If Blizzard made having alts alot easier at max level, I would do m+ alot more. As healer and tank.
If Blizzard made having alts alot easier at max level, I would do m+ alot more. As healer and tank.
Oh man if you think running 8 dungeons on repeat forever is bad... what if you had to run 3 dungeons on repeat forever? Because that was Cata's end-game dungeons by their last content patch. End Time, Well of Eternity and Hour of Twilight. That's the alternative that we've seen so far in WoW.
That's not a good argument because back in Legion, the way you got legendaries (prior to the vendor) was to go do all the emissaries, do world bosses, do all the dungeons at M0 and clear out each raid. All in the pursuit of a legendary which if you didn't get lucky the first time around was painful. In fact it was so time consuming that players came to the conclusion that it was faster to level a second toon of the same class/spec and get the first legion legendary that it was to attempt to do all the grind to trigger the BLP to give you another legendary.
How was that more fun? Sure it was time consuming, but fun? I'd say not really.
Having free reign over picking dungeons + levels without penalty just means that players would experience degenerate gameplay. Like in Hades, the first "free" room that gave you a power, if it gave you a shitty one, you might as well end that run because it would be faster and more efficient to
restart than to waste time attempting the run. Have a bad wipe at a boss? Restart the key. Have a bad wipe at trash? Restart the key. Have a bad first pull? Restart the key.
Additionally having free pick over dungeons can also be negative. We saw this behavior back in early Legion when Maw of Souls was the top dungeon in M+ not because it was good but because it was short. Granted the reason players ran MoS constantly back in early Legion was for the AP grind but that could easily happen in SL for different reasons. X dungeon is the shortest so suddenly it becomes popular for valor grinding, for quickly maxing out your GV to get 10 M+ done as quickly as possible for as many mains and alts, etc etc.
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You should reconsider who you raid with then. Sure some groups may require M+ gearing to enter raid, but not all. And if you don't want that kind of pressure then find other groups of players to play with.
Consider the alternative (which I previously mentioned) as the dungeon progression back in Cata. Sure you got "new" dungeons but because the loot table in the newer dungeons were better (and since you don't have M+ to boost the old dungeons' loot) all you got were smaller set of dungeons to play in.
To reiterate, is it better to have 8~9 dungeons that you keep playing or have 2~3 new dungeons added per content patch but then be restricted to just those few dungeons (because they came out later and had better loot than the earlier dungeons)?
Competitive players will optimize as much as they can. It's one of the reasons why Master Loot is gone (for loot funneling), granted it didn't really work.
Honestly for R2WF, Blizzard really should just stick that progression on Tournament servers. This way those ultra competitive players can have a "level playing field" without the craziness of all the optimization they do.
So wait you want pay to win? Because that seems like pay 2 win...
Don't PuG a +20?
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At the expense of the MMO part of the MMORPG. But again, there's no limit to dungeon crawling in a M0 so technically you already have it?
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Whoa... misleading the public a bit here aren't we?
Legion's 14 is technically only 13 since Return to Karazhan is technically just 1 dungeon that got split into 2 for M+
BFA's 12 is also technically 11 for the same reason as Operation: Mechagon was split into 2.
SL's 8 + 1 (because of Tazavesh) should really be 10 since Tazavesh should be split into 2 by the time we get to 9.2 if you wanted to be consistent with the previous two examples.
So to be truthful the table should have looked like this:
WoD - 8 dungeons
Legion - 13 dungeons
BFA - 11 dungeons
SL - 9 dungeons
Now if you wanted to count M+ dungeons:
WoD - 0 M+ dungeons (Had 8 CM dungeons though a precursor to M+)
Legion - 13 M+ dungeons (Violet Hold was never a keystone dungeon)
BFA - 12 M+ dungeons
SL - 10 M+ dungeons
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Nope. I should be able to raid with high-end guilds without "no-lifing" the game. When you get older and have a family you don't have time to do this, and when the only reason you play the game is to raid HARD content (Mythic), and you have the skill to do it, you shouldn't have to endlessly grind dungeons to have a chance to get loot. It's degenerate. I just want to raid Mythic, why the heck do I have to grind the same boring dungeon over and over again?
Uhm.. Cataclysm dungeons on release were freaking amazing. They were hard, really cool thematically, and prepped players for raiding. When I finished getting my loot, I didn't have to run them all over again each patch, and I could just focus on getting my tier and raid gear. Way more alt friendly. This was a way better dudgeon design approach.
Master loot needs to come back, getting rid of it made more degenerate gameplay with having to run more splits.
No. Just get rid of the infinite dungeons grinds / randomness. Then everyone is on an equal playing field with the R2WF crew without "no-lifing" the game.
It's hard not to when it makes the infinite farm so much simpler. If this is going to stick around, at least make a feature in the game that plays on the fantasy.
I should be able to, isn't that the purpose of LFG?
Literally the best feature added to the game since release and you're asking if it was a bad idea... If there ever was a time to facepalm, this is the one.
Yes, remove the timer and let tanks be tanks and not kite and DPS be dps and healers be healers again. I love the idea of progressive tiered 5mans just hate the timer. Also make loot drop off boses again.
you people defending M+ and writing long replies should get some girlfriends, bunch of fucking losers
Same. I hate the stress that the timer creates. I don't play the game to be stressed. Not even most raid bosses give me the same stress because it comes in bite sized portions of a few minutes per try. But M+ comes with ruined ruined keys and pugs who don't have the patience for returning players like myself.
I did a few in Legion when it was new and it was okay with the right people. Tried again in BfA and noped the fuck out.
You can't do not timed on mythic+. People mainly run it to rank so in order to rank: they would do extremely slow runs if it's not timed; in practical terms: right now the world record may be something like level 28 which is already hard without counting the timer; with the timer removed: people would be trying level 30 or 32 for hours upon hours with wiping and it will be never ending and extremely hard core on top.
The only reason it is timed is that it has progressively higher levels; you need that removed for it to be not timed; I'd suggest to petition for 10man hard mode in its own instances or for 5man to stop having levels.
Last edited by epigramx; 2022-01-24 at 05:45 PM.
M+ is easily one of the best additions to the game. This game struggles with keeping content relevant long term, but at least now we have relevant 5 man dungeons that persist throughout an expansion.
Is it without faults? Of course not. Do the players make it less fun than it could be? Absolutely, but that's more of a community issue than with the feature itself. WoW devs like to experiment but always neglect to consider the social impact of certain design. I have trouble expressing my thoughts on this because it takes many forms, and part of it is the community being more toxic than it needs to be, but it is possible to design things in a way to avoid or discourage players having reasons to act shitty towards one another. WoW doesn't do that, it usually implements systems and lets the players "sort it out" entirely on their own. But that usually leads to hyper-optimization, expecting the maximum rewards every time, and considering yourself "punished" by bad players if it's not undeniably perfect in their eyes.
For example, late legion I'm farming mythic antorus each week, full mythic tier, we sell the mythic achievement/mount as a guild to others. I had slowed down on keystones as the expansion neared its end, and I hadn't run the newest dungeon at higher key levels out of some laziness.
So there I am, full mythic tier, +15s on every dungeon but this single final one, and I struggled getting invited to a single group. Despite my ilvl being higher than a fully m+ titanforged runner could acquire, despite clearing harder content, having better gear possible than a non mythic raider, full orange parse on all mythic antorus and having played the game at that same level since server firsting Sunwell in TBC, I could not get invited to a group. Because it had all been boiled down to a single number, and based on this number, m+ onlies would mistake me as being incapable of clearing the content since it was lower than theirs.
I don't necessarily blame them for wanting to take the path of least resistance, they were only optimizing the reward structure Blizzard set up and left to the player's own devices. At the time, it was kind of an "okay, lol" moment. But objectively speaking, there's no reason for them to act any different. Simple things such as, an internal rating system with a bit more nuance that people would have more to consider than m+ score. A reward incentive for a group with a player that has not completed the content yet, or on that specific difficulty. Anything. Very minor, very here-and-there changes could improve upon the social aspect of the content, but like this post has been trying to convey, Blizzard neglects that entirely. And it's not difficult to add very small things to encourage community or discourage toxicity, but rarely do they bother.
Perhaps if they weren't wasting so much development effort with borrowed power to then scrap it later, they'd have the bandwidth to implement more meaningful changes. Alas
Longer duration boss fights, lots of novel mechanics, and large groups > repetitive 15 minute clears with repeat mechanics throughout every dungeon you do. YMMV.
M+ was fine, conceptually, as a game mode. It being the BEST way to gear was fucking stupid when it first released. Infinitely repeatable + huge chance at forging + less headache due to smaller group + way shorter clear times essentially invalidated raiding from a rewards standpoint.
The elephant in the room was WoD. The era when people DID get done, only raidlogged cause there was nothing more, and came onto these forums in a flaming rage about how this expansion was the worst thing ever, a stigma that unfairly remains to this day. Blizzard is so terrified of people being able to say they're done that they're going to keep adding these systems. In Blizzard's eyes they see it as the hardcores can grind as much as they want for a small increase over everyone else and the middlecore have something to do once the meat and potatoes are done. But sadly the playerbase has just seen it as something they "forced" to do or they'll "fall behind" even if they're not hardcore or even middlecore.
The most difficult thing to do is accept that there is nothing wrong with things you don't like and accept that people can like things you don't.
I think you're missing my point. The issue is that not all high-end guilds require "no-lifing" the game. Wasn't there a blind/deaf member group that cleared some Mythic raids?
And it doesn't have to be a huge time sink either, I recall there was several guilds that did 1 night a week Mythic raiding. Just 1 night for progression so they do exist.
Again missing the point. The problem with cataclysm dungeons was that you started the xpac with 8 dungeons but then shifted to 2 dungeons (Zul'Aman and Zul'Gurub) and then finally to the last 3. Because M+ didn't exist back then, you had no real reason to be running the first 8 dungeons for end-game content because the later dungeons gave better/higher loot.
So instead of having all dungeons stay relevant all xpac long (which is what we get right now with M+), you only had a small handful of dungeons that were "relevant". So in terms of variety you were running the same 3 dungeons over and over again instead of a wider pool of 8+ dungeons.
What MMO currently on the market doesn't have some sort of a grind? MSQs, tokens/currencies to get doing XYZ to then buy gear, etc.
Not originally? The original target audience of M+ (as stated by Ion) was not PuGs. Granted the community at large is treating M+ to be PuGGable but honestly, that's the general risk of running any key with literally strangers compared to running keys with players that a previous social relationship has already been established.
Basically, a guildmate/friend is less likely to screw you over because they know what the penalty is. A random stranger whom you're likely never to meet again isn't bound by that social dynamic and doesn't care.
And some would say that the tools that have been developed as a part of M+ being added (i.e. R.io or M+ score) gives group leaders a way to estimate an applicant's potential skill/knowledge. It's not fully accurate but at least it's better than not having said tools.
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Sure if they would restrict their advertising to the channels that they are allowed (i.e. trade chat). To see LFG filled up with these advertisements can be annoying.
Honestly we should get gold bounties for reporting these players and that gold should be taken from the advertisers accounts (from their mains)
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