During the long testing period of 9.1 we've had some major debacles around weird features and bugs in the game, some more and some less justified. Now after 3-4 weeks of 9.1 many of those ptr complaints have been verified and at least these two major 'issues' turned out not to be a big deal at all. Oddly enough, I myself have bought into these controversies, which is quite a new thing for me, and that's why I decided to make this thread to remind everyone about these old opinions and point out how far were they from the actual truth. This should also be a good reminder for the future to think twice before we jump on a bandwagon, even if it makes complete sense at the time and seems completely justifiable.
Recrafting legendaries
Potentially the biggest drama of pre-release 9.1. Thousands of disgruntled posts, emotional videos on youtube, agitated reactions on twitch. Huge campaign of dissatisfaction, based on mostly accurate information, though with some fake news shoved in here and there. The problem was of course the fact that people who had their legendary previously crafted in a slot that in 9.1 has a domination socket item would have to recraft their legendaries because of the massive power boost from the new socket.
So how is it? In 9.1 we gain 2000 soul ash passively just by running the weekly torghast for cinders, 1000 for each wing. Next run we get 500 soul ash each, and the third run per week and the subsequent runs are 200. (For layer 12 - lower layers have similar rations but lower rewards obviously).
In practice this means that you can get enough soul ash to craft a 4/5/6 leggo in 3 weeks. This also means you can get it in 2 weeks by running torghast twice as much as you need. And finally, this means you can just grind soul ash. This is especially easy in lower layers that you can now speed clear easily on a character geared in the open world. Clearing layer 8 takes me about 12-15 minutes and provides about 170 soul ash. If you're more skilled and you can quickly clear higher layers, this will go up. If you choose to grind it, you can get about 700-800 soul ash per hour.
Now, is it bad on principle that we have to recraft something - sure. But in reality it's a non-issue, as most players will just get the soul ash passively from doing the exact same work as they would have done anyway (3 weeks of torghast = 3rd week is when you can craft rank 6 leggo for the first time).
In conclusion, this is barely an issue. The massive pre-release outrage was not at all proportional to the actual issue.
M+ Rating and KSM requiring both fortified and tyrannical
Inclusion of the in-game m+ rating was mostly received positively, however, following this change we've also seen an overhaul of the KSM requirement, and to the dismay of many of us it turned out that it's no longer enough to just time all dungeons on +15, but instead you need 2000 rating which will require getting score from both the rotating main affixes (fortified/tyrannical).
Again - on paper? Really bad change that will make it harder to get KSM for everyone because you have to run every dungeon twice. The forums and social media were pretty unanimous in their negative opinion on this change, including myself. Everyone was up in arms because blizzard was clearly trying to force everyone to participate in tyrannical weeks against their wishes. There were some voices that it's not such a bad thing, but these were few and far between.
So now that season 2 of mythic+ has been live for a couple weeks, what is the reality of this change? It is actually much easier for almost everyone to get KSM, except for maybe a very small minority of players. The first major reason for that is KSM no longer requires you to do anything in time. The achievement no longer has anything about timing keys in its description, just the ranking requirement. That is something many have not realized before, but you get decent rating for untimed runs now as well. This fact paired up with the second big thing about this new system, which is that you can make up for a lower score on one affix by a bigger score on another, almost trivializes the achievement in comparison to previous seasons. As an example, you can run a +16 or +17 on tyrannical and miss the timer by a couple minutes, and then run it on fortified +13 and you will probably reach the average score required per dungeon to get the achievement. Basically, you can boost your score massively by untimed runs of higher keys than 15 and just do the 'alternate' run on the second affix much lower than 15 and get the achievement that way. This also makes it much much easier to help your friends with the achievement (and of course easier to boost as well, if you're into that - I'm not).
There is a small group of people that will lose on this change, sure. These are the people who can reliably time every single dungeon at +15 while at the same time not being able to do +16 and +17s reliably and thus cannot quickly negate the score requirement from both affixes. Everyone else wins. The system is more nuances and more flexible.