Originally Posted by
Final Verdict
(OPs) listed issues dont necessarily originate from competitive content, and not even from gear distribution representative for a misplaced neoliberal design philosophy - toxicity isnt exclusive to mythic PvE, neither r DPS queue times nor any other miscommunications (which too often result in toxicity), but the human condition.
but m+ is an illustrative highlight on the last xpacs corruption of design paradigms - the decasualisation started late Legion. endgame progression was slowed via scarcitiy, time investment (eg borrowed power grind) and skill (well, mythic tier content requires skill, to be translated as time investment). high entrance and progression barriers segregate the playerbase for the result of performance pressure, which often ends in toxicity.
this MAGA design wasnt exclusive to m+, but already had become the integral logic: to force engagement, also social, as guilds and Friend lists simply mean another (emotional) bond to untie before unsub. simple logic: less loot=more /played.
it made loot so great again, that it ignored the social basics of the human condition and enforced a rigid career mindset, wow became elitist jerks paradise. almost the complete initial SL design was time-intensive, if not outright hostile, as it required massive investment, which symptomatically became stress. (so i quit s1)
though Blizzard lost touch with the playerbase long before (u think u do, but u dont), this trend of ignorance on (massive) negative playerfeedback felt like a running gag since Legion and is maybe the most important aspect of player frustration and therefore toxicity - since Legion the design parameter accessibility was reduced to introduction to endgame content.
a lot of this frustration simply is ilvl (as in output) drama, while M+ is maybe the most accessible endgame content (small difficulty increases) not just the loot system, but also the competitive aspect is almost exclusively designed for a (very vocal) minority. many wouldnt choose this progression avenue, if it wouldnt be the most accessible source of mythic gear.
personally i dislike the timer, as it feeds into the GoGoGo mentality and subjects to (perceived) Meta-gameplay, but i do understand (and sometimes enjoy) the competitive aspect and the convinience of a professionalized routine (it installs).
WoWs playerbase is very heterogenous, the 12 year nub and his mom, the mid-thirties c-suit exec and the retired plumber. it is not to be reduced to professionals for another SL. its like referencing Micheal Schuhmacher in StraßenVerkehrsOrdnung, to design by a focus on the very marginal (progaming) elite. its ok to have high tier content for high tier players, but its hostile not just to exclude the majority from high tier content by rigid time investments, but to design any endgame activity exclusive for competitive mindsets.
so m+ high tier isnt meant and cant be pugged (by majority), but the original issue extends to overall endgame. an easy solution would be the return of TF and WQ gear for alternative progression routes, but such probably could only further delay WoWs stagnation. as the central issue of the historic trend of design is exclusivity, as in FOMO, MAGA and P2W.
endgame needs to be inclusive and offer more than just grind until power cap. personally the most fun starts close to BIS ilvl, cuz iam done with the fucking job and can now enjoy my lambos freeride in whatever direction i feel like.