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@@justaskin4529wow Is about trial by errore and skill. Wipe Is part of the process.the whole concept of running a dungeon at max Speed avoiding pack and dps che king every pull Is wrong.
People will always choose the easier path. And I'm all for people picking what they want, but it will very similar to the way people bitch about delves vs m+. A lot of people complain now that other players get good gear from delves, then hop into m+ unprepared. Sooo, what I would expect will happen...which ever is "harder", those devoted to that mode will complain that the other players have it easier, then "Blizz sucks", "Blizz is lazy", "I'm Uninstaller cuz Blizz won't kiss my ass" etc.
@@CrazeyHaze And those are usually the same people that used gear they got from delves at the start of the season. It's just the typical "I did it, but you shouldn't get to" bs.
Yes, I think it would. The whole tuning is based on the idea that the group has to beat a timer and therefore go fast, a deathcounter would do the exact oppositve. And a deathcounter woul always be the easy ways because you could literally wait for all cooldowns to be up again after each pack. Changing to a deathcounter would in my opinion instantly kill the mode.
M+ can stay as is, with tweaks, but if they look for a new way to gain rewards from repeatable group content I hope they do it in an entirely different manner.
I was thinking the same thing. Even though most players will opt for the Death System a specially when pugging, having the timer runs as an option would still allow those who enjoy the timer to do so as well as the MDI to continue as normal. But a Death System would be so much better on Tanks (Not ridiculed for their choice of route), Healers (More relevant to keep people alive) and even DPS (Not ridiculed for accidently pulling an extra pack). I still feel that Blizzard are catering for the 1% pro players when they come up with things like Raids, M+ etc. And Having the Death System would cater to the other 99% a little more. Just my opinion anyway.
@@fabiusque4266 I don't mind the death counter idea. But I think the best way to fix M+ is to just get rid of key degradation for failure. Let me fail on the same +8-9 as many times as a feel like it. If I feel I cannot complete it then I'll lower it myself. I feel like leavers wouldn't be such a bad thing If I could just find a new member and reset the dungeon . Edit: to add to this. Let me re-roll my key two or three times a week. It sucks when I get Siege of Boralus three times in the same week. I like running my own keys. I have yet to get my own key for two of the eight dungeons this season. I don't often run other peoples keys because I play a non-meta spec (devastation) so I rarely get invites.
Be nice if they increase the harbinger crests alittle so instead of 2 you get like 5 or 6 hell maybe even 8 at most so that atleast the champ gear you can get is maxed easier/alittle faster and get the 4/6 with the hero gear It's good they increased the m+ rewards though
Only thing they did so far to buff delves is nerf trade up cost for better crest currency. So now and into season 2 you’ll have to grind less for maxed out hero gear but still nothing for doing tier 9 to 11 and you have to get bounty maps for gilded crests.
Would save us a lot more time and fun if the devs either buffed the drop percentage to 25% for delvers bounties or gave us a reason to do tier 9 to 11’s like gilded crests.
I want to see the death limit instead of timer, it would eliminate the high stress currently in Mythic +! Might also eliminate the overwhelming toxicity in mythic. I might actually be interested in actually doing them again. I stopped running them in Dragonflight due to all the toxicity.
i would argue its more toxic.. man ppl gonna get hate if they die. i rather go fast and have fun than slow and hate my life and hate my life even more when ppl die
Its just stupid. Like, sitting and waitinf for every pack for all the CDs, maybe even waitinf for bl for every pack, it will be "who have more time" not "who have more skill"
With a death limit there is no point to do huge pulls to try to save some time which I feel it supposed to be like that , not all the tanks capable to do that...
I'm new to wow (kinda, played until WOTLK), so this is my first time doing M+, and here are two things I don't like at all: 1. Breaking the key because you didn't time it. I think this pushes you to play more the keys of others rather than your own. I think if you don't time the dungeon, you just don't upgrade the key, but no degrading should exist. 2. Lack of mythic gear on +10 forward, pushing you to mythic raid. I hate raids because they take too much time, while dungeons are much faster. But here I am, playing dungeons for a whole week to just get one mythic piece of gear on vault. Even if could only get mythic at +12, there should be a way to loot mythic gear on m+
I partly agree with the mythic gear needing to be more accessible through dungeons, however the issue with having it farmable is that some people will be bis in a week and it ruins the overall progression of the server, which is why they have been using crest caps, I would assume. The same goes for not depleting keys as it would allow for groups to do MDI level pulls and just restart if they failed it, never getting better at playing anything but 1 scripted pull. Which would in turn force every player to adopt this play-style of pure time investment and no thought instead of learning to adapt as you go, which is what makes a good player, currently. So while the system is flawed, for sure, I'm afraid that the alternatives are worse. It would give an unfair advantage in the sense that time would become more valuable than skill. Currently time is a factor for sure but not the only one.
Thenbuffs to M+ are good but that doesn't change the fact it's an abysmal experince especially after being able to get to HC gear from delves. Balance aside (that needs to happen on both sides) the fact players go from being able to gear up at their own pace without obstacles to a game mode where anything can go wrong and make you just waste all your time for nothing is not going to make many people who didn't care about M+ from the very beginning if they didn't give good gear to jump in.
A huge change would be if instead of the 30% discount on crests, the discount would be 25% per character with the achievement on both crests and valorstones. So if 4 characters got the achievement for reaching 619 (or 636) in all slots the rest of your warband can upgrade their items up to 619 (or 639) for free.
for me the way to fix mithic is just when you start the key you have five minutes, every mob yo kill add 20 seconds, every leader of pack 40, and every boss 60 sec, you still have the death count but only 3 sec per death, and if you finish the dungeon with more that 15 minutes on timer you get more crest, and 10 or 5 minimum, that way people will still push large group but always cc and even kill more mobs to get more time in the dungeon, also if a dps die you remove 3 seconds but if the healer or tank die you only remove 1 sec, so that way would be that punishing for this specs to play, i will add one rez button for dps caracter with a 5 minutes cd so if the healer die you still can beat the group
What if they added a death limit, but also made the timer a little more forgiving? You'd remove some of the stress of the timer, while still requiring the group to keep a decent pace without dying too much. That could be a good middle-ground. Just a thought.
If I were to offer a suggestion on the idea of what mythic plus is. I would offer the idea of keeping the timer, but amping it up to a longer duration. With that being said, have a marking system implemented similar to what an fps game would have. “Single kill, double kill, head shot” etc and have it impact the score you end up having once completing within said threshold… no death counter. With this, I believe people would have the opportunity of being creative and taking on more or less depending on packs… depending on the difficulties of how many or factor of how each mob is ranked could have a factor into how gearing would work. Wouldn’t be something as legion bonus upgrades, but maybe depending on ranking of the dungeon. You would have a better chance of receiving your bis item from the dungeon or having a better chance of recovering a socket on an item or in easiest case. More crests?
that would completely make the timer obsolote, the way mythic works is compltely fine, why do people have the need to do every top end gameplay? you can absolutely do +8 if you arent mentally disabled, what else do u neeed, its already pretty easy
I'd prefer a death limit to a timer. Personally I think the biggest change to M+ the devs could make to get me to play them is to get rid of keys degrading after you fail. If i want to slam my head against the wall in a +11 then let me do that. Keys getting demoted when you fail is why M+ is such a toxic place.
Actually you would not. No one, I repeat no one if failing mythic plus due to the timer and having 0 deaths. If you fail a plus 10 it is not because you had zero deaths and just did not have the damage. We'll woth a death limit run the key you just completed but failed the dungeon you would not complete the dungeon.
@@Nhouyengahfunny when people say du mb stuff like this. You do realize that you too will be the weakest player in some group? Karma is going to hit you.
I agree, don't let people play how they want. force them to play how you think is good. Also, belittle people because they aren't as good at a video game as you are...... You must be a blast at parties.
Personaly I can't wait for this changes. Making the game more accessible for casual players such as me - it's a good thing from Blizzard. Unfortunately not every can invest as much time to play because we got some other business to attend. So I support these changes! making game more casual - this is what I personally am paying my money for
I would only like to play a death limit dungeon if there was no enemy forces requirement, because then you would be able to use skips and travel safely without necessarily being slow.
I actually like the death cap Idea for mythics. But why not simply let players choose either option which suits them best? Let the party choose a speed run OR a death run? I am sure they could easily impliment giving the players choice then that would make both camps happy without upsetting the other.
Why not have both options available for the M+ group to be able to choose? Everybody casts a quick vote before the dungeon and they can either run against the timer or go the death penalty route. Add another layer to the M+ experience and allow the group the option to chose how they want to tackle the run.
I still feel like, you should be able to pauze the timer and invite another player during m+ runs. Stops from breaking keys when 1 person leaves. Some people are fine with untimed runs. Or happy to join a key halfway
Plz return tanks and healers to DF S3 and M+ will be fixed. Keep the hard af mechanics and stuff going on but atleast the tank will be able to pull through and the healer heal through it
If they were willing to fix it that way, they wouldn't have broken it that way to begin with. Tank nerfs have been negatively received since the announcement, they don't care.
I like the death limit, but why cant there be an option? Upon entering the dungeon you get a screen that asks whether you want a death match or a timed match.
Death limit makes more sense. Timer just adds unnecessary stress imo. Which is why I only like to run m+ with my guild. This will better to balance around too. Skill will be based on how methodical you handle pulls; not what classes would be more efficient to clear. Also, to those saying it would ruin it, because it would make dps irrelevant; it's not like they can't add a phase that kills you if you don't do a certain amount of dps or break some shield, etc 😂
what do you mean unnecese stress ? the game is supossed to be hard? why would you NEED to zoom thru everything instantly without any skill and effort? thats your problem, you literally have over 12 different levels of mythic plus and you canchoose and learn the game AS YOU WISH, why do you need to complete the highest level when you are not that good? timer makes it fun and challenging
@@FillipikPlaysCZ you can adjust the difficulty without the need of a timer. like 10% of WoW players do/complete mythic raids for example and they are not timed. Ask the majority of more casual players and they'll tell you the reason they would rather run delves over M+ is because it is easier to gear, little to no toxicity and because of the timer in M+. Gatekeeping content is a weird take. By amount of Keys run this season, especially ones run at lower levels such as 4-6. You can tell the casual crowd only ran them in previous seasons because it was the best way to gear. M+ no longer is the best way to obtain heroic gear. running two +8 delves gives you a 618 piece in your vault. So casual players like myself are not touching them. Even with a death counter I never plan to take on high end keys. I may start running them again though.
I don’t understand why M+ isn’t changed to a time completion ranking. Rather than have a single timer in dungeons that everyone has to beat, why not just reward better gear to those who complete them the quickest? It’s similar but wouldn’t make missing the time limit as much of a punishment. So if you complete the key in less than 15 minutes you get gear that’s a slightly higher ilvl than if you complete it in under 20, and under 20 would be slightly higher than under 30, and so on. I feel like it would still motivate people to push for the timer but wouldn’t make people rage quit or feel like their time is wasted if they take a bit longer. It also rewards the top players with the best gear and could reward more crests and cool titles the quicker you time it too. I also think it should be like delves where if you complete the previous level it gives you access to the next. But the speed at which you can complete it is still going to be based on a mixture of your gear and skill, which would push people to time the previous key as quick as possible in order to get better gear so they can time the next one up quicker. So like M+2 in less than 15 minutes gives you 603 ilvl, less than 20 600ilvl, less than 30 597ilvl etc. Then M+4 is like 609, 606, 603 etc And 8 crests, 6 crests, 4 crests etc. Unless any1 has a reason why that wouldn’t work? Because I’d prefer that for sure. I want a challenge but I also don’t want to be loosing hair from stress.
This won't really change anything for players pushing high keys or rating. Imagine you were already fully decked out in gear from under 20 minutes run. The next goal would be to clear the dungeon in less than 15 minutes, so why would you stay after wiping on the first pack? This would encourage more people to leave early on in the dungeon if they can no longer hit the 15 or 20 minute marker. Result would be the same, nothing would change with this model once you are fully geared from a specific tier.
Why can't Mythic + utilized both systems? Players choose at sign up, and then use the Timer or the Limited Death System. Somewhat like War Mode, either On or Off - your choice
So is there any changes coming to crests for delves? I struggle too much to do M+ and would not want to ruin anyone's keys. But I still want to upgrade my gear. 2 Ruined per level 8 is pathetic, and Guilded is a faint hope based on RNG for maps. I mean I do love that the trade in is half now, so that helps but wondered if Delves would eventually be more viable for casual players like me.
True that. WoW players still want to go fast, not rational actors, but yes, WoW players have dung for brains, so the only real fix is to replace them with functioning AI. They did first test death limit in Torghast, the Corridors. Hours wasted because imbeciles kept trying to rush and dying, when they should have just been patient and played safe.
A really easy win would be allowing you to use a death limit or the timer, w/e you prefered. The timer kills all the fun for the run and makes it feel like some weird spam fest instead of a dungeon run. You don't actually get to enjoy the run (the most important part) or even conversate or talk to people, it doesn't promote community at all.
It would be a lot easier too, would you still do it if it didn't reward you the same gear? Because that's what delves are and they scale high as well if it's because you like the challenge
Love the idea of death-limits for mythics. The go-go style does not work for my brain. Too much happening. I like the idea of using more of the abilities for CC and knowing which packs to skip and the like. Playing smarter not hard.
One thing I wish they added to m+ is that you have one life, like in hardcore. If you die you are dead but you can still continue the dungeon. This will spice things up alot.
This wouldn't spice things up, this would completely kill m+. A 15 sec death penalty is already too punishing since in higher keys, a wipe pretty much means the run is dead this way, except you pump some giga dps and pull off extremely risky pulls. Now imagine one death means the run is over instantly...
@@swarles354dont cry about too punishing, this is LITERALLY the most hard end game in the game, why do you need to do absolutely everything to have fun? you can easily do +8 if you arent mentally disabled, why would you need to do+14 when you are not skilled enough lol, you can do +8 and still be happy,
@@FillipikPlaysCZ this isn't just coming from me. This is criticism coming from some of the top 0.1% pushers. Even they say the 15 sec death penalty is too much and needs to be nerfed. But this has nothing to do with whining about that. It's about that guy suggesting we should implement an even worse "one death and it's over" - penalty. But yeah, let's just do that, and if someone complains, we just say "stop crying, it's endgame. If you're not good enough, just do +2's". That's the way...
@ but its true tho, you have so many options to choose from, i am no veteran, i started 3 months ago absolute PLEB and noob, and gave in the hard work and learning my class and dungeons and now i can easily time +11, people crying about stuff just are entitled and need everything changed for them, the game is absolutely fine, you can do lower levels and be happy and have fun, removing the timer will make everything safe and easy.... not like every other game that makes everything easy for casuals never died, most games did, wow is one of the last games that require actual effort, and it should stay like that,
@@FillipikPlaysCZ if you're doing +11's, you can't understand the problem with the 15 sec death penalty. The game mode is by design hard. No one's saying they should make it easier so everyone can do it with minimal effort. The 15 sec penalty is just way out of proportion for what it is designed to be. It's meant to give death more meaning. In around +10's it's doing that absolute fine. In +15's it turns into a "one death means the run is over" - affix. Couldn't care less of they keep the affixes as is for up to +12's. It's the +12 upwards range where folks see problems. And there are problems with the affixes. You'll see, once you dip your toe in that range. The difference is night and day in difficulty and those definitely need tuning.
Death limit makes WAY more sense, and would curb the elitism. Forcing controlled and intelligent play rather than rush, rush, rush. Hope they implement it.
How about an option between the two. Timer or death limit. I personally despise the “go go go” mentality that has tainted almost every aspect of the game. I remember the 5 man dungeons required as much tool kit utilization at a raid might, just with fewer players needed to gather at one time. I feel like it would encourage more of a communication/connection between players rather than the autonomous toxic bs we see in many, not most, not all random groups. The sad part is it only takes a few bad experiences before people get really turned off from group content in an MMORPG. Currency and gearing- the punitive time gating is EXCESSIVE in wow. It’s almost as if there is an antiquated mind set that “no one plays alts” so let’s tunnel them into one toon for most of the season and make it so daunting that I just don’t want to play anymore.
I mean i played wow since they launched and I still think after so many years that there WAY to much tooning… cant keep up with what “good” and whats “bad” Its gotta be a nightmare for newcomers to get a hang on..
They should just make tank aoe pump. My Druid can pull over a million dps on large pulls with cooldowns. It’s awesome but only happens during cooldowns. Make tank aoe powerful. This would help a lot with getting through runs.
I really hope this isn't just another heirloom piece. They are pretty much useless and taking up space in my bag with no way to get rid of them. Like a bad disease that's incurable . Also a death limit would worsen conditions in Mythic. The reason people stay away from them isn't cause they are hard. They stay away cause of the flack you get from other players cause you died and messed up the run.
if they wanna do the death lkimit thing i think they should have 2 different mythic key modes time limit and death limit death limit giving more rewards say an extra 4 crests also would make the ignorant mage players stfu that only know the word "go" i cant stand when people tell me to go as a tank if im trying to wait on my healer to get mana
The death limit idea is terrible. It would totally change the dynamics of keys. You'd go from seeing just how skilled players can be timing keys in sub 10 mins to how can we tweak our team to survive the absolute highest key, even if it takes 2 hours. Think 4 tanks and an Aug. Or two tanks, Aug, whatever broken dps class thats sturdy, & healer. What they need to be doing is looking at what made DFS3 so popular. Hint, it was making tanks actually tanks so you could pull extremely large & see huge dps meters on the charts. The timer encouraged that. It's dropping the key squish so there's more dopamine to be had & bring players back every week. It's making the weekly content (aka mythic vault & mythic crests) easily farmable instead of an absolute cluster with everyone & their momma in 10s. Bring back the 8 base vault & 10 vault with higher mythic version. Good players should be able to help their friends who arent so good get their basic weekly content completed. If you dont want heroic raiders "having it easy," then have heroic crests fully upgrade heroic gear & the problem is solved. It feels extremely bad for casual players to drop heroic loot that they cant even fully upgrade. For context, I was just under 3300io in DFS3 and I have 4 toons 2700-2800 this season. I love the mythic plus content, but I am not an MDI player in the least. I also dont consider myself a casual. TWW1 has been the worst experience Ive ever had in mythic plus, and its not even close.
If we used death counts instead of timers, M+ would take around 40-60 minutes each, as people would wait for big CDs before bosses and tanks would pull tiny packs only. The sad part is that toxicity will shift from the timer to the death penalty. The new crest update is good, but they also need to add a few things to provide a better experience: 1. Increase gold in the final chest (starting at 1000 gold at +2 key with a +250 gold increment for each key level). 2. Bad luck protection for loot. 3. Add two currencies that drop from mythic+ that allow players to buy items that drop from current season dungeons (hero track gear +2 to +11) (mythic track +12 and above) 4. Your first two drops each week are guaranteed to be a mythic track (M+10 and above: ilvl 623 at 10----> ilvl 639 at +15)
Have a token with a weekly cap. Every 3 weeks you can either buy a hero piece or 2 champ pieces. For the champ you could buy 1 in week 2 and have to wait till week 3 for the 2nd one. Example: two tokens per week, champion gear is 3 tokens while hero gear is 6 tokens. Can only buy gear dropped from current season dungeons.
@@Dion2000able Considering the season is around 16 weeks long, I'd be happy if I could enjoy half of it playing with a fully geared main while a couple of alts linger around.
@@nooptions101 I got your nice idea here. The issue right now is the mythic track gear, which only drops from mythic raids and weekly vaults (random drops). We already had a similar cap with crests at the beginning of the season.
Also delves could use some more love right now. A lot of us solo players would be much happier if there were meaningful rewards tied to tier 9-11. Spamming tier 8s for runed crests gets boring very fast but at least I only need 23 delve runs to get one gilded upgrade as opposed to 40 of them. Still the devs could make delves a lot harder and more rewarding.
I think it might be better if instead of replacing the timed system of M+, the 'death counter' system could just be added as an option, for those that want to play that way. I, myself, enjoy the current system as it is, as it challenges me to get down the mechanics to high degree in order to beat that timer as fast as possible (& avoid dying as much as I can).
As always blizz not doing what the players ask. Return tank and healer to dragonflight style. Whats the point on increasing the crest if you cant barely get any tank and healer🤣🤣🤣 stupid blizz.
slowing down M+ would be good. most of the weight of the route and pace falls on the tank and imho as a 17+ year player it makes the role feel like a job not a hobby.
I would LOVE if they did that with the Death Limit! I generally don't like it when games put me under time pressure. I prefer to play games where you have to use your brain and be tactical and methodical in order to win and where you are given the time to do so. M+ now clearly has served one of the two playtypes you mentioned for years. Time to also give the other playtype some love. Maybe offer both if possible.
No offense, but if all your sentences start with "I", your opinion is useless for any objective discussion. Literally every endgame content puts you under time pressure, be it through a timer like M+ or stuff like berzerk mode or depleting healer mana. I do understand that the time pressure m+ applies might not be for everyone, but "use your brain and be tactical and methodical in order to win and where you are given the time to do so" is literally the way the whole thing works. It simply doesnt allow you to "outwait" the content, which is exactly what would happen if you switch to a deathcounter. Pull the least amount of mobs at a time possible, wait for all cds between every major pull / boss, the whole challenge would switch to "who has more time to finish a run as slow as possible". And offering both doesnt work. They are literally as different as imaginable in terms of the way you have to tune the dungeon and as a deathcounter is simply easier to do in any circumstance, people obviously would opt for it because its the safe way. A deathcounter would kill m+, instantly.
@@fabiusque4266I absolutely do not understand these people, they think they need to complete the absolute END GAME, to have fun but why??? the game offers like 80% of casual easy non stress gameplay, why tf do you need to do +12s without stress? they are supossed to be stresful and hard... these people have like 8 other levels that are very easy and not that stresfull to choose from yet they try to take away from people that like challenge, OP is so weird you have so many options lmao, you dont have to do the highest level content to have fun, and hard content is supossed to put you on pressure, thats whats fun about it
@FillipikPlaysCZ I do not mind hard content. But there are different types of hard content. Dungeons as they where during BC where hard. There where thrash mob groups that some dungeon groups could not get past because they where so hard and required people to play tactically as in keep parts of the group CC'd or else your tank could simply not survive. And yes doing one of those dungeons could sometimes take several hours - and I loved it. That is the type of hard I love and would like to see. That is the type of dedication I bring to the table - being willing to dedicate serious amounts of time to doing a single dungeon. Sadly people like you nowadays no longer have the patience to do such things. Please do not take that last sentence too serious - but as you attacked me basically saying I am not suited for end game content and should simply keep away from it please forgive my little tit-for-tat response.
@@fabiusque4266 True berserk mode or depleting healer mana are creating sort of a time pressure but thats absolutely OK for me. In fact as a healer I would very much welcome it if depleting healer mana would be more of a thing in dungeons! More mana management than spike damage management. Both is difficult and challenging but the former ist way less stressful. And about the "use your brain" part: I hope I made clearer what I meant by that in my previous response to FillipikPlaysCZ. Less personal reacting and split second decisions and more planning and discussion as a group before every single pull. More chess, less table tennis or badminton.
Maybe a deathcounter is not the way to go but nevertheless I would appreciate changes to the way M+ works. Let me give al little example how I could imagine hard endgame content that would be more fun for people like me. Lets say you are progressing on a +10. It does not have a timer but it is really hard and requires every goup member to get everything out of their characters. It is so hard, that you have several tries where you do not manage to complete the dungeon at all. And when you finally manage to beat it you unlock the option to try +11. Again you can now try the +11 as often es you want and it will probably take you even more tries as it is even harder than the +10. And after that comes the +12 and so on. Wouldn't that still qualify as hard endgame content ? Groups can still push keys to see how high they can get but it would be not about beating a timer but simply beating the dungeon.
Giving us a death timer would mean 5 Deaths=deplete=disband or what? Personally i like the thrill of having some pressure via a timer, and see how far i can push my character on big pulls. Tbh it is what makes m+ fun. if i want a deathcount, well there is already a system,. its called delves and can be done with firends too. Buff loot and stuff in delves and u have to systems for 2 different playertypes. And if i want to play boring slow gameplay i go and play vanilla
Cap I rly big deal this way a lot of ppl can get some amount of gilded crest thro transmute them. I got runed cap very early and without m8 or m raid u could get 15 gilded a week after cap.
Textbook minor pain relief that doesn't really address any of the fundamental reasons why many players just dropped out of M+ queues, there are no tanks and no healers, and dps spend most of their game time sitting on the floor in Dornagal. That they ask for feedback is just laughable, there's mountains of feedback, they don't give a crap.
Wtf is crazy with the crest increase dude? You will still have to run 2 dungeons just to upgrade an item 1 time. WTF is with these people who think this is an actual buff to crest drops.
I don’t think non-timed mythics would actually work in practice. To “win” the highest keys, just bring 4 tanks and 1 healer. If time doesn’t matter, what’s the point on DPS? Take 3 tanks and 2 healers for that matter.
This right here! It would totally change M+ dynamics. You could even have tanks take all offensive builds, then just rotate swaps at any sign of danger.
Well that is easily fixed: insert some DPS-check mechanics where the whole group dies if a shield is not taken down in x seconds or a boss is not killed within x minutes and DPS are back in the game ;)
that'd be a terrible idea for 4 Tanks to run in, DPS is needed to whittle the mobs down. aggro bouncing between 4 players would literally make Healers jobs impossible, especially when Tanks are quite squishy anymore.
@@jaypietersen6093 What DPS utility? You bring druid, shaman, warrior, paladin and priest so youll have most of the raid buffs covered as well. Only DPS utility i can think of is warlock gate and thats "nice to have" thing for a very few skips this season
The death limit thing might be a little better because no more pressure to rush and clear. People could slow down and learn mechanics or coordinate more. But really though that’s not enough. The whole system group trust issues and penalties need to be fixed or nerfed tremendously if any pugs are going to happen.
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How to quickly farm reputation & renown - th-cam.com/video/I1UXZijMF00/w-d-xo.html
A huge change for M+ would be as simple as adding more respawn points. Some dungeons you lose 2 minutes getting back from a wipe.
Dont wipe then
2 minutes 😂
@@lucasmurphy740 GB has some bad runs. Combined with 15s per death its about 2 mins gone for a wipe.
They should remove timer and use a death counter like m+ and Key upgrade based on this death counter.
@@justaskin4529wow Is about trial by errore and skill. Wipe Is part of the process.the whole concept of running a dungeon at max Speed avoiding pack and dps che king every pull Is wrong.
crests uncapped but still stuck at 2k valor stones lol ....
That tracks. Blizz have been making half-baked decisions and releasing knee-jerk patch “fixes” for a while now.
How about thinking outside of the box and let people choose timer or Death limit before a run? Simple!
That’s a great idea
People will always choose the easier path. And I'm all for people picking what they want, but it will very similar to the way people bitch about delves vs m+. A lot of people complain now that other players get good gear from delves, then hop into m+ unprepared. Sooo, what I would expect will happen...which ever is "harder", those devoted to that mode will complain that the other players have it easier, then "Blizz sucks", "Blizz is lazy", "I'm Uninstaller cuz Blizz won't kiss my ass" etc.
@@CrazeyHaze And those are usually the same people that used gear they got from delves at the start of the season. It's just the typical "I did it, but you shouldn't get to" bs.
would it be to difficult to have both mythic systems ? and the keyholder chooses either death limit OR timer before the dungeon starts ?
i cant imagine ANYBODY picking the Timer in that context, you're punished for dying either way but leavers wouldnt instanty damn a Key anymore.
Yes, I think it would. The whole tuning is based on the idea that the group has to beat a timer and therefore go fast, a deathcounter would do the exact oppositve. And a deathcounter woul always be the easy ways because you could literally wait for all cooldowns to be up again after each pack.
Changing to a deathcounter would in my opinion instantly kill the mode.
M+ can stay as is, with tweaks, but if they look for a new way to gain rewards from repeatable group content I hope they do it in an entirely different manner.
I was thinking the same thing. Even though most players will opt for the Death System a specially when pugging, having the timer runs as an option would still allow those who enjoy the timer to do so as well as the MDI to continue as normal. But a Death System would be so much better on Tanks (Not ridiculed for their choice of route), Healers (More relevant to keep people alive) and even DPS (Not ridiculed for accidently pulling an extra pack). I still feel that Blizzard are catering for the 1% pro players when they come up with things like Raids, M+ etc. And Having the Death System would cater to the other 99% a little more. Just my opinion anyway.
@@fabiusque4266 I don't mind the death counter idea. But I think the best way to fix M+ is to just get rid of key degradation for failure. Let me fail on the same +8-9 as many times as a feel like it. If I feel I cannot complete it then I'll lower it myself.
I feel like leavers wouldn't be such a bad thing If I could just find a new member and reset the dungeon .
Edit: to add to this. Let me re-roll my key two or three times a week. It sucks when I get Siege of Boralus three times in the same week. I like running my own keys. I have yet to get my own key for two of the eight dungeons this season. I don't often run other peoples keys because I play a non-meta spec (devastation) so I rarely get invites.
No changes for delves?
Ikr
Be nice if they increase the harbinger crests alittle so instead of 2 you get like 5 or 6 hell maybe even 8 at most so that atleast the champ gear you can get is maxed easier/alittle faster and get the 4/6 with the hero gear
It's good they increased the m+ rewards though
Only thing they did so far to buff delves is nerf trade up cost for better crest currency. So now and into season 2 you’ll have to grind less for maxed out hero gear but still nothing for doing tier 9 to 11 and you have to get bounty maps for gilded crests.
Would save us a lot more time and fun if the devs either buffed the drop percentage to 25% for delvers bounties or gave us a reason to do tier 9 to 11’s like gilded crests.
@thatfrostwolf7324 That would be great. With the right reward i can see going even above tier 11 for the next seasons
Make it an option that you can choose when activating your key, either timed or death limit. Different dungeons and experience levels would benefit.
Yeah, this is something I would like.
I want to see the death limit instead of timer, it would eliminate the high stress currently in Mythic +! Might also eliminate the overwhelming toxicity in mythic. I might actually be interested in actually doing them again. I stopped running them in Dragonflight due to all the toxicity.
i would argue its more toxic.. man ppl gonna get hate if they die. i rather go fast and have fun than slow and hate my life and hate my life even more when ppl die
@@lobekkx that ALREADY happens, mate. but it would also fix the issue where leavers would instantly brick keys.
Its just stupid. Like, sitting and waitinf for every pack for all the CDs, maybe even waitinf for bl for every pack, it will be "who have more time" not "who have more skill"
Trash idea. Would only turn wow more toxic and meta oriented
With a death limit there is no point to do huge pulls to try to save some time which I feel it supposed to be like that , not all the tanks capable to do that...
I'm new to wow (kinda, played until WOTLK), so this is my first time doing M+, and here are two things I don't like at all:
1. Breaking the key because you didn't time it. I think this pushes you to play more the keys of others rather than your own. I think if you don't time the dungeon, you just don't upgrade the key, but no degrading should exist.
2. Lack of mythic gear on +10 forward, pushing you to mythic raid. I hate raids because they take too much time, while dungeons are much faster. But here I am, playing dungeons for a whole week to just get one mythic piece of gear on vault. Even if could only get mythic at +12, there should be a way to loot mythic gear on m+
I partly agree with the mythic gear needing to be more accessible through dungeons, however the issue with having it farmable is that some people will be bis in a week and it ruins the overall progression of the server, which is why they have been using crest caps, I would assume.
The same goes for not depleting keys as it would allow for groups to do MDI level pulls and just restart if they failed it, never getting better at playing anything but 1 scripted pull. Which would in turn force every player to adopt this play-style of pure time investment and no thought instead of learning to adapt as you go, which is what makes a good player, currently.
So while the system is flawed, for sure, I'm afraid that the alternatives are worse. It would give an unfair advantage in the sense that time would become more valuable than skill. Currently time is a factor for sure but not the only one.
Thenbuffs to M+ are good but that doesn't change the fact it's an abysmal experince especially after being able to get to HC gear from delves. Balance aside (that needs to happen on both sides) the fact players go from being able to gear up at their own pace without obstacles to a game mode where anything can go wrong and make you just waste all your time for nothing is not going to make many people who didn't care about M+ from the very beginning if they didn't give good gear to jump in.
A huge change would be if instead of the 30% discount on crests, the discount would be 25% per character with the achievement on both crests and valorstones. So if 4 characters got the achievement for reaching 619 (or 636) in all slots the rest of your warband can upgrade their items up to 619 (or 639) for free.
We used CC in clasic because we had to in order to deal with a pack, not because of a death counter. A death counter is not a good idea.
Lower crest cost is the best part of this new patch
Thanks for the video
Finally, DH gets some buffs. Ironically, single target only.
Feel the same way about mm
DH doesn't need multi target buffs?
for me the way to fix mithic is just when you start the key you have five minutes, every mob yo kill add 20 seconds, every leader of pack 40, and every boss 60 sec, you still have the death count but only 3 sec per death, and if you finish the dungeon with more that 15 minutes on timer you get more crest, and 10 or 5 minimum, that way people will still push large group but always cc and even kill more mobs to get more time in the dungeon, also if a dps die you remove 3 seconds but if the healer or tank die you only remove 1 sec, so that way would be that punishing for this specs to play, i will add one rez button for dps caracter with a 5 minutes cd so if the healer die you still can beat the group
Uncapped weathered crests is huge for me. With the changes ,I think 435 weathered = 15 guilded crests. And I can still use a ton of those
Kelani, what is the flaming sword your character carries around the 6 minute mark in this video?
Im not sure what sword it is but to get the "Fire Enchantment" you can Tmog, its Primal Fire :)
Can someone tell me what addon for enemy nameplates is this ? So clear and nice :)
What if they added a death limit, but also made the timer a little more forgiving? You'd remove some of the stress of the timer, while still requiring the group to keep a decent pace without dying too much. That could be a good middle-ground. Just a thought.
What about the current crests we have? do they go away our do we get to keep what we currently have?
If I were to offer a suggestion on the idea of what mythic plus is. I would offer the idea of keeping the timer, but amping it up to a longer duration. With that being said, have a marking system implemented similar to what an fps game would have. “Single kill, double kill, head shot” etc and have it impact the score you end up having once completing within said threshold… no death counter. With this, I believe people would have the opportunity of being creative and taking on more or less depending on packs… depending on the difficulties of how many or factor of how each mob is ranked could have a factor into how gearing would work. Wouldn’t be something as legion bonus upgrades, but maybe depending on ranking of the dungeon. You would have a better chance of receiving your bis item from the dungeon or having a better chance of recovering a socket on an item or in easiest case. More crests?
that would completely make the timer obsolote, the way mythic works is compltely fine, why do people have the need to do every top end gameplay? you can absolutely do +8 if you arent mentally disabled, what else do u neeed, its already pretty easy
I'd prefer a death limit to a timer. Personally I think the biggest change to M+ the devs could make to get me to play them is to get rid of keys degrading after you fail. If i want to slam my head against the wall in a +11 then let me do that. Keys getting demoted when you fail is why M+ is such a toxic place.
Actually you would not. No one, I repeat no one if failing mythic plus due to the timer and having 0 deaths. If you fail a plus 10 it is not because you had zero deaths and just did not have the damage. We'll woth a death limit run the key you just completed but failed the dungeon you would not complete the dungeon.
Key depletion needs to go that i agree with
I’m glad they removed the incentive to help with lower keys
You're back 🎉
I had the understanding that the new ring will continue to improve in power even through the new major patches unlike the Dragonflight ring.
death limit dungeons = 4 people telling the weakest/stupidest group member to stand by the entrance until they're done
Good. They should even port them to delves. 😂😂😂😂😂
@@Nhouyengahfunny when people say du mb stuff like this. You do realize that you too will be the weakest player in some group? Karma is going to hit you.
Time limit dungeons= someone leaves after the first wipe because the time limit wont be completed.
I agree, don't let people play how they want. force them to play how you think is good. Also, belittle people because they aren't as good at a video game as you are...... You must be a blast at parties.
You’re the guy in rec league groups that no one likes lol
Personaly I can't wait for this changes. Making the game more accessible for casual players such as me - it's a good thing from Blizzard. Unfortunately not every can invest as much time to play because we got some other business to attend. So I support these changes! making game more casual - this is what I personally am paying my money for
Thanks for the video. So if I only play heroic, there's probably nothing to be excited for me?
I would only like to play a death limit dungeon if there was no enemy forces requirement, because then you would be able to use skips and travel safely without necessarily being slow.
Hey folks, this is kelani
I actually like the death cap Idea for mythics. But why not simply let players choose either option which suits them best? Let the party choose a speed run OR a death run? I am sure they could easily impliment giving the players choice then that would make both camps happy without upsetting the other.
Why not have both options available for the M+ group to be able to choose? Everybody casts a quick vote before the dungeon and they can either run against the timer or go the death penalty route. Add another layer to the M+ experience and allow the group the option to chose how they want to tackle the run.
meanwhile a bountiful delve with coffer key gives a whole 2-3 crests...
I still feel like, you should be able to pauze the timer and invite another player during m+ runs. Stops from breaking keys when 1 person leaves.
Some people are fine with untimed runs. Or happy to join a key halfway
Some meta groups gonna do crazy tacs with this and Blizz not gonna make it
Plz return tanks and healers to DF S3 and M+ will be fixed. Keep the hard af mechanics and stuff going on but atleast the tank will be able to pull through and the healer heal through it
If they were willing to fix it that way, they wouldn't have broken it that way to begin with. Tank nerfs have been negatively received since the announcement, they don't care.
I'd say make the timer ⏲️ start at 8s and above for people that wanna push and remove the timer from 8's and below so players have a choice overall
Mythic dungeon death limit will get even more toxic, they should give us option to choose timer or death limit
Love your videos..
I like the death limit, but why cant there be an option? Upon entering the dungeon you get a screen that asks whether you want a death match or a timed match.
Death limit makes more sense. Timer just adds unnecessary stress imo. Which is why I only like to run m+ with my guild. This will better to balance around too. Skill will be based on how methodical you handle pulls; not what classes would be more efficient to clear.
Also, to those saying it would ruin it, because it would make dps irrelevant; it's not like they can't add a phase that kills you if you don't do a certain amount of dps or break some shield, etc 😂
what do you mean unnecese stress ? the game is supossed to be hard? why would you NEED to zoom thru everything instantly without any skill and effort? thats your problem, you literally have over 12 different levels of mythic plus and you canchoose and learn the game AS YOU WISH, why do you need to complete the highest level when you are not that good? timer makes it fun and challenging
@@FillipikPlaysCZ you can adjust the difficulty without the need of a timer. like 10% of WoW players do/complete mythic raids for example and they are not timed.
Ask the majority of more casual players and they'll tell you the reason they would rather run delves over M+ is because it is easier to gear, little to no toxicity and because of the timer in M+.
Gatekeeping content is a weird take. By amount of Keys run this season, especially ones run at lower levels such as 4-6. You can tell the casual crowd only ran them in previous seasons because it was the best way to gear. M+ no longer is the best way to obtain heroic gear. running two +8 delves gives you a 618 piece in your vault. So casual players like myself are not touching them.
Even with a death counter I never plan to take on high end keys. I may start running them again though.
I don’t understand why M+ isn’t changed to a time completion ranking.
Rather than have a single timer in dungeons that everyone has to beat, why not just reward better gear to those who complete them the quickest?
It’s similar but wouldn’t make missing the time limit as much of a punishment.
So if you complete the key in less than 15 minutes you get gear that’s a slightly higher ilvl than if you complete it in under 20, and under 20 would be slightly higher than under 30, and so on.
I feel like it would still motivate people to push for the timer but wouldn’t make people rage quit or feel like their time is wasted if they take a bit longer.
It also rewards the top players with the best gear and could reward more crests and cool titles the quicker you time it too.
I also think it should be like delves where if you complete the previous level it gives you access to the next. But the speed at which you can complete it is still going to be based on a mixture of your gear and skill, which would push people to time the previous key as quick as possible in order to get better gear so they can time the next one up quicker.
So like M+2 in less than 15 minutes gives you 603 ilvl, less than 20 600ilvl, less than 30 597ilvl etc.
Then M+4 is like 609, 606, 603 etc
And 8 crests, 6 crests, 4 crests etc.
Unless any1 has a reason why that wouldn’t work? Because I’d prefer that for sure. I want a challenge but I also don’t want to be loosing hair from stress.
This won't really change anything for players pushing high keys or rating. Imagine you were already fully decked out in gear from under 20 minutes run. The next goal would be to clear the dungeon in less than 15 minutes, so why would you stay after wiping on the first pack? This would encourage more people to leave early on in the dungeon if they can no longer hit the 15 or 20 minute marker.
Result would be the same, nothing would change with this model once you are fully geared from a specific tier.
Hmmmm and how they plan to get Tanks and Healers play the game ?
Lol
They don't. They now even ban leavers, so as to finally eliminate the few masochist tanks and healers who are still trying in pugs.
Why can't Mythic + utilized both systems? Players choose at sign up, and then use the Timer or the Limited Death System. Somewhat like War Mode, either On or Off - your choice
So is there any changes coming to crests for delves? I struggle too much to do M+ and would not want to ruin anyone's keys. But I still want to upgrade my gear. 2 Ruined per level 8 is pathetic, and Guilded is a faint hope based on RNG for maps. I mean I do love that the trade in is half now, so that helps but wondered if Delves would eventually be more viable for casual players like me.
I dont see how that would change the approuche. You still want to do it as fast as you can?
True that. WoW players still want to go fast, not rational actors, but yes, WoW players have dung for brains, so the only real fix is to replace them with functioning AI. They did first test death limit in Torghast, the Corridors. Hours wasted because imbeciles kept trying to rush and dying, when they should have just been patient and played safe.
12:32 its not just M+ that is pissed about the Go go go, its INFECTED PVE content, 5 mans & timewalkers.
A really easy win would be allowing you to use a death limit or the timer, w/e you prefered. The timer kills all the fun for the run and makes it feel like some weird spam fest instead of a dungeon run. You don't actually get to enjoy the run (the most important part) or even conversate or talk to people, it doesn't promote community at all.
It would be a lot easier too, would you still do it if it didn't reward you the same gear? Because that's what delves are and they scale high as well if it's because you like the challenge
Thats all very cool but what about brewmaster tanks? Are we going to get anything? Guess the ring sounds nice...
rogue in thumbnail for buffs, no buffs for rogues. WOW!
6:02 I was wondering how they were going to force players to use the ring
Love the idea of death-limits for mythics. The go-go style does not work for my brain. Too much happening. I like the idea of using more of the abilities for CC and knowing which packs to skip and the like. Playing smarter not hard.
Add a vendor and token system please!!!! So fun and people enjoy buying different gear trinkets, weapons etc and trying them out.
One thing I wish they added to m+ is that you have one life, like in hardcore. If you die you are dead but you can still continue the dungeon.
This will spice things up alot.
This wouldn't spice things up, this would completely kill m+.
A 15 sec death penalty is already too punishing since in higher keys, a wipe pretty much means the run is dead this way, except you pump some giga dps and pull off extremely risky pulls. Now imagine one death means the run is over instantly...
@@swarles354dont cry about too punishing, this is LITERALLY the most hard end game in the game, why do you need to do absolutely everything to have fun? you can easily do +8 if you arent mentally disabled, why would you need to do+14 when you are not skilled enough lol, you can do +8 and still be happy,
@@FillipikPlaysCZ this isn't just coming from me. This is criticism coming from some of the top 0.1% pushers. Even they say the 15 sec death penalty is too much and needs to be nerfed.
But this has nothing to do with whining about that. It's about that guy suggesting we should implement an even worse "one death and it's over" - penalty.
But yeah, let's just do that, and if someone complains, we just say "stop crying, it's endgame. If you're not good enough, just do +2's".
That's the way...
@ but its true tho, you have so many options to choose from, i am no veteran, i started 3 months ago absolute PLEB and noob, and gave in the hard work and learning my class and dungeons and now i can easily time +11, people crying about stuff just are entitled and need everything changed for them, the game is absolutely fine, you can do lower levels and be happy and have fun, removing the timer will make everything safe and easy.... not like every other game that makes everything easy for casuals never died, most games did, wow is one of the last games that require actual effort, and it should stay like that,
@@FillipikPlaysCZ if you're doing +11's, you can't understand the problem with the 15 sec death penalty.
The game mode is by design hard. No one's saying they should make it easier so everyone can do it with minimal effort.
The 15 sec penalty is just way out of proportion for what it is designed to be. It's meant to give death more meaning. In around +10's it's doing that absolute fine. In +15's it turns into a "one death means the run is over" - affix. Couldn't care less of they keep the affixes as is for up to +12's.
It's the +12 upwards range where folks see problems. And there are problems with the affixes. You'll see, once you dip your toe in that range. The difference is night and day in difficulty and those definitely need tuning.
Death limit makes WAY more sense, and would curb the elitism. Forcing controlled and intelligent play rather than rush, rush, rush. Hope they implement it.
How about an option between the two. Timer or death limit. I personally despise the “go go go” mentality that has tainted almost every aspect of the game. I remember the 5 man dungeons required as much tool kit utilization at a raid might, just with fewer players needed to gather at one time. I feel like it would encourage more of a communication/connection between players rather than the autonomous toxic bs we see in many, not most, not all random groups. The sad part is it only takes a few bad experiences before people get really turned off from group content in an MMORPG.
Currency and gearing- the punitive time gating is EXCESSIVE in wow. It’s almost as if there is an antiquated mind set that “no one plays alts” so let’s tunnel them into one toon for most of the season and make it so daunting that I just don’t want to play anymore.
Extra crests isn’t gonna make anyone push higher. A +11 is a snooze fest then 1 key higher and it’s a right nightmare to pug.
Damn, MM getting buffs, am I sleeping:D Maybe now it will be easier to get into keys... One can dream
Death limit would be cool but combined with a forgiving timer
That's the way to go! So you catch all possible toxicity on both sides... 😂😂😂
Just remove the death limit _and_ the timer, hard-cap AoE for *ALL SPECS* and make CC necessary again.
I mean i played wow since they launched and I still think after so many years that there WAY to much tooning… cant keep up with what “good” and whats “bad”
Its gotta be a nightmare for newcomers to get a hang on..
I would like to have 4 dps 1 heal 1 tank in one Dungeon group. This would change so much.
They should just make tank aoe pump. My Druid can pull over a million dps on large pulls with cooldowns. It’s awesome but only happens during cooldowns. Make tank aoe powerful. This would help a lot with getting through runs.
I really hope this isn't just another heirloom piece. They are pretty much useless and taking up space in my bag with no way to get rid of them. Like a bad disease that's incurable . Also a death limit would worsen conditions in Mythic. The reason people stay away from them isn't cause they are hard. They stay away cause of the flack you get from other players cause you died and messed up the run.
Imo crest cap should be removed the following week after world first Mythic raid clear
i'd totally play M+ if it had a Death Cap than a stupid Timer.
I'm still playing alts and getting the 20th anniversary achievements.
I think death based mythic + would be the most boring slow not as exiting change they could have comed up with
The GO GO GO crap is the main reason I don't play M+ right now. I need time to process and think, not just run screaming
Hope they let group choose time or deaths
if they wanna do the death lkimit thing i think they should have 2 different mythic key modes time limit and death limit death limit giving more rewards say an extra 4 crests
also would make the ignorant mage players stfu that only know the word "go" i cant stand when people tell me to go as a tank if im trying to wait on my healer to get mana
I hope they don't do the death limit. It'd be horrible in my opinion.
A death limit will kill pushing keys
Explain
The death limit idea is terrible. It would totally change the dynamics of keys. You'd go from seeing just how skilled players can be timing keys in sub 10 mins to how can we tweak our team to survive the absolute highest key, even if it takes 2 hours. Think 4 tanks and an Aug. Or two tanks, Aug, whatever broken dps class thats sturdy, & healer.
What they need to be doing is looking at what made DFS3 so popular. Hint, it was making tanks actually tanks so you could pull extremely large & see huge dps meters on the charts. The timer encouraged that. It's dropping the key squish so there's more dopamine to be had & bring players back every week. It's making the weekly content (aka mythic vault & mythic crests) easily farmable instead of an absolute cluster with everyone & their momma in 10s. Bring back the 8 base vault & 10 vault with higher mythic version. Good players should be able to help their friends who arent so good get their basic weekly content completed. If you dont want heroic raiders "having it easy," then have heroic crests fully upgrade heroic gear & the problem is solved. It feels extremely bad for casual players to drop heroic loot that they cant even fully upgrade.
For context, I was just under 3300io in DFS3 and I have 4 toons 2700-2800 this season. I love the mythic plus content, but I am not an MDI player in the least. I also dont consider myself a casual. TWW1 has been the worst experience Ive ever had in mythic plus, and its not even close.
If we used death counts instead of timers, M+ would take around 40-60 minutes each, as people would wait for big CDs before bosses and tanks would pull tiny packs only. The sad part is that toxicity will shift from the timer to the death penalty.
The new crest update is good, but they also need to add a few things to provide a better experience:
1. Increase gold in the final chest (starting at 1000 gold at +2 key with a +250 gold increment for each key level).
2. Bad luck protection for loot.
3. Add two currencies that drop from mythic+ that allow players to buy items that drop from current season dungeons (hero track gear +2 to +11) (mythic track +12 and above)
4. Your first two drops each week are guaranteed to be a mythic track (M+10 and above: ilvl 623 at 10----> ilvl 639 at +15)
Not a fan of 3 and 4 tbh. You would be done gearing in 6 weeks
Have a token with a weekly cap. Every 3 weeks you can either buy a hero piece or 2 champ pieces. For the champ you could buy 1 in week 2 and have to wait till week 3 for the 2nd one. Example: two tokens per week, champion gear is 3 tokens while hero gear is 6 tokens. Can only buy gear dropped from current season dungeons.
@@Dion2000ableI put out an idea in the replies, does it sound better?
@@Dion2000able Considering the season is around 16 weeks long, I'd be happy if I could enjoy half of it playing with a fully geared main while a couple of alts linger around.
@@nooptions101 I got your nice idea here. The issue right now is the mythic track gear, which only drops from mythic raids and weekly vaults (random drops). We already had a similar cap with crests at the beginning of the season.
Death limit would be the worst change ever
Also delves could use some more love right now. A lot of us solo players would be much happier if there were meaningful rewards tied to tier 9-11. Spamming tier 8s for runed crests gets boring very fast but at least I only need 23 delve runs to get one gilded upgrade as opposed to 40 of them. Still the devs could make delves a lot harder and more rewarding.
Why Blizzard can’t make both type of dungeons in a game? Party will choose which type of dungeon they want to play.
Delve death/time system for m+ would be good only for 60+ year old playing wow
timers kill fun, they force everything to be fast not good.
Funny how streamers are using, Massive, Huge, Big, Humungous changes, yet the players are all saying the exact opposite, its hardly a change.
I think it's called click baiting? LOL
I think it might be better if instead of replacing the timed system of M+, the 'death counter' system could just be added as an option, for those that want to play that way. I, myself, enjoy the current system as it is, as it challenges me to get down the mechanics to high degree in order to beat that timer as fast as possible (& avoid dying as much as I can).
As always blizz not doing what the players ask. Return tank and healer to dragonflight style. Whats the point on increasing the crest if you cant barely get any tank and healer🤣🤣🤣 stupid blizz.
Great so glad I just blew 90 Crests for nothing... son of a gun.... sheesh.
Eh they're good changes but not HUGE
slowing down M+ would be good. most of the weight of the route and pace falls on the tank and imho as a 17+ year player it makes the role feel like a job not a hobby.
I want the time gone.
NO DRUID BUFFS?????? REVOLT!!!
I would LOVE if they did that with the Death Limit!
I generally don't like it when games put me under time pressure.
I prefer to play games where you have to use your brain and be tactical and methodical in order to win and where you are given the time to do so.
M+ now clearly has served one of the two playtypes you mentioned for years. Time to also give the other playtype some love. Maybe offer both if possible.
No offense, but if all your sentences start with "I", your opinion is useless for any objective discussion. Literally every endgame content puts you under time pressure, be it through a timer like M+ or stuff like berzerk mode or depleting healer mana.
I do understand that the time pressure m+ applies might not be for everyone, but "use your brain and be tactical and methodical in order to win and where you are given the time to do so" is literally the way the whole thing works. It simply doesnt allow you to "outwait" the content, which is exactly what would happen if you switch to a deathcounter. Pull the least amount of mobs at a time possible, wait for all cds between every major pull / boss, the whole challenge would switch to "who has more time to finish a run as slow as possible".
And offering both doesnt work. They are literally as different as imaginable in terms of the way you have to tune the dungeon and as a deathcounter is simply easier to do in any circumstance, people obviously would opt for it because its the safe way.
A deathcounter would kill m+, instantly.
@@fabiusque4266I absolutely do not understand these people, they think they need to complete the absolute END GAME, to have fun but why??? the game offers like 80% of casual easy non stress gameplay, why tf do you need to do +12s without stress? they are supossed to be stresful and hard... these people have like 8 other levels that are very easy and not that stresfull to choose from yet they try to take away from people that like challenge, OP is so weird you have so many options lmao, you dont have to do the highest level content to have fun, and hard content is supossed to put you on pressure, thats whats fun about it
@FillipikPlaysCZ I do not mind hard content.
But there are different types of hard content.
Dungeons as they where during BC where hard.
There where thrash mob groups that some dungeon groups could not get past because they where so hard and required people to play tactically as in keep parts of the group CC'd or else your tank could simply not survive.
And yes doing one of those dungeons could sometimes take several hours - and I loved it.
That is the type of hard I love and would like to see.
That is the type of dedication I bring to the table - being willing to dedicate serious amounts of time to doing a single dungeon.
Sadly people like you nowadays no longer have the patience to do such things.
Please do not take that last sentence too serious - but as you attacked me basically saying I am not suited for end game content and should simply keep away from it please forgive my little tit-for-tat response.
@@fabiusque4266 True berserk mode or depleting healer mana are creating sort of a time pressure but thats absolutely OK for me.
In fact as a healer I would very much welcome it if depleting healer mana would be more of a thing in dungeons!
More mana management than spike damage management. Both is difficult and challenging but the former ist way less stressful.
And about the "use your brain" part: I hope I made clearer what I meant by that in my previous response to FillipikPlaysCZ.
Less personal reacting and split second decisions and more planning and discussion as a group before every single pull.
More chess, less table tennis or badminton.
Maybe a deathcounter is not the way to go but nevertheless I would appreciate changes to the way M+ works.
Let me give al little example how I could imagine hard endgame content that would be more fun for people like me.
Lets say you are progressing on a +10.
It does not have a timer but it is really hard and requires every goup member to get everything out of their characters.
It is so hard, that you have several tries where you do not manage to complete the dungeon at all.
And when you finally manage to beat it you unlock the option to try +11.
Again you can now try the +11 as often es you want and it will probably take you even more tries as it is even harder than the +10.
And after that comes the +12 and so on.
Wouldn't that still qualify as hard endgame content ?
Groups can still push keys to see how high they can get but it would be not about beating a timer but simply beating the dungeon.
No love for frost dk yet.
Does devs pug grps? how many death 100x should be fine.
Giving us a death timer would mean 5 Deaths=deplete=disband or what? Personally i like the thrill of having some pressure via a timer, and see how far i can push my character on big pulls. Tbh it is what makes m+ fun. if i want a deathcount, well there is already a system,. its called delves and can be done with firends too. Buff loot and stuff in delves and u have to systems for 2 different playertypes. And if i want to play boring slow gameplay i go and play vanilla
The timer has always been horrible, much rather have a death limit
Cap I rly big deal this way a lot of ppl can get some amount of gilded crest thro transmute them. I got runed cap very early and without m8 or m raid u could get 15 gilded a week after cap.
Textbook minor pain relief that doesn't really address any of the fundamental reasons why many players just dropped out of M+ queues, there are no tanks and no healers, and dps spend most of their game time sitting on the floor in Dornagal. That they ask for feedback is just laughable, there's mountains of feedback, they don't give a crap.
Wtf is crazy with the crest increase dude? You will still have to run 2 dungeons just to upgrade an item 1 time. WTF is with these people who think this is an actual buff to crest drops.
I don’t think non-timed mythics would actually work in practice. To “win” the highest keys, just bring 4 tanks and 1 healer. If time doesn’t matter, what’s the point on DPS? Take 3 tanks and 2 healers for that matter.
This right here! It would totally change M+ dynamics. You could even have tanks take all offensive builds, then just rotate swaps at any sign of danger.
Well that is easily fixed: insert some DPS-check mechanics where the whole group dies if a shield is not taken down in x seconds or a boss is not killed within x minutes and DPS are back in the game ;)
that'd be a terrible idea for 4 Tanks to run in, DPS is needed to whittle the mobs down. aggro bouncing between 4 players would literally make Healers jobs impossible, especially when Tanks are quite squishy anymore.
Wouldn't work, most tanks and heals are being carried by DPS utility.
@@jaypietersen6093 What DPS utility? You bring druid, shaman, warrior, paladin and priest so youll have most of the raid buffs covered as well. Only DPS utility i can think of is warlock gate and thats "nice to have" thing for a very few skips this season
"buff 'till is relevant" seems like a plan.
untill its not.
Death limit will just encourage toxic players to be more toxic
Yea, imagine you start the key and someone just rushes into mobs or off a edge etc.
It’s 2025.. no one wants to do things slower.
I do and I think you would be surprised how many others actually also do.
I want.
@@thamakil1394They are in classic
Only the classic Andies
The death limit thing might be a little better because no more pressure to rush and clear. People could slow down and learn mechanics or coordinate more. But really though that’s not enough. The whole system group trust issues and penalties need to be fixed or nerfed tremendously if any pugs are going to happen.