As a new player who started playing this season I would say the biggest problem with affixes is that it is not even explained properly in the game. It's like it assumes you will google it yourself and find out about it. Like for today's affix it says "Xal'atath's Bargain: Devour: While in combat, Xal'atath tears open rifts that devour the essence of players". What is this even mean? Why don't the game actually showcase that? I mean some games do some sort of an introductory video showcasing how it's gonna look like, what will happen if you ignore it etc. At the very least, provide more text information, would be cool to actually get list of abilities for your class that can help with the affix. I know for veterans it seems silly, but imagine if you were playing the game for a month and decided to check out this game mode. No wonder you wouldn't know how to dispel the affix. You wouldn't believe the amount of players who simply don't know they can even do that
No i can absolutely see where you're coming from. In my opinion players "should" read into certain things outside of the game eventually, but not when we are talking about the lower range of keys, where everyone starts in. Back then, we usually had "experienced" players explain stuff to us or to gamers without the knowledge, but nowadays communication is so dead, that its mainly used to be toxic. But you're right, having atleast a basic understanding in form of a quick tutorial text pop up when you enter a dungeon for the first time of the week, explaining the seasonal affix. Or giving you a chance to go into a little "Scenario" type of thing to learn them would probably be good.
Not only this but also the amount of addons and weakauras required now to do certain stuff (which new players probably will struggle to either set up or even knows exist) is brutal. Some things should be ingame by default. If you want to use certain addons for it they can probably mute/change the look/modify stuff to their liking. But if ur going in blind there's no way a new player would understand whats happening, and even with addons for a newer player things are confusing. Its even like this, as a veteran player if I go in without addons and weakauras I couldnt probably play the game as it is now because how much is happening and what those addons and weakauras provide.
EXACTLY dude thank you, I had to feckin look this up loads, hate affixes already but now I gotta look up what the heck it actually means - feel like I spend more time on chrome than I do actually playing the feckin game
One thing i always hate during a m+ season are "if u not meta u can't join us" groups. and like u said, that ppl in lowkeys rarely use their def-cds. or are standing in a frontal
The meta mindset unfortunately is something out of blizzards control. There will allways be a meta due to variables they didnt see coming. I think because m+ is so accessable, people forget that its more enjoyable than to play with randoms nonstop
YES! That and one or two party damage overlaps that are just super unnecessary. Other than that, its quite good that even healers have stuff to heal now. its just annoying when theres no damage incoming...and then 250% of your Hp will tick down in 8 seconds, so GL healing that. but stuns or aoe cc not triggering the spell cooldown, has to the be worst thing ever.
I just need 5 minutes in a room alone w the guy who implemented this. You know how fucking frustrating it is trying to do your opening rotation when you have to nonstop spam interupts in between to survive? Ambush, garrote, kick, rupture, rupture, kidney shot, fok, fok, blind, deathmark, kingsbane, kick, shadowmeld...etc....HOW IS THIS FUN.
Kussi, every word is out of my soul. I agree in every single point. Soloque is my most important thing. Matchmaked preferred so ppl who don't play well or not using Def cds or stuns and don't care about anything are not wasting my time anymore. Thank you for this video, mate.
You cant make matchmaking performance based. Too many variables. If its just cooldown usage, people will learn to just use their defensive during in an offensive cd macro just so they have it on cooldown nonstop. Even things like "avoidable damage taken" is not allways your fault either. Also why would healer or tanks even bother with soloq, considering they got free choices right now
2 дні тому
I agree with the part of shifting responsibility to dps players, especially as it makes the gameplay less frustrating (only 1 tank/heal, but 3 dps to do mechanics) and i feel tanks and heal should be more like in DF (tho i agree with the opinion that especially tanks were too strong). But I’d like to discuss the idea of solo Q, at least for dungeons up to like 7/8 (?). The Point of how such a system impacted pvp Stands firm, but i think shifting some of the m+ expierience to a queued system could potentially ease the entry into the system and be a gatekeep for higher keys, which also could be beneficial. Btw, really liking your content lately, your humor and editing are s-tier imo. Keep it up! :)
Im pretty sure they mad tanks these invincible monsters in an attempt to get more people to play it..which worked considering how many people played VDH in DF or prot pala after rework. They dont need to be broken but make em enjoyable to play gameplay wise. If you got certain tank specs that arent played due to difficulty or lack of class fantasy, then theres something to work on. For soloq i just think its a pointless thing. Why would tanks or heal just put their hands to rng-esus when THE only benefit they have right now is "choosing" 😂
Just spitting out ideas that "maybe would make things more fun without making m+ mandatory. No one will ever apply this but i wanted to get it out of my system 😂
Think tanks and healers would need to feel a bit OP to make sure ppl play those. You already have lots more responsibilities - it feels awful to just fight for your life all run. Remove key depletion and increase rewards and make gearing a little smoother. I still play m+ mainly but it’s just empty these days.
Its just completely dumb to make healing/tanking even tougher, when you allready got less people playing it. For some reason blizzard thought that it makes sense. Wonky
@@Kussi_Slayer think it’s okey from push groups, organized group perspective, one more thing for them to solve. Just pug world is entirely different game.
@ feeli like it’s the exact same goofy US optimism- same which made them think Kamala will win - same asssuming do you give all those utility to dps classes - they will use all dispels, off heals, ccc right when needed. M+ is balanced around that and it’s just not real - not in lower rates of groups. You’re giving ppl 40 keybinds, complex rotations , lots of mechanic to do or die and God dam dps meter - surely the last one will get all the focus 😉
Another thing is that every guide or wowhead spreadsheet tells you about HOW TO DO THE BIGGEST DPS but nobody cares about HOW TO BE THE MOST USEFUL PLAYER IN YOUR GROUP :'D
@@Kussi_Slayerwhile most of the time people in these keys don’t care about anything except for numbers in meters, they also tend to bully the ones who took their time and helped healer with affix/popped some cc’s/wasted some globals on defensives. All these «rrrreeeeee you are ilvl 610 and deal less damage than me» from ilvl 600 guy with 14 deaths and 1 (probably a missclick) interrupt
Missionary position game wise made me laugh uncontrollably :-P Some very interesting takes I must say. What i hate is that only true interrupts work on casts and in pug environment it's hard to get those done correctly and that mythic vault is only from 10s or higher. Other changes are mostly good.
Aye i agree. It was alot better when i as a tank or a dps with many aoe controls could ensure kicks for the 3-4 casts on my own. Now, if you got 3 casters and half of your party kicks the same, shit gets rough real quick :D
Love every last point. I miss myth vault at 18 in DF so much. I'd be so happy if they'd make it 9's instead of 10's, both for an easier time of filling my vault in hopes of RNG not screwing me and as you say some actual reason to ever do a 9.
As someone who started WoW a Week ago because of Friends from FF14 going back to WoW I must say that the Healerrole (for me Evoker) seems a lot harder with too much responsibility compared to a DPS. After playing preservation evoker for all the leveling, LFR, some of the Normalraids and m+ I decided to look up devastation and augmentation evoker and found bigger success in M+. The problem imo is the DPS mindset of not pressing anything thats not DMG and not the affixes. I had a Healer thanking me afterwards for using my 1Min CD Cleanse and occasionally dropping a blossom when needed. Its mindblowing that some DPS-Players have the audacity to flame healers and tanks if the run goes bad while not pressing any defensive utility whatsoever
As a healer, i feel you, but I believe it's a little bit of a blizzards faul. Let me explain. When you started to play a healer you probably understood that you need certain addons: frames (grid, vuhdoo, cell), wa, even plater profiles, you have to know when the damage is comming so you had to set up dbm or littlewigs. Just to play the game, you had to do some kind of investigation. Dps can make some tweaks, but generaly they dont need much time to prepare. On another hand, dps rotation is much harder to perform usually, so it's easy to get tunnel visioned. Last point, they dont get invites as much as tanks as healers, so less exp overall and there is no talk in m+ so they never know.
I feel like as healer or tank these days you NEED to look things up yourself. Dps just bunnyhop through keys and when they start dying, they blame something else. Whenever i log on a dps, similar to you, the devoker, im having an absolute blast. Resto druid made me wanna scream more often than once
@@Kussi_Slayer In low pugs you can't play priest or druid, as they dont have reliable cc or interupt. In my keys usually I m the one who interupts the most, second is usually tank. So playing none interupt spec is kinda leaving your fate to tank alone. One of the extra problems I found out is that tanks and healers investigate dungeons the most, but the success of one depends mostly on dps, unless it's really low key. Eventually it reaches are spot where tank and healer runs out of cds and cant keep it.
The more ive played since the key squish and this season makes me doubting if it was the correct move, yes it feels better to get +1 keylevel upgrades at times which might not have been the case before but thats just for the start of the season basically until you get your key going. I mostly played back in legion and bfa and had a bit of hiatus after halfway through shadowlands until later dragonflight but I just feel like those earlier keys could also be a good introduction for newer players. And challengers peril, just remove it and add something else, they probably have something in the bank that could fit. I dont mind the number of a key being insanely high if thats what people push for, it doesnt matter if its 27 or 17. As of now the rewards (except for score) stops at level 10 for vault, as it did on a different keylevel before. Its quite a huge leap as you also pointed out from 9 to 10 and bringing both tyrannical and fortified in for 10 and doesnt give any room for practicing those earlier. So for gearing purpose only there's no reason to do 10s if u have maxed out vault, u can just do 8s for the rest of the week to get enough crests if u need them (9s if u want the hero gear to be 613 which might be only worth it earlier in the season to save some crests). Back in BFA when the final affix was at level 10 there was still 5 keylevels left until max loot which made it a smoother experience (in my point of view) to get from 10>15 and be able to learn on the way to the maximum reward. This was never a struggle for me personally but some of the friends that wasnt that into m+ had a good learning curve to actually play with those affixes before they were able to get the maximum rewards. Im not sure if this is in the game anymore, but after 15s before you got an additional chance for more loot per key level, but it more feels like people lacking the crests than actual gear so they should scale the crests per keystone level. Starting at +4, runed crests are introduced at 12 per dungeon, make them increase 3 per key level and have catchup if you are far from the cap. Same for gilded crests. Blizzards "Let loot be loot", yeah but some of that loot is crap, while other loot which u might not get is bis. This is by far the worst season ive played so far, and for an expansion that feels good in alot of ways and m+ used to be my main enjoyment but now it feels terrible. It feels like its more and more changes for the very top end players than it is for the whole playerbase. My wife started playing now with me in TWW and with the m+ looking like it is now I cant even play lower keys cause its all just a dump, we cant really practice what the higher keys would be like until we are in a 10 and the amount of people that leave keys has never been higher as ive seen, even in low keys. Playing your own key for vault or whatever in this scenario also feels like a gamble cause you dont know if people would stick around and then ur left with a 9 which people might not even wanna do if you dont get the group to stick around for the 10 even if you dont time it.
THIS. I agree 100%. I was all for the squish down to 10 from 20 as a max keylevel but i didnt expect this. You could easily remove fortified/tyrannical and scale the dungeon instead to make it baseline. The difference in bunnyhopping around a boss in a +9 during tyrannical, compared to do a +10 where just looking in the wrong direction gets you cooked. The rewards are ass too. The amount of times i had two "choices" in the vault, that were the same slot with the same stats feels so bad. Thats why people dont care. They rather log off instead of aiming for that vault cause "why bother" Felt like during bfa where you weekly chest was just your highest key the participation was alot higher
@Kussi_Slayer yeah the vault is almost worse than it was before, since u can only pick one thing, so that time when u actually got 2 good choices u are forced to watch the other one vanish, multiple bad choices and u are forced to pick one or socket. Since bonus loot is now removed, sure it wasn't a guaranteed loot but that made u be able to target somewhere u needed loot from, the only thing we can do now is kill it and hope for vault if it doesn't drop. I've thought alot about tyrannical and fortified are a thing of the past, same as those they removed. Also the chest in bfa season 4 was 475, highest possible item was 485 which was only from the last 2 bosses in nyalotha. Highest m+ dropped 465, that wasn't a big deal having some pieces that were 465, but now when u can upgrade every slot and everyone can actually reach 639 instead of like 633 which I would say is equal to the ilvl of 475 and 465, it just feels bad not being able to get any good pieces since it's so punishing. Sure crafting helps, but also costs more crests. The key squish also makes the new players feel like they hit a wall after a dungeon or two if not the first. There is no climbing for them through those keys they removed cause the top end players are pushing insane key levels which isn't attainable for bigger part of the player base. I would like them to revert that, feel some sort of progression through those lower keys when u learn the new stuff. The more experienced players have to play a few keys at the start of the season and then they are never down there again.
I love this. The biggest thing that annoys me is after trying to do my vault for my 2.9 io character and i look at my gold and see that im 8k down for my "fantastic" vault reward 😂
Yea pretty much. Dont make it a viable way of "farming" but make it cover atleast some cost. Hell i need to pay 1.2k gold to repair when im at 10%. thats fkin 14 runs of m+ to get that back :D
i would really like scaling rewards for M+ keylevels. e.g. the amount of crests you get could just be keylevel * 3. (and change it so we get all crests up to the level that we're playing at, not just the highest) and gold could be keylevel * 100. and items looted could be 1 + 1 at every level divisible by 5. one thing you didn't mention which i think is incredibly important is to have some form of high-end gear progression that is not just weekly vault and crafted gear. it feels incredibly unsatisfying and often even frustrating to get your only upgrades from those. i wish we could use Enchanted Crests not only for crafting, but also to upgrade item tracks. so e.g. we use an Enchanted Runed Crest to upgrade from Champion to Hero track, and then an Enchanted Gilded Crest to upgrade from Hero to Mythic track. this way we could guarantee our BIS trinkets/weapons from M+ instead of hoping that we someday get it from vault. fully agree with the MDI stuff, i wish we could see some excitement and variety there. imagine how boring competitive League of Legends would be if there were no bans. and in League, people already prefer watching the "fearless drafts" where a champion can only be picked once in the entire series. i want to see a MDI with proper picks & bans for specs. or maybe even something where the teams "challenge" each other: both teams pick a separate dungeon, key level (within a certain range), affixes and their specs and run it. then, each team needs to run the "challenge" of the other team: play the same dungeon on the same key level & affixes with the same specs. At the end, the time is subtracted from the original challenger's time and the team with the lower number wins the round. Best-of-3 would probably take too long in that format (as each round = 2 dungeons), so it could be a "best of 2" and the time differences could be added up and the team with the overall lower difference wins the whole match. or there could be a quicker decider round on a randomly generated challenge. There could even be a "fearless" rule that the next challenge needs to be completely different from the previous challenge: all new dungeon, key level, affix & specs.
Honestly yeah, this season is tied with S2 of DF for me in terms of fun. I'm legit only doing 8 +10 keys just for the Skardyn's/Sacbrood on myth track since i'm still raiding.
man the crestfarm is so annoying.. just finished my 636 weaon on my aug.. and im done with m+ (funfact i started as a healer evoker, but i want to keep my sanity in Keystonehell)
YES! Exactly that. Timing 5 keys in dragonflight for the crafted item was a good amount of keys. 8 keys is just too much. Especially if you consider everything is timegated in the beginning of the season. Resto druid had me being annoyed on so many occasions its crazy
Hard agree on the gold at the end. Like throw in some Delve mats, greens/blues, Aug Runes, -something-. 50ish gold is like hearing a wet fart in an elevator. While I would not mind them adding M+ specific stuff to builds, I think the game is already too complicated and too difficult for blizzard to balance properly with what they have. If anything, buff and simplify healing and tanking and as you said, make dungeon mechanics more mean and punishing on DPS.
i would also like to see dedicated M+ consumables that dont have duration rather they have charges and each time you start a key you would lose a charge and get the bonus for that run ... if you dc you would have 15 mins to come back (basically same as healthstones or mage food works)... because M+ is otherwise really expensive also make it soo after you complete a run even on deplete and you open the chest insted of the 50G you would get a free repair
Free repair coupons would be a good one. The other day i had a repair bill of 1200gold. + Flask + potions + healpotions...and then you get 54gold. Just feels super annoying. I mean you could make the m+ consumables a worse version of the actual ones, but you atleast got something to use for free
As a Main tank since BFA I’ve never felt weaker in keys than this season. The game devs took a good look at DF season 3 and said how can we make people never have fun again? And came up with season 1 of TWW.
I still believe they did that on purpose to make people think "m+ sucks, id rather raid" since its a known fact that blizzard wants you to only care about raids 😂
Honestly my biggest gripe is the item level stuff compared to mythic raiding. I don't have time to raid, and I wish it was easier to get mythic track gear. Ive been maxed out on hero on 3 characters but I just don't have enough time to mythic raid or find 10s every week. Feels like I'm hard capped and it feels like shit
@julianherok2289 Give different ways to get mythic track gear ? Maybe a gilded crest exchange? I don't know. They were totally fine with giving hero items to people who do delves so they can infest m+ with 0 skill. I'm sure they could whip something up for mythic gear too.
@@sketchyx8307 Mabye it should just be fine for people not getting the best items in a game they cant either invest the time in or lack the skill to do the highest content. Hero Gear in Delves shouldt be an argument to make mythic gear more available, that was a weird decision from blizzard anyway.
@@julianherok2289 It 100% should be an argument lol. Just because it was a "weird " decision, it doesn't change anything. It's in the game, and people are able to get the 2nd best gear track from never stepping foot in m+ or raid. If blizzard is okay with that, then I don't see why myth can't be obtained easier. Clearly actual progression has lost all meaning to them.
@@sketchyx8307 getting hero gear from delves didnt matter the point m+ came out and everyone had easy access to hero gear anyway. I´m interessted from what point you argue here, from what u sad it seems you are not a mythic raider or high (10+ keys regulary) m+ player.
I agree with most of your points except MDI. Speed running which is what the MDI is will always lead to mirror comps. I do think the keys should start at 12's though. A better fix would be increased speed to the slower tanks maybe thru that m+ talent tree idea.
Well yea of course the entire idea is a speedrun, thats the point. But make it a speedrun with more handicaps. On the other hand MDI seems pretty stale for the most part anyways cause its allways the same teams winning, considering those are the teams with the full time streamers in their party, that can just play the game nonstop. But guess every esports scene has that issue.
God! What you are saying is like music to my ears ! Let DPS actually have to be responsible and have to do tactics. Oneshot is oneshot, so they actually have something to be responsible for, insted of always blaming the healer or tank. As it is now, if noone interupts/cc/and so on, it punish the tank or healer, but dps ? Meh...
Don't play m+ so can't really say something about it. I would like to heal, but it seems too stressful for me to handle. What I can say is, that Drake pun had me laughing. And I do agree that MDI is shit for the exact reasons you said. Maybe they should add some sort of pick and ban when it comes to classes. This should already be in the AWC.
My idea would be that if you win the first run of the best of 3 dungeons, you need to play a different comp afterwards. OR, that as soon as you get to the quarter finals, only dungeons with the highest banrate will be played. For the most part whenever i tune in, i see the same dungeons with the same party setup. Just abit boring for my own personal enjoyment.
The massive difficulty increase compared to S3/4 DF along with the nerfs to tanks and healers completely turned me off this season. Can't even bring myself to get KSH. And it's not that I can't I'm already 2430, but all of that crap ON TOP of having to wait like an hour to get into a key with a brain dead healer that can't stop mopping the floor with their corpse, idiot DPS jumping into packs before the tank is even close, and tanks that seem to literally misplace their damn taunt button. It's a horrible experience. My friends don't even fucking play anymore, they all gave the fuck up as well. It's so fucking miserable that it managed to turn my positive reception of the expac entirely. The story and writing improved a bit, the visuals are nice, mogs are great, but the actual game is more ass than two cheeks parted by a crack. God forbid you bring up these issues on the forums, too, because you'll only end up attracting the same gaggle of witless pests and obsessive raid sweats as lumbers into every such thread to perform vent theater or compete for the day's most worthless post. It's tragic.
The forum is a wild place. Either you find raging keyboard warriors who complain after every lost 2s game. Or those who just say yes to everything while swiping for +10 keys 😂 I love this game man. Would like to see m+ in a more enjoyable state. Disregarding of loot, it just feels bad
If they wanna add SOLOQ they need to have lust/buffs from the classes added to the dungeons, this even happened to my group at the start of the expansion, where we had a BDK tank, Disc priest, rogue, balance druid and a pally... see the problem there? no lust! so someone in our group had to reroll to a lust class (in this case was me rerolling to aug evoker) i'd rather wait 10 minutes in an automatic Q while watching some youtube videos or play another game rather than be AFK in dornogal manually joining keys
It literally IS the worst season. Playerparticipation doesnt lie. And the easiest solution is: Revert the System back to how it was in DF S3. It was easy, it was the most played season ever. And i loved it.
Yea it happened to be way too many changes at once. Maybe we will adapt to this but increasing the difficulty, adjusting the loot ilvl and then crushing tanks/heals with further difficulty. Just a bit too much
congrats you looked at the statistics for 3 seconds and got to the wrong conclusion. now look at the player participation per keylevel and exclude the participation of +2-10 keys in DF season3 and you see that there is no difference in player participation between DF Season3 and TWW Season1. Its just that the lower skill playerbase shifted into delves. And no blizzard won´t fix that cause delves is a main feature of the expansion so delves will give better loot than +2 or +3 keys for atleast the rest of the expansion
I actually dont mind that delves give a certain amount of loot, as the "hero" items are atleast timegated in the beginning of the season. And theres no difference between getting lucky in delves or lucky in vaults/keys with certain items you need. Having another way of gearing is good.
So I normally PVP mainly and dabble in m+ so long as to get the keystone mount most seasons. This expansion has fully demotivated me to participate in m+ at all for many of the reasons you mentioned but some additional ones: - Doing PVP doesnt count towards any vault anymore, and upgrading gear is completely painful due to the crest situation you mentioned. Therefor most of my gear is from delves or arena - I dont find it fun to have the most efficient method of gearing to basically run dozens and dozens of low m+ to upgrade my delve gear appropriately, and m+ rewards me garbage loot so I am required to upgrade these tracks - It is just really unfun? As a healer all my dps are complete idiots, never use defensives, so many 'healer affix' types and combined with them absolutely gutting tanks self sustain just makes healing feel like you are the bus driver of rowdy drunk kids. I hope they get their shit together, this season is such a move in the wrong direction and has fully alienated people like myself from participating.
Totally agree. Tho on one side you got the pvp community to blame for the harsh split between pvp and pve gear. :D However i can totally see how just "casually" doing some m+ would be the worst experience ever. Everything is a healer affix. and then blizz had the balls to give kicks to healer so they can also do that. Just feels utter garbage and i can tell you, as a former rdruid player...once i log on a dps, i have the time of my life in keys. :D Im still thinking blizzard did this on purpose because its a known fact that they want us to raid more instead of playing m+. Lets hope for the best.
@@Kussi_Slayer It's definitely true about the PVP side wanting to be split from PVE - I am one of those people who loved S1 shadowlands where PVP gear was aligned fully to PVE and everyone hated it ha ha. We will see what the next season brings - cheers from Canada!
Oh yea s1 was so funny and slightly bad, considering you could have gotten a PvP weapon on the same ilvl as Myth raid final boss. Maybe thats a bit "too much" :D
You know I think the solution is a lot more simple than it appears.. a lot of game have figured out the solution for finding a good middle ground between competitive players and non-competitive players which is unranked and ranked ques. Unranked can be a non timed version of running m+ that allows the player to acquire gear up to heroic track with the progressive difficulty of key level as it is now except maybe not as harsh. Then have prerequisites to allow a ranked que to be unlocked as most games with this system require already such as, having completed a certain amount of unranked keys completed and meet a certain required ilvl to unlock the ranked que version of m+ which will come with the timers and penalties we have with the current system. Unfortunately I personally don't see a way out of gatekeeping mythic track gear, if we streamline getting such powerful gear then the importance of having such gear doesn't matter in the first place. This way players are guaranteed to have at least visited every dungeon in the pool and not be completely clueless if they did make the jump to the timed keys while also allowing players to easily obtain gear without such a harsh experience detouring players from giving m+ a real chance.
HC gear is too much for M+ without timer to be honest. I support the idea of a non timer dungeon casual mode but then put it to champion gear and runic crests as rewards.
That sounds like its alot more complicated tho. Adding in extra systems and/or requirements (even tho some maybe appreciated for the rest of the playerbase) seem like too much of a hassle. I personally dont want a m+ queue because it just replaces one of the last interaction points of players with yet another automated system that works just as shit as LFR or timewalking, where you just got AFK people constantly. In no way i feel like the timer, especially in the early dungeons is a problem and too much of a stress factor so i feel like people can get used to that. Also not having a timer is also a bad idea, as you just teach them something they have to forget/relearn again. The timer is good. You can't win em all and the timer is the indicator for that. Another thing would be that healers/tanks will be just more screwed over by this system as the ONLY positive those two roles have right now is, that they got a free choice of parties. I also dont believe you could just "play a dungeon or two" after work, as the queue times, considering the amount of DPS currently playing vs the amount of healer/Tanks . The next thing is, similar to solo q in pvp: do you make it role or spec specific? Just because someone did the "tutorial" m+ queues as a BM, doesnt mean he can queue up as a survival right? The system itself is not bad and doesnt need a complete rework. If anything, make tanking and healing more attractive so you got more people playing keys in general.
@@Kussi_Slayer It can still work with the lfg system we have now, just add another tab for unranked or whatever they choose to name it like i said the solution is more simple than it appears. As far as being able to do a +10 on one a bm and not being able to bc they switched to survival isn't a problem we really have atleast not my last 5 years of experience but in your case let us say it is a problem.. would you want them to be able to get into your group without any knowledge at all? At least this way you are guaranteed they know even just the basics of the dungeon.
@@Max-9871 I disagree i think the amount of power gained from heroic gear should be decreased and the jump from mythic should be even more back in the day being able to show off a high end piece of gear not a lot people have acquired was on of the best feelings now it seems like everyone has the rare bis weapon at a decent ilvl it just doesnt feel rewarding enough
As a healer, I was amazed at how difficult even M0 was. One shots every few seconds. As a healer, it is just the worst lol. I can't even stay back and heal, i'm healing myself just as much lol.
Same. The difficulty jump from heroics to M0 is just uncalled for. And because I am a raider and do delves as well, I am mostly in hero track gear already (sitting at 620) I have to run +8s to get any kind of upgrade, even crests that are an upgrade. I didn't find the M0 fun at all, so I am sitting out mythic track gear for now. Probably be faster to get Mythic track gear from mythic raids than M+, so I am just waiting until my guild starts progging mythic palace.
To be fair thats what they intended. Alot of the incoming damage is simply cause its not prevented. They wanted to make mythic dungeons more impactful with better loot...but then they lowered the loot a week before launch. They wanted m0 to make you feel the difference. I never really found m0 difficult. Guess it depends with what kind of gear youre entering
@@Kussi_Slayer Allot makes a big difference in mythic+. If you get unlucky with a bad group, a m0 can be more difficult than a +8. Dps standing in things, tank not using defensives, no interupts. It's quite unforgiving based on potentially one persons mistakes. It's rough. So many videos on how it's too hard, too many to ignore. Not just from random people either, people who tend to protect the game even saying it's too much. Too many overlaping things happening at once, too many casts that one shot. I'd like them to take a look at it for sure. That's my personal take,
Your last part where you ramble about MDI.. the thing you are talking about how "the best m+ers" should do the highest level of keys that thing already exists... it's called TGP and it happens just as often as MDI. TGP = going as high key as possible. MDI = Speedrunning the dungeons as fast as possible. if you dont like one of them then watch the other. And frankly TGP has way more influence on what people think meta is in high keys then MDI has.
Hm maybe i didnt make clear what i meant. I like mdi in terms of speedrunning. But not low ass key levels with heavily overgeared characters. Why cant they start at 11? To showcase the affix? Why cant the affix be present in +12 or higher too, if we consider this is a tournament realm? Back in bfa they also did 20-30% trashpulls but on keylevels that most of us didnt even touch.
I'm still a firm believer of not having one shot mechanics as a way to learn for dps to use their utility, but instead apply a dps debuff. You fuck up a mechanic? Too bad, you do 30% less dmg now for the next 30sec or so. Once they constantly see their name on the bottom of the meters, they will learn.
Hidden loot mechanic, if youre the one with the highest amount of "avoidable dmg taken" you get no loot. YEA GUESS WHY YOU DIDNT GET LOOT FOR 11 DUNGEONS IN A ROW STEVE! 😂
Honestly the only Quote on Quote good key levels in mythic+ is +4, +8 and +10. 4 and 8 for the 2 different crests, and then 10 for weekly, ofc you get hero gear in +7 but that is mainly a "filler" key, basically you just play it to get it to an 8 or higher.
I see your point but atleast 7 provides ALOT more than 6. Atleast theres something happening and even tho its "technically" more efficent to do +8 for the crest, atleast if you brick that +8 you can still go for the 7 and get another hero piece. The 5/6/9 just do not provide ANYTHING, which is why they stand out in even more in my opinion
only having myth track in vault if you do m+ is poopoo.. make it drop from 9s/10s instead, still harder to get than df but not as bad as now.. its impossible to catchup on alts if you do it later in a season..
Hm i dont know about that. I feel like you should be able to get myth from m+ outside of the vault too...but just dropping them on +9 is too easy. Keep in mind, my attempts to make m+ better is to make it NOT mandatory. It you drop myth items on +9, nobody goes myth raiding anymore. Someone mentioned earlier that you should be able to use the gilden crafting crest to upgrade your hero gear to a myth track. That seems like a solid idea since those are timegated early on
@Kussi_Slayer a form of upgrade with gilded crest could also work, but y has to be a reasonable amount and not something stupid like 90.. could also be that they change the ilvl of heroic and myth track, where vault reward 3/6myth and a tenner end of chest can give 1/6 myth track. Like in df. But tbh, any change at this point will be welcoming, even though i doubt they will make a change
@@Kussi_Slayer i think the excuse that players arent hitting it becaues gcd, is correct but its absolute bullshit. Theyre not losing millions of damage by kicking/cleansing. Just making the run successful
Hi, i played every Season since SL Tank and Heal for fun. And it was fun. Not to hard for weekly vault and on many Twinks. I easy get my Portals on 5-6 Chars. This is the First Season i quit and wait for s2. Mplus is so toxic and Bad for me as Heal or Tank. So i tryed dps…fuck it. Wait 2 Hours for a key. No way waisting my time. I will Play my favorite role without get punished for every mistake so Hard. It is Hard enough as Tank to do the Route prio Kicks and stand on the Right position. No they made it also hard to survive as Tank. An every mistake gives u 15 sec. Punishmend. Fu Blizzard. Sorry for my english…
No worries man, my viewer demographic has no children 😂 I can see that. I play this game alot and i still dont got the feeling i could carry a +10 key solo at all. I atleast felt in DF that a good tank with decent gear can make a run so insanely easy, just my managing every pull by themselves. It surely is alot tougher these days, no doubt
@@Kussi_Slayer so many normal / casual gamers quit m+ this Season. I love the game and i loved to do smooth m+ Keys after a hard day of work. I will myth track item in the Vault for doing smooth 8 Keys. There is no Reason why you only get it on 10+. In SL 15+ Keys for Vault / 20+ Keys for portals. This System was fine for me. The Player Base under 10+ keys are not there only for crests and if the key is not intime of some reason they leave because 5 crests is a mess. If this is not given in S2 i have to quit the game till they change it. Love your Content and the sound of your voice. Keep going pls
Make EVERY tank like DH in DF S3 - powerfully, with utility, with feeling of control. Mobs should be easier bc i have fun when tank 30 mobs, not when 3 casters can wipe us all in case 1 fk missed kick that gonna be recasted anyway... Same with healers. Why the fk shama got every utility in game and hpal have 0? Make dps suffer from their competency: slack smth = ur dmg reduced. As tank i shouldn't get more dmg bc they don't kick. Make twice more rewards, remove depletion and give us some deterministic rewards. 1 key = at least 1 upgrade. Why the fuck i still haven't got my trinket after 28 grim batols? And do solo que for keys. Up to current +10 at least. Just make some restrictions like unique class for for role so we don't have 3 hinters but can have 2 druids (dps and heal) for example. Mb u can exclude 1-2 classes at all when que but still make it blind. Punish leavers. This pecrectly inlines with ur M+ talents idea. And blizzard, if some spec is powerfull - dont nerf it. Just make other ones good too - this is fun.
I feel like soloq is a horrible idea as you just gonna have the same queue times as a dps, similar to what you currently got. And why would i as a tank or healer neglect my freedom of choosing a potentially better party over a randomly gathered one. I do agree however there should be some way to target certain loot, even if it means you can buy it for some currency like bullions but only upgrade em to...lets say 620 or 626. Even tho i like "depletion" as a form of punishment, ill agree to remove it simply because you could to everything right and still have some entitled wank ruin your run. I understood that they wanted to make m+ more difficult but by increasing the overall dmg, lowering the amount of pulls possible while also lowering selfsustain of tanks..paired with the stupid ass interrupt casting lockout... Its just more boring/annoying for everybody these days
Ya with all due respect, I think it is a supremely idiotic idea to make certain mechanics always one shot, even in +2 keys. I understand what you're going for, but some players are exceedingly bad and will simply put, never learn, even if you punish them for it. Instead, it will just make lower keys a burden for the other players and potentially hold players who are good enough to push their keys hostage at the whims of terrible players.
Of course there is no perfect solution for this but if people never learn than the same hostage situation applies in 7 and above. Unfortunately most humans only learn something if they figure it out themselves. But of course there will allways be a playerbase who is just numb to every death 😂
But thats to be expected. Whenever i do lower keys with seemingly unexperienced players i try to help em out or give them quick tips, without dictating their gameplay. In every game the more seasoned guys should try to drop some knowledge on the new guys. Unfortunately alot of times people just get flamed for their lack of knowledge
i think there is more going into this than just the obvious 5 crests when not timing a key, tank nerfs and re-casts after a stop. you complained about dps players multiple times and i have to say, the average m+ player in the +2 to +10 range is absolute dogshit, and i really don't think this is going to change any time soon. this season, it is very noticable the way they rolled out their content. nobody did Mythic 0 dungeons because delves were much easier to get much better gear. they promised us, heroic dungeons would be old mythic 0 level difficult, they were not. mismanagement everywhere. i agree with most of your points (not your MDI take tho, that was horrible), but i don't think extra crests or an extra piece of gear would make your experience more enjoyable, unless you're willing to jump thru the same shitty hoops just because they dangle an extra carrot infront of your face. my approach would be a bit more radical. since blizzard is tracking your points and keylevels anyways, you should only be able to apply to keys that are 1 keylevel above what you have completed. in every dungeon. the only exception is if you have upgraded your own key. i know this wont work with the current key system, but that way players would have to learn the dungeons and if you're pugging your +10 key, you know the players in LFG have at least done a +9 of that key. this will never happen, but yeah..
The crest increase was just a simple idea to artificially create a reason to do those dead keylevels. Youre right the season rn just feels pretty crap to the point where even doing a key just for fun often feels unfulfilling. A single player is almost unable to carry even lower keys which is a bad thing considering bad players should coach new players in a normal enviroment
Sounds like a lot of your rant about healing damage is just DPS not doing their part. DPS who take extra damage and don't defend themselves; need to take as much, if not more blame than the healer. Personal responsibility for your well being is good design, its just many players are bad. People should be punished for being bad but somehow this community just shoves the blame over to the healer. Tracking your teammates avoidable damage taken, cool downs and interrupts really opens your eyes to who is good and bad. Like you talked about it your last video, people who play correctly are so much easier to heal. I think this skill difference is important.
And that is why i said oneshots should allways be oneshots. I had people telling me to "just heal it through" which is so far from what the right thing to do is. The dungeons got spicier and more dmg taken heavier and thats totally cool. But people are just so used to not do anything for the last 3 expansions, that the only way to use a defensive now is, when youre at 10% hp. Maybe thats also just me on a druid who feels the pain for that, but i feel like on lower keys its so much more stressful to heal, as theres less things that oneshot, and more than "barely" keep things alive. so you gotta heal more.
@@Kussi_Slayer For sure, I agree with you. What you said about being using defensives after the damage going out is infuriating. The people saying "just heal it through" are exactly the people who need to open their eyes. This is not how the game is played, they need to take an active role in their survival. I agree with what you're saying, but I don't think many of these things that are hard to heal would be hard to heal if people actually took care of themselves. I don't know how Blizzard can balance around people not using their tool kits. PUG LIFE ROUGH.
Its also party because some healers are simply not meant to heal it through. Shamans by default have it a bit easier to top a low hp target off, while disc/rdruid/monks have a bit of a problem by doing that. If a rsham tells me to "just heal it through" i would like to see him do that on a spec that is less designed for that tbh :D
Imo the current season is better than the first BFA and most of the shadowlands seasons. Dungeons got nerfed to the point that everyone and their mom can do their weekly 10s and the current dungeon pool doesnt have dungeons with boss mechanics that oneshot you at a certain key level.
Boss mechanics oneshotting on a keylevel was also "almost" never an issue when doing +20s in dragonflight. If a boss oneshots you at +32, who cares. thats like 0.1% of the players :D But to your point, thats why i said that i dont think the difficulty itself is the problem. Blizzard simply adjusted/changed too many things at once, in order for the "normal" playerbase to adapt. The worst change for me however is this weird thing, where only actual interrupts trigger a casting cooldown in many mobs. Its dumb, considering theres a big lack of communication in most of the keys. And maybe some boss mechanic overlap that are super annoying if people dont wanna use defensives. Other than that, the difficulty itself is totally valid.
@@Max-9871 you mean unavoidable one shots, no there aren't any at level 10, but still one major mistake and you're dead or some abilities hit really hard. We aren't doing 10s with 639 perfect gear.
While I can understand how you came to your opinion, I would like to disagree and say that is not the sentiment by the majority of the community. Are you pugging? Are you running as a static for the majority of your keys? Are you running alts? What class/role/spec are you? The dungeons were not nerfed to the point “everyone and their mom” can do them. You have horrible overlaps of mechanics. You have mechanical vomit. You have mechanics that are highly punishable in a pug group/ without communicating interrupt rotations. If you’ve done high key levels and even a plethora of 10s while pugging, you are fully aware of the vast discrepancy between medium skilled players and low skilled players, let alone the chasm between low skilled and high skilled. For example, there are healers doing Stonevault keys at 10+ who still don’t understand the first boss dispel timing. There are multiple DPS and healers at these levels who can’t understand damage profiles and when to use defensives. I see this more often than not. While it did become easier, it did not garnish the ease of completion that was intended. I obviously don’t have the numbers and I don’t speak for the majority , but the vast sentiment from content creators, anecdotal evidence, and community forums/discord discussions, this season has been one, if not the, worst.
@@matthewalexander2780 Thats cause drama is good content. Now take a look at the more competitive m+ content creators and you would see most of them are happy with the current state of m+. Listening to contentcreators who are average players in everything +10-12 keys, 4-5 mythic bosses, 1800 arena rating etc. is terrible for feeback
shamy ability showdown 🤣🤣! rofl also MDI playing +10s?? like wth? i am doing weekly 10 on ma prot warr puglife. bear dudu getting there next week, then brm, then VDH - cant stop i love tanking! some effin cool ideas of +5, +6 and +9 - i actualy downgraded those levels because why the hassle? - no one else on the web even tought of that? as sidenote - i'd FORCE proving grounds on the players like in MOP - wanna do a random hc as tank go spend 10 minutes in the jade tiger temple - PROVE u can do your role - then gogo. u cant? bang your head against the encounter, but not mess other 4 people time.
People been raging so much at proving grounds back then. I liked it too. You could even make one section of that proving ground that teaches you about the current seasonal affix
As a new player who started playing this season I would say the biggest problem with affixes is that it is not even explained properly in the game. It's like it assumes you will google it yourself and find out about it. Like for today's affix it says "Xal'atath's Bargain: Devour: While in combat, Xal'atath tears open rifts that devour the essence of players". What is this even mean? Why don't the game actually showcase that? I mean some games do some sort of an introductory video showcasing how it's gonna look like, what will happen if you ignore it etc. At the very least, provide more text information, would be cool to actually get list of abilities for your class that can help with the affix.
I know for veterans it seems silly, but imagine if you were playing the game for a month and decided to check out this game mode. No wonder you wouldn't know how to dispel the affix. You wouldn't believe the amount of players who simply don't know they can even do that
No i can absolutely see where you're coming from. In my opinion players "should" read into certain things outside of the game eventually, but not when we are talking about the lower range of keys, where everyone starts in.
Back then, we usually had "experienced" players explain stuff to us or to gamers without the knowledge, but nowadays communication is so dead, that its mainly used to be toxic.
But you're right, having atleast a basic understanding in form of a quick tutorial text pop up when you enter a dungeon for the first time of the week, explaining the seasonal affix.
Or giving you a chance to go into a little "Scenario" type of thing to learn them would probably be good.
Not only this but also the amount of addons and weakauras required now to do certain stuff (which new players probably will struggle to either set up or even knows exist) is brutal. Some things should be ingame by default. If you want to use certain addons for it they can probably mute/change the look/modify stuff to their liking. But if ur going in blind there's no way a new player would understand whats happening, and even with addons for a newer player things are confusing. Its even like this, as a veteran player if I go in without addons and weakauras I couldnt probably play the game as it is now because how much is happening and what those addons and weakauras provide.
EXACTLY dude thank you, I had to feckin look this up loads, hate affixes already but now I gotta look up what the heck it actually means - feel like I spend more time on chrome than I do actually playing the feckin game
One thing i always hate during a m+ season are "if u not meta u can't join us" groups. and like u said, that ppl in lowkeys rarely use their def-cds. or are standing in a frontal
The meta mindset unfortunately is something out of blizzards control. There will allways be a meta due to variables they didnt see coming.
I think because m+ is so accessable, people forget that its more enjoyable than to play with randoms nonstop
All they need to do is remove recasts after stuns. The game would be so much better.
YES! That and one or two party damage overlaps that are just super unnecessary. Other than that, its quite good that even healers have stuff to heal now. its just annoying when theres no damage incoming...and then 250% of your Hp will tick down in 8 seconds, so GL healing that.
but stuns or aoe cc not triggering the spell cooldown, has to the be worst thing ever.
Dude this shit is so annoying. No idea why they added it, makes interrupts feel so bad
I just need 5 minutes in a room alone w the guy who implemented this. You know how fucking frustrating it is trying to do your opening rotation when you have to nonstop spam interupts in between to survive? Ambush, garrote, kick, rupture, rupture, kidney shot, fok, fok, blind, deathmark, kingsbane, kick, shadowmeld...etc....HOW IS THIS FUN.
agreed. this alone singlehandedly broke m+ pugging
Your sneaky Drake joke was a beauty!
well couldnt resist leaving a quick joke in here and there :D
"+5-ass, +6-asser" My man never disappoints. 😆
Had to splash some sillyness in
Kussi, every word is out of my soul. I agree in every single point. Soloque is my most important thing. Matchmaked preferred so ppl who don't play well or not using Def cds or stuns and don't care about anything are not wasting my time anymore. Thank you for this video, mate.
You cant make matchmaking performance based. Too many variables. If its just cooldown usage, people will learn to just use their defensive during in an offensive cd macro just so they have it on cooldown nonstop.
Even things like "avoidable damage taken" is not allways your fault either. Also why would healer or tanks even bother with soloq, considering they got free choices right now
I agree with the part of shifting responsibility to dps players, especially as it makes the gameplay less frustrating (only 1 tank/heal, but 3 dps to do mechanics) and i feel tanks and heal should be more like in DF (tho i agree with the opinion that especially tanks were too strong).
But I’d like to discuss the idea of solo Q, at least for dungeons up to like 7/8 (?). The Point of how such a system impacted pvp Stands firm, but i think shifting some of the m+ expierience to a queued system could potentially ease the entry into the system and be a gatekeep for higher keys, which also could be beneficial.
Btw, really liking your content lately, your humor and editing are s-tier imo. Keep it up! :)
Im pretty sure they mad tanks these invincible monsters in an attempt to get more people to play it..which worked considering how many people played VDH in DF or prot pala after rework.
They dont need to be broken but make em enjoyable to play gameplay wise. If you got certain tank specs that arent played due to difficulty or lack of class fantasy, then theres something to work on.
For soloq i just think its a pointless thing. Why would tanks or heal just put their hands to rng-esus when THE only benefit they have right now is "choosing" 😂
My man went for the how to become a legend in 1 video speedrun
Just spitting out ideas that "maybe would make things more fun without making m+ mandatory. No one will ever apply this but i wanted to get it out of my system 😂
Think tanks and healers would need to feel a bit OP to make sure ppl play those. You already have lots more responsibilities - it feels awful to just fight for your life all run. Remove key depletion and increase rewards and make gearing a little smoother. I still play m+ mainly but it’s just empty these days.
Its just completely dumb to make healing/tanking even tougher, when you allready got less people playing it. For some reason blizzard thought that it makes sense. Wonky
@@Kussi_Slayer think it’s okey from push groups, organized group perspective, one more thing for them to solve. Just pug world is entirely different game.
@ feeli like it’s the exact same goofy US optimism- same which made them think Kamala will win - same asssuming do you give all those utility to dps classes - they will use all dispels, off heals, ccc right when needed. M+ is balanced around that and it’s just not real - not in lower rates of groups. You’re giving ppl 40 keybinds, complex rotations , lots of mechanic to do or die and God dam dps meter - surely the last one will get all the focus 😉
Another thing is that every guide or wowhead spreadsheet tells you about HOW TO DO THE BIGGEST DPS but nobody cares about HOW TO BE THE MOST USEFUL PLAYER IN YOUR GROUP :'D
@@Kussi_Slayerwhile most of the time people in these keys don’t care about anything except for numbers in meters, they also tend to bully the ones who took their time and helped healer with affix/popped some cc’s/wasted some globals on defensives. All these «rrrreeeeee you are ilvl 610 and deal less damage than me» from ilvl 600 guy with 14 deaths and 1 (probably a missclick) interrupt
well said, after four weeks of 10's yet to get mythic gear due to ass randomness
Aye. Vault sucks :D
Missionary position game wise made me laugh uncontrollably :-P Some very interesting takes I must say. What i hate is that only true interrupts work on casts and in pug environment it's hard to get those done correctly and that mythic vault is only from 10s or higher. Other changes are mostly good.
Aye i agree. It was alot better when i as a tank or a dps with many aoe controls could ensure kicks for the 3-4 casts on my own. Now, if you got 3 casters and half of your party kicks the same, shit gets rough real quick :D
Love every last point. I miss myth vault at 18 in DF so much. I'd be so happy if they'd make it 9's instead of 10's, both for an easier time of filling my vault in hopes of RNG not screwing me and as you say some actual reason to ever do a 9.
👍
As someone who started WoW a Week ago because of Friends from FF14 going back to WoW I must say that the Healerrole (for me Evoker) seems a lot harder with too much responsibility compared to a DPS. After playing preservation evoker for all the leveling, LFR, some of the Normalraids and m+ I decided to look up devastation and augmentation evoker and found bigger success in M+. The problem imo is the DPS mindset of not pressing anything thats not DMG and not the affixes. I had a Healer thanking me afterwards for using my 1Min CD Cleanse and occasionally dropping a blossom when needed. Its mindblowing that some DPS-Players have the audacity to flame healers and tanks if the run goes bad while not pressing any defensive utility whatsoever
As a healer, i feel you, but I believe it's a little bit of a blizzards faul. Let me explain. When you started to play a healer you probably understood that you need certain addons: frames (grid, vuhdoo, cell), wa, even plater profiles, you have to know when the damage is comming so you had to set up dbm or littlewigs. Just to play the game, you had to do some kind of investigation. Dps can make some tweaks, but generaly they dont need much time to prepare.
On another hand, dps rotation is much harder to perform usually, so it's easy to get tunnel visioned.
Last point, they dont get invites as much as tanks as healers, so less exp overall and there is no talk in m+ so they never know.
I feel like as healer or tank these days you NEED to look things up yourself.
Dps just bunnyhop through keys and when they start dying, they blame something else.
Whenever i log on a dps, similar to you, the devoker, im having an absolute blast.
Resto druid made me wanna scream more often than once
@@Kussi_Slayer In low pugs you can't play priest or druid, as they dont have reliable cc or interupt. In my keys usually I m the one who interupts the most, second is usually tank. So playing none interupt spec is kinda leaving your fate to tank alone.
One of the extra problems I found out is that tanks and healers investigate dungeons the most, but the success of one depends mostly on dps, unless it's really low key. Eventually it reaches are spot where tank and healer runs out of cds and cant keep it.
The more ive played since the key squish and this season makes me doubting if it was the correct move, yes it feels better to get +1 keylevel upgrades at times which might not have been the case before but thats just for the start of the season basically until you get your key going. I mostly played back in legion and bfa and had a bit of hiatus after halfway through shadowlands until later dragonflight but I just feel like those earlier keys could also be a good introduction for newer players. And challengers peril, just remove it and add something else, they probably have something in the bank that could fit. I dont mind the number of a key being insanely high if thats what people push for, it doesnt matter if its 27 or 17. As of now the rewards (except for score) stops at level 10 for vault, as it did on a different keylevel before. Its quite a huge leap as you also pointed out from 9 to 10 and bringing both tyrannical and fortified in for 10 and doesnt give any room for practicing those earlier. So for gearing purpose only there's no reason to do 10s if u have maxed out vault, u can just do 8s for the rest of the week to get enough crests if u need them (9s if u want the hero gear to be 613 which might be only worth it earlier in the season to save some crests). Back in BFA when the final affix was at level 10 there was still 5 keylevels left until max loot which made it a smoother experience (in my point of view) to get from 10>15 and be able to learn on the way to the maximum reward. This was never a struggle for me personally but some of the friends that wasnt that into m+ had a good learning curve to actually play with those affixes before they were able to get the maximum rewards. Im not sure if this is in the game anymore, but after 15s before you got an additional chance for more loot per key level, but it more feels like people lacking the crests than actual gear so they should scale the crests per keystone level. Starting at +4, runed crests are introduced at 12 per dungeon, make them increase 3 per key level and have catchup if you are far from the cap. Same for gilded crests. Blizzards "Let loot be loot", yeah but some of that loot is crap, while other loot which u might not get is bis. This is by far the worst season ive played so far, and for an expansion that feels good in alot of ways and m+ used to be my main enjoyment but now it feels terrible. It feels like its more and more changes for the very top end players than it is for the whole playerbase. My wife started playing now with me in TWW and with the m+ looking like it is now I cant even play lower keys cause its all just a dump, we cant really practice what the higher keys would be like until we are in a 10 and the amount of people that leave keys has never been higher as ive seen, even in low keys. Playing your own key for vault or whatever in this scenario also feels like a gamble cause you dont know if people would stick around and then ur left with a 9 which people might not even wanna do if you dont get the group to stick around for the 10 even if you dont time it.
THIS. I agree 100%.
I was all for the squish down to 10 from 20 as a max keylevel but i didnt expect this.
You could easily remove fortified/tyrannical and scale the dungeon instead to make it baseline.
The difference in bunnyhopping around a boss in a +9 during tyrannical, compared to do a +10 where just looking in the wrong direction gets you cooked.
The rewards are ass too. The amount of times i had two "choices" in the vault, that were the same slot with the same stats feels so bad.
Thats why people dont care. They rather log off instead of aiming for that vault cause "why bother"
Felt like during bfa where you weekly chest was just your highest key the participation was alot higher
@Kussi_Slayer yeah the vault is almost worse than it was before, since u can only pick one thing, so that time when u actually got 2 good choices u are forced to watch the other one vanish, multiple bad choices and u are forced to pick one or socket. Since bonus loot is now removed, sure it wasn't a guaranteed loot but that made u be able to target somewhere u needed loot from, the only thing we can do now is kill it and hope for vault if it doesn't drop. I've thought alot about tyrannical and fortified are a thing of the past, same as those they removed. Also the chest in bfa season 4 was 475, highest possible item was 485 which was only from the last 2 bosses in nyalotha. Highest m+ dropped 465, that wasn't a big deal having some pieces that were 465, but now when u can upgrade every slot and everyone can actually reach 639 instead of like 633 which I would say is equal to the ilvl of 475 and 465, it just feels bad not being able to get any good pieces since it's so punishing. Sure crafting helps, but also costs more crests. The key squish also makes the new players feel like they hit a wall after a dungeon or two if not the first. There is no climbing for them through those keys they removed cause the top end players are pushing insane key levels which isn't attainable for bigger part of the player base. I would like them to revert that, feel some sort of progression through those lower keys when u learn the new stuff. The more experienced players have to play a few keys at the start of the season and then they are never down there again.
I love this. The biggest thing that annoys me is after trying to do my vault for my 2.9 io character and i look at my gold and see that im 8k down for my "fantastic" vault reward 😂
Yea pretty much. Dont make it a viable way of "farming" but make it cover atleast some cost. Hell i need to pay 1.2k gold to repair when im at 10%. thats fkin 14 runs of m+ to get that back :D
i would really like scaling rewards for M+ keylevels.
e.g. the amount of crests you get could just be keylevel * 3. (and change it so we get all crests up to the level that we're playing at, not just the highest)
and gold could be keylevel * 100. and items looted could be 1 + 1 at every level divisible by 5.
one thing you didn't mention which i think is incredibly important is to have some form of high-end gear progression that is not just weekly vault and crafted gear. it feels incredibly unsatisfying and often even frustrating to get your only upgrades from those.
i wish we could use Enchanted Crests not only for crafting, but also to upgrade item tracks. so e.g. we use an Enchanted Runed Crest to upgrade from Champion to Hero track, and then an Enchanted Gilded Crest to upgrade from Hero to Mythic track.
this way we could guarantee our BIS trinkets/weapons from M+ instead of hoping that we someday get it from vault.
fully agree with the MDI stuff, i wish we could see some excitement and variety there. imagine how boring competitive League of Legends would be if there were no bans.
and in League, people already prefer watching the "fearless drafts" where a champion can only be picked once in the entire series.
i want to see a MDI with proper picks & bans for specs.
or maybe even something where the teams "challenge" each other: both teams pick a separate dungeon, key level (within a certain range), affixes and their specs and run it. then, each team needs to run the "challenge" of the other team: play the same dungeon on the same key level & affixes with the same specs.
At the end, the time is subtracted from the original challenger's time and the team with the lower number wins the round.
Best-of-3 would probably take too long in that format (as each round = 2 dungeons), so it could be a "best of 2" and the time differences could be added up and the team with the overall lower difference wins the whole match. or there could be a quicker decider round on a randomly generated challenge.
There could even be a "fearless" rule that the next challenge needs to be completely different from the previous challenge: all new dungeon, key level, affix & specs.
I really like the idea of using a crest to upgrade your items from hero to myth. Considering crests are capped this isnt even that strong
Honestly yeah, this season is tied with S2 of DF for me in terms of fun. I'm legit only doing 8 +10 keys just for the Skardyn's/Sacbrood on myth track since i'm still raiding.
Just to get 2 shoulders with the same stats in the vault..shits rough
@@Kussi_Slayer I was actually blessed with a myth track skardyn's, but yeah that's like 90% of my vaults, just useless shit lmao
man the crestfarm is so annoying.. just finished my 636 weaon on my aug.. and im done with m+
(funfact i started as a healer evoker, but i want to keep my sanity in Keystonehell)
YES! Exactly that. Timing 5 keys in dragonflight for the crafted item was a good amount of keys. 8 keys is just too much. Especially if you consider everything is timegated in the beginning of the season.
Resto druid had me being annoyed on so many occasions its crazy
Hard agree on the gold at the end. Like throw in some Delve mats, greens/blues, Aug Runes, -something-. 50ish gold is like hearing a wet fart in an elevator.
While I would not mind them adding M+ specific stuff to builds, I think the game is already too complicated and too difficult for blizzard to balance properly with what they have. If anything, buff and simplify healing and tanking and as you said, make dungeon mechanics more mean and punishing on DPS.
Aye i only mentioned m+ specific consumables and talents as an idea, simply because they allrdy exists on the pvp side of things
i would also like to see dedicated M+ consumables that dont have duration rather they have charges and each time you start a key you would lose a charge and get the bonus for that run ... if you dc you would have 15 mins to come back (basically same as healthstones or mage food works)... because M+ is otherwise really expensive
also make it soo after you complete a run even on deplete and you open the chest insted of the 50G you would get a free repair
Free repair coupons would be a good one.
The other day i had a repair bill of 1200gold. + Flask + potions + healpotions...and then you get 54gold. Just feels super annoying.
I mean you could make the m+ consumables a worse version of the actual ones, but you atleast got something to use for free
As a Main tank since BFA I’ve never felt weaker in keys than this season. The game devs took a good look at DF season 3 and said how can we make people never have fun again? And came up with season 1 of TWW.
I still believe they did that on purpose to make people think "m+ sucks, id rather raid" since its a known fact that blizzard wants you to only care about raids 😂
My main issue is gold rewards in mythics a 1000 gold repair for a 50g mythic is insane
Yea its unpleasently disrespectful for sure
Honestly my biggest gripe is the item level stuff compared to mythic raiding. I don't have time to raid, and I wish it was easier to get mythic track gear. Ive been maxed out on hero on 3 characters but I just don't have enough time to mythic raid or find 10s every week. Feels like I'm hard capped and it feels like shit
if u dont have the time to do +10 keys and to mythic raid what do u want blizzard to do about that?
@julianherok2289 Give different ways to get mythic track gear ? Maybe a gilded crest exchange? I don't know. They were totally fine with giving hero items to people who do delves so they can infest m+ with 0 skill. I'm sure they could whip something up for mythic gear too.
@@sketchyx8307 Mabye it should just be fine for people not getting the best items in a game they cant either invest the time in or lack the skill to do the highest content. Hero Gear in Delves shouldt be an argument to make mythic gear more available, that was a weird decision from blizzard anyway.
@@julianherok2289 It 100% should be an argument lol. Just because it was a "weird " decision, it doesn't change anything. It's in the game, and people are able to get the 2nd best gear track from never stepping foot in m+ or raid. If blizzard is okay with that, then I don't see why myth can't be obtained easier. Clearly actual progression has lost all meaning to them.
@@sketchyx8307 getting hero gear from delves didnt matter the point m+ came out and everyone had easy access to hero gear anyway. I´m interessted from what point you argue here, from what u sad it seems you are not a mythic raider or high (10+ keys regulary) m+ player.
So glad I managed to quit this fomo bs 6 months ago
Well played. Im still in the "im sure she will change" phase 😂🫡
I agree with most of your points except MDI. Speed running which is what the MDI is will always lead to mirror comps. I do think the keys should start at 12's though. A better fix would be increased speed to the slower tanks maybe thru that m+ talent tree idea.
Well yea of course the entire idea is a speedrun, thats the point.
But make it a speedrun with more handicaps. On the other hand MDI seems pretty stale for the most part anyways cause its allways the same teams winning, considering those are the teams with the full time streamers in their party, that can just play the game nonstop. But guess every esports scene has that issue.
God! What you are saying is like music to my ears ! Let DPS actually have to be responsible and have to do tactics. Oneshot is oneshot, so they actually have something to be responsible for, insted of always blaming the healer or tank. As it is now, if noone interupts/cc/and so on, it punish the tank or healer, but dps ? Meh...
Facts. Even worse considering that in a lack of kicks in general, blizzard just gave kicks to healers :'D
Don't play m+ so can't really say something about it. I would like to heal, but it seems too stressful for me to handle. What I can say is, that Drake pun had me laughing. And I do agree that MDI is shit for the exact reasons you said. Maybe they should add some sort of pick and ban when it comes to classes. This should already be in the AWC.
My idea would be that if you win the first run of the best of 3 dungeons, you need to play a different comp afterwards.
OR, that as soon as you get to the quarter finals, only dungeons with the highest banrate will be played.
For the most part whenever i tune in, i see the same dungeons with the same party setup. Just abit boring for my own personal enjoyment.
The massive difficulty increase compared to S3/4 DF along with the nerfs to tanks and healers completely turned me off this season. Can't even bring myself to get KSH.
And it's not that I can't I'm already 2430, but all of that crap ON TOP of having to wait like an hour to get into a key with a brain dead healer that can't stop mopping the floor with their corpse, idiot DPS jumping into packs before the tank is even close, and tanks that seem to literally misplace their damn taunt button. It's a horrible experience.
My friends don't even fucking play anymore, they all gave the fuck up as well. It's so fucking miserable that it managed to turn my positive reception of the expac entirely. The story and writing improved a bit, the visuals are nice, mogs are great, but the actual game is more ass than two cheeks parted by a crack.
God forbid you bring up these issues on the forums, too, because you'll only end up attracting the same gaggle of witless pests and obsessive raid sweats as lumbers into every such thread to perform vent theater or compete for the day's most worthless post. It's tragic.
The forum is a wild place. Either you find raging keyboard warriors who complain after every lost 2s game. Or those who just say yes to everything while swiping for +10 keys 😂
I love this game man. Would like to see m+ in a more enjoyable state.
Disregarding of loot, it just feels bad
If they wanna add SOLOQ they need to have lust/buffs from the classes added to the dungeons, this even happened to my group at the start of the expansion, where we had a BDK tank, Disc priest, rogue, balance druid and a pally... see the problem there? no lust! so someone in our group had to reroll to a lust class (in this case was me rerolling to aug evoker) i'd rather wait 10 minutes in an automatic Q while watching some youtube videos or play another game rather than be AFK in dornogal manually joining keys
Soloq should never happen.
45min queue times for dps...aint no way people be doing that
It literally IS the worst season. Playerparticipation doesnt lie. And the easiest solution is: Revert the System back to how it was in DF S3. It was easy, it was the most played season ever. And i loved it.
Yea it happened to be way too many changes at once. Maybe we will adapt to this but increasing the difficulty, adjusting the loot ilvl and then crushing tanks/heals with further difficulty. Just a bit too much
congrats you looked at the statistics for 3 seconds and got to the wrong conclusion. now look at the player participation per keylevel and exclude the participation of +2-10 keys in DF season3 and you see that there is no difference in player participation between DF Season3 and TWW Season1. Its just that the lower skill playerbase shifted into delves. And no blizzard won´t fix that cause delves is a main feature of the expansion so delves will give better loot than +2 or +3 keys for atleast the rest of the expansion
I actually dont mind that delves give a certain amount of loot, as the "hero" items are atleast timegated in the beginning of the season. And theres no difference between getting lucky in delves or lucky in vaults/keys with certain items you need. Having another way of gearing is good.
So I normally PVP mainly and dabble in m+ so long as to get the keystone mount most seasons. This expansion has fully demotivated me to participate in m+ at all for many of the reasons you mentioned but some additional ones:
- Doing PVP doesnt count towards any vault anymore, and upgrading gear is completely painful due to the crest situation you mentioned. Therefor most of my gear is from delves or arena
- I dont find it fun to have the most efficient method of gearing to basically run dozens and dozens of low m+ to upgrade my delve gear appropriately, and m+ rewards me garbage loot so I am required to upgrade these tracks
- It is just really unfun? As a healer all my dps are complete idiots, never use defensives, so many 'healer affix' types and combined with them absolutely gutting tanks self sustain just makes healing feel like you are the bus driver of rowdy drunk kids.
I hope they get their shit together, this season is such a move in the wrong direction and has fully alienated people like myself from participating.
Totally agree. Tho on one side you got the pvp community to blame for the harsh split between pvp and pve gear. :D
However i can totally see how just "casually" doing some m+ would be the worst experience ever.
Everything is a healer affix. and then blizz had the balls to give kicks to healer so they can also do that.
Just feels utter garbage and i can tell you, as a former rdruid player...once i log on a dps, i have the time of my life in keys. :D
Im still thinking blizzard did this on purpose because its a known fact that they want us to raid more instead of playing m+.
Lets hope for the best.
@@Kussi_Slayer It's definitely true about the PVP side wanting to be split from PVE - I am one of those people who loved S1 shadowlands where PVP gear was aligned fully to PVE and everyone hated it ha ha.
We will see what the next season brings - cheers from Canada!
Oh yea s1 was so funny and slightly bad, considering you could have gotten a PvP weapon on the same ilvl as Myth raid final boss. Maybe thats a bit "too much" :D
You know I think the solution is a lot more simple than it appears.. a lot of game have figured out the solution for finding a good middle ground between competitive players and non-competitive players which is unranked and ranked ques. Unranked can be a non timed version of running m+ that allows the player to acquire gear up to heroic track with the progressive difficulty of key level as it is now except maybe not as harsh. Then have prerequisites to allow a ranked que to be unlocked as most games with this system require already such as, having completed a certain amount of unranked keys completed and meet a certain required ilvl to unlock the ranked que version of m+ which will come with the timers and penalties we have with the current system. Unfortunately I personally don't see a way out of gatekeeping mythic track gear, if we streamline getting such powerful gear then the importance of having such gear doesn't matter in the first place. This way players are guaranteed to have at least visited every dungeon in the pool and not be completely clueless if they did make the jump to the timed keys while also allowing players to easily obtain gear without such a harsh experience detouring players from giving m+ a real chance.
HC gear is too much for M+ without timer to be honest. I support the idea of a non timer dungeon casual mode but then put it to champion gear and runic crests as rewards.
That sounds like its alot more complicated tho. Adding in extra systems and/or requirements (even tho some maybe appreciated for the rest of the playerbase) seem like too much of a hassle.
I personally dont want a m+ queue because it just replaces one of the last interaction points of players with yet another automated system that works just as shit as LFR or timewalking, where you just got AFK people constantly.
In no way i feel like the timer, especially in the early dungeons is a problem and too much of a stress factor so i feel like people can get used to that. Also not having a timer is also a bad idea, as you just teach them something they have to forget/relearn again. The timer is good. You can't win em all and the timer is the indicator for that.
Another thing would be that healers/tanks will be just more screwed over by this system as the ONLY positive those two roles have right now is, that they got a free choice of parties.
I also dont believe you could just "play a dungeon or two" after work, as the queue times, considering the amount of DPS currently playing vs the amount of healer/Tanks .
The next thing is, similar to solo q in pvp: do you make it role or spec specific?
Just because someone did the "tutorial" m+ queues as a BM, doesnt mean he can queue up as a survival right?
The system itself is not bad and doesnt need a complete rework. If anything, make tanking and healing more attractive so you got more people playing keys in general.
@@Kussi_Slayer It can still work with the lfg system we have now, just add another tab for unranked or whatever they choose to name it like i said the solution is more simple than it appears. As far as being able to do a +10 on one a bm and not being able to bc they switched to survival isn't a problem we really have atleast not my last 5 years of experience but in your case let us say it is a problem.. would you want them to be able to get into your group without any knowledge at all? At least this way you are guaranteed they know even just the basics of the dungeon.
@@Max-9871 I disagree i think the amount of power gained from heroic gear should be decreased and the jump from mythic should be even more back in the day being able to show off a high end piece of gear not a lot people have acquired was on of the best feelings now it seems like everyone has the rare bis weapon at a decent ilvl it just doesnt feel rewarding enough
As a healer, I was amazed at how difficult even M0 was.
One shots every few seconds.
As a healer, it is just the worst lol.
I can't even stay back and heal, i'm healing myself just as much lol.
Same. The difficulty jump from heroics to M0 is just uncalled for. And because I am a raider and do delves as well, I am mostly in hero track gear already (sitting at 620) I have to run +8s to get any kind of upgrade, even crests that are an upgrade. I didn't find the M0 fun at all, so I am sitting out mythic track gear for now. Probably be faster to get Mythic track gear from mythic raids than M+, so I am just waiting until my guild starts progging mythic palace.
To be fair thats what they intended. Alot of the incoming damage is simply cause its not prevented. They wanted to make mythic dungeons more impactful with better loot...but then they lowered the loot a week before launch.
They wanted m0 to make you feel the difference. I never really found m0 difficult. Guess it depends with what kind of gear youre entering
@@Kussi_Slayer Allot makes a big difference in mythic+.
If you get unlucky with a bad group, a m0 can be more difficult than a +8. Dps standing in things, tank not using defensives, no interupts.
It's quite unforgiving based on potentially one persons mistakes.
It's rough. So many videos on how it's too hard, too many to ignore. Not just from random people either, people who tend to protect the game even saying it's too much. Too many overlaping things happening at once, too many casts that one shot.
I'd like them to take a look at it for sure. That's my personal take,
Your last part where you ramble about MDI.. the thing you are talking about how "the best m+ers" should do the highest level of keys that thing already exists... it's called TGP and it happens just as often as MDI.
TGP = going as high key as possible.
MDI = Speedrunning the dungeons as fast as possible.
if you dont like one of them then watch the other. And frankly TGP has way more influence on what people think meta is in high keys then MDI has.
Hm maybe i didnt make clear what i meant. I like mdi in terms of speedrunning. But not low ass key levels with heavily overgeared characters. Why cant they start at 11? To showcase the affix?
Why cant the affix be present in +12 or higher too, if we consider this is a tournament realm?
Back in bfa they also did 20-30% trashpulls but on keylevels that most of us didnt even touch.
Solo queue m+ would go a long way
Dunno. Would be 45min queue times for dps. Doesnt seem too pleasent
I'm still a firm believer of not having one shot mechanics as a way to learn for dps to use their utility, but instead apply a dps debuff. You fuck up a mechanic? Too bad, you do 30% less dmg now for the next 30sec or so.
Once they constantly see their name on the bottom of the meters, they will learn.
Hidden loot mechanic, if youre the one with the highest amount of "avoidable dmg taken" you get no loot.
YEA GUESS WHY YOU DIDNT GET LOOT FOR 11 DUNGEONS IN A ROW STEVE! 😂
That would be good to get a DPS down instead of brutal one shots, like ff
Honestly the only Quote on Quote good key levels in mythic+ is +4, +8 and +10. 4 and 8 for the 2 different crests, and then 10 for weekly, ofc you get hero gear in +7 but that is mainly a "filler" key, basically you just play it to get it to an 8 or higher.
I see your point but atleast 7 provides ALOT more than 6. Atleast theres something happening and even tho its "technically" more efficent to do +8 for the crest, atleast if you brick that +8 you can still go for the 7 and get another hero piece. The 5/6/9 just do not provide ANYTHING, which is why they stand out in even more in my opinion
@ yeah, fair enough
only having myth track in vault if you do m+ is poopoo.. make it drop from 9s/10s instead, still harder to get than df but not as bad as now.. its impossible to catchup on alts if you do it later in a season..
100% agree
Hm i dont know about that.
I feel like you should be able to get myth from m+ outside of the vault too...but just dropping them on +9 is too easy.
Keep in mind, my attempts to make m+ better is to make it NOT mandatory.
It you drop myth items on +9, nobody goes myth raiding anymore.
Someone mentioned earlier that you should be able to use the gilden crafting crest to upgrade your hero gear to a myth track. That seems like a solid idea since those are timegated early on
@Kussi_Slayer a form of upgrade with gilded crest could also work, but y has to be a reasonable amount and not something stupid like 90.. could also be that they change the ilvl of heroic and myth track, where vault reward 3/6myth and a tenner end of chest can give 1/6 myth track. Like in df. But tbh, any change at this point will be welcoming, even though i doubt they will make a change
Kuusiii bro
as a ret paladin.. i SEETHE when i see other ret paladins not dispelling themselves......... like just fucking do it lol
I would love to see a dps dispell off the gcd (only for m+, not for pvp) just so people press it more.
@@Kussi_Slayer i think the excuse that players arent hitting it becaues gcd, is correct but its absolute bullshit. Theyre not losing millions of damage by kicking/cleansing. Just making the run successful
kussi i love you man im so proud to be a german
Hi, i played every Season since SL Tank and Heal for fun. And it was fun. Not to hard for weekly vault and on many Twinks. I easy get my Portals on 5-6 Chars. This is the First Season i quit and wait for s2. Mplus is so toxic and Bad for me as Heal or Tank. So i tryed dps…fuck it. Wait 2 Hours for a key. No way waisting my time. I will Play my favorite role without get punished for every mistake so Hard. It is Hard enough as Tank to do the Route prio Kicks and stand on the Right position. No they made it also hard to survive as Tank. An every mistake gives u 15 sec. Punishmend. Fu Blizzard. Sorry for my english…
No worries man, my viewer demographic has no children 😂
I can see that. I play this game alot and i still dont got the feeling i could carry a +10 key solo at all. I atleast felt in DF that a good tank with decent gear can make a run so insanely easy, just my managing every pull by themselves.
It surely is alot tougher these days, no doubt
@@Kussi_Slayer so many normal / casual gamers quit m+ this Season. I love the game and i loved to do smooth m+ Keys after a hard day of work. I will myth track item in the Vault for doing smooth 8 Keys. There is no Reason why you only get it on 10+. In SL 15+ Keys for Vault / 20+ Keys for portals. This System was fine for me. The Player Base under 10+ keys are not there only for crests and if the key is not intime of some reason they leave because 5 crests is a mess. If this is not given in S2 i have to quit the game till they change it. Love your Content and the sound of your voice. Keep going pls
Make EVERY tank like DH in DF S3 - powerfully, with utility, with feeling of control.
Mobs should be easier bc i have fun when tank 30 mobs, not when 3 casters can wipe us all in case 1 fk missed kick that gonna be recasted anyway...
Same with healers. Why the fk shama got every utility in game and hpal have 0?
Make dps suffer from their competency: slack smth = ur dmg reduced. As tank i shouldn't get more dmg bc they don't kick.
Make twice more rewards, remove depletion and give us some deterministic rewards. 1 key = at least 1 upgrade. Why the fuck i still haven't got my trinket after 28 grim batols?
And do solo que for keys. Up to current +10 at least. Just make some restrictions like unique class for for role so we don't have 3 hinters but can have 2 druids (dps and heal) for example. Mb u can exclude 1-2 classes at all when que but still make it blind. Punish leavers.
This pecrectly inlines with ur M+ talents idea.
And blizzard, if some spec is powerfull - dont nerf it. Just make other ones good too - this is fun.
I feel like soloq is a horrible idea as you just gonna have the same queue times as a dps, similar to what you currently got.
And why would i as a tank or healer neglect my freedom of choosing a potentially better party over a randomly gathered one.
I do agree however there should be some way to target certain loot, even if it means you can buy it for some currency like bullions but only upgrade em to...lets say 620 or 626.
Even tho i like "depletion" as a form of punishment, ill agree to remove it simply because you could to everything right and still have some entitled wank ruin your run.
I understood that they wanted to make m+ more difficult but by increasing the overall dmg, lowering the amount of pulls possible while also lowering selfsustain of tanks..paired with the stupid ass interrupt casting lockout...
Its just more boring/annoying for everybody these days
Its to remove mythic and turning back to classic times
That doesnt sound like its helping at all. M+ is a big lategame activity and you just wanna remove it?
Ya with all due respect, I think it is a supremely idiotic idea to make certain mechanics always one shot, even in +2 keys. I understand what you're going for, but some players are exceedingly bad and will simply put, never learn, even if you punish them for it. Instead, it will just make lower keys a burden for the other players and potentially hold players who are good enough to push their keys hostage at the whims of terrible players.
Of course there is no perfect solution for this but if people never learn than the same hostage situation applies in 7 and above.
Unfortunately most humans only learn something if they figure it out themselves. But of course there will allways be a playerbase who is just numb to every death 😂
man i want to write some problems and solutions but my English is nerfed to the ground, it used to be mata but now way too bad
😂
Kuusii bro love from Greece
🫡
I can do 10s easy as but when i jump on a alt for 2 or 4 keys my god they are awful
But thats to be expected. Whenever i do lower keys with seemingly unexperienced players i try to help em out or give them quick tips, without dictating their gameplay. In every game the more seasoned guys should try to drop some knowledge on the new guys.
Unfortunately alot of times people just get flamed for their lack of knowledge
i think there is more going into this than just the obvious 5 crests when not timing a key, tank nerfs and re-casts after a stop. you complained about dps players multiple times and i have to say, the average m+ player in the +2 to +10 range is absolute dogshit, and i really don't think this is going to change any time soon. this season, it is very noticable the way they rolled out their content. nobody did Mythic 0 dungeons because delves were much easier to get much better gear. they promised us, heroic dungeons would be old mythic 0 level difficult, they were not. mismanagement everywhere.
i agree with most of your points (not your MDI take tho, that was horrible), but i don't think extra crests or an extra piece of gear would make your experience more enjoyable, unless you're willing to jump thru the same shitty hoops just because they dangle an extra carrot infront of your face.
my approach would be a bit more radical. since blizzard is tracking your points and keylevels anyways, you should only be able to apply to keys that are 1 keylevel above what you have completed. in every dungeon. the only exception is if you have upgraded your own key. i know this wont work with the current key system, but that way players would have to learn the dungeons and if you're pugging your +10 key, you know the players in LFG have at least done a +9 of that key.
this will never happen, but yeah..
The crest increase was just a simple idea to artificially create a reason to do those dead keylevels. Youre right the season rn just feels pretty crap to the point where even doing a key just for fun often feels unfulfilling.
A single player is almost unable to carry even lower keys which is a bad thing considering bad players should coach new players in a normal enviroment
Sounds like a lot of your rant about healing damage is just DPS not doing their part. DPS who take extra damage and don't defend themselves; need to take as much, if not more blame than the healer. Personal responsibility for your well being is good design, its just many players are bad. People should be punished for being bad but somehow this community just shoves the blame over to the healer. Tracking your teammates avoidable damage taken, cool downs and interrupts really opens your eyes to who is good and bad.
Like you talked about it your last video, people who play correctly are so much easier to heal. I think this skill difference is important.
And that is why i said oneshots should allways be oneshots. I had people telling me to "just heal it through" which is so far from what the right thing to do is. The dungeons got spicier and more dmg taken heavier and thats totally cool. But people are just so used to not do anything for the last 3 expansions, that the only way to use a defensive now is, when youre at 10% hp. Maybe thats also just me on a druid who feels the pain for that, but i feel like on lower keys its so much more stressful to heal, as theres less things that oneshot, and more than "barely" keep things alive. so you gotta heal more.
@@Kussi_Slayer For sure, I agree with you. What you said about being using defensives after the damage going out is infuriating. The people saying "just heal it through" are exactly the people who need to open their eyes. This is not how the game is played, they need to take an active role in their survival. I agree with what you're saying, but I don't think many of these things that are hard to heal would be hard to heal if people actually took care of themselves. I don't know how Blizzard can balance around people not using their tool kits. PUG LIFE ROUGH.
Its also party because some healers are simply not meant to heal it through. Shamans by default have it a bit easier to top a low hp target off, while disc/rdruid/monks have a bit of a problem by doing that. If a rsham tells me to "just heal it through" i would like to see him do that on a spec that is less designed for that tbh :D
Imo the current season is better than the first BFA and most of the shadowlands seasons. Dungeons got nerfed to the point that everyone and their mom can do their weekly 10s and the current dungeon pool doesnt have dungeons with boss mechanics that oneshot you at a certain key level.
Boss mechanics oneshotting on a keylevel was also "almost" never an issue when doing +20s in dragonflight.
If a boss oneshots you at +32, who cares. thats like 0.1% of the players :D
But to your point, thats why i said that i dont think the difficulty itself is the problem. Blizzard simply adjusted/changed too many things at once, in order for the "normal" playerbase to adapt.
The worst change for me however is this weird thing, where only actual interrupts trigger a casting cooldown in many mobs. Its dumb, considering theres a big lack of communication in most of the keys.
And maybe some boss mechanic overlap that are super annoying if people dont wanna use defensives. Other than that, the difficulty itself is totally valid.
@@Max-9871 you mean unavoidable one shots, no there aren't any at level 10, but still one major mistake and you're dead or some abilities hit really hard. We aren't doing 10s with 639 perfect gear.
While I can understand how you came to your opinion, I would like to disagree and say that is not the sentiment by the majority of the community.
Are you pugging? Are you running as a static for the majority of your keys? Are you running alts? What class/role/spec are you?
The dungeons were not nerfed to the point “everyone and their mom” can do them. You have horrible overlaps of mechanics. You have mechanical vomit. You have mechanics that are highly punishable in a pug group/ without communicating interrupt rotations.
If you’ve done high key levels and even a plethora of 10s while pugging, you are fully aware of the vast discrepancy between medium skilled players and low skilled players, let alone the chasm between low skilled and high skilled.
For example, there are healers doing Stonevault keys at 10+ who still don’t understand the first boss dispel timing.
There are multiple DPS and healers at these levels who can’t understand damage profiles and when to use defensives. I see this more often than not.
While it did become easier, it did not garnish the ease of completion that was intended.
I obviously don’t have the numbers and I don’t speak for the majority , but the vast sentiment from content creators, anecdotal evidence, and community forums/discord discussions, this season has been one, if not the, worst.
@@matthewalexander2780 Thats cause drama is good content. Now take a look at the more competitive m+ content creators and you would see most of them are happy with the current state of m+. Listening to contentcreators who are average players in everything +10-12 keys, 4-5 mythic bosses, 1800 arena rating etc. is terrible for feeback
Making Myth gear vault loot attainable in 8s instead of 10s would be a good start imo
Oh more whining against wow. What a refreshing twist
If thats all you got from the video, then im upset.
shamy ability showdown 🤣🤣! rofl
also MDI playing +10s?? like wth? i am doing weekly 10 on ma prot warr puglife. bear dudu getting there next week, then brm, then VDH - cant stop i love tanking!
some effin cool ideas of +5, +6 and +9 - i actualy downgraded those levels because why the hassle? - no one else on the web even tought of that?
as sidenote - i'd FORCE proving grounds on the players like in MOP - wanna do a random hc as tank go spend 10 minutes in the jade tiger temple - PROVE u can do your role - then gogo. u cant? bang your head against the encounter, but not mess other 4 people time.
People been raging so much at proving grounds back then. I liked it too. You could even make one section of that proving ground that teaches you about the current seasonal affix