often do multiple runs in order to "learn and min/max" the run to the point where they are able to beat the time . Way better solution would be to have the option to "reforge" the key, possibly for orderhall resources (which would be way better sink for those than the stupid blood vendor).
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Unless you are a vengeance DH (with the pro paladin mixed in occasionally). In fact this issue had been boiling for a while and it will be only a matter of bit more time until the same starts being done with other tanks. Sure you may not be able to push the absolutely highest keys with group full of tanks (disclaimer: at the moment you can!) but it certainly should be hard to do so once you reach around the middle level of key difficulty. Currently that is not the case
It might be good for you having something to do, but for others it's content they're "forced to do". You're free to keep doing it if you want to, but others feel no pressure to run them infinitely.