M+ experience in Dragonflight was been horrible mess across the board. Its literally unplayable and Blizzard still refuses to acknowledge this fact and fix it. Not only dungeons are massively overtuned for no reason at all, but they also require massive learning curve on top of that which is huge pain for intended m+ audience such has Pug groups. This is unacceptable game design and Blizzard should be ashamed of this unhealable harm they have done to M+ in this expansion.M+ design should be fully focused on PUG nature of M+ and accessibility (because this is a target audience that play it the most), be very forgiving to mistakes, require little to no learning, no oneshot mechanics, no DPS or healing checks at least until +20 and so on. Let us do our chill weekly vault for max rewards without wipes and all this toxity that caused by dungeons being so overtuned as they are. You should never design M+ for MDI champions or world first raiders like you do now Blizzard. Such design massively hurts 99% of remaining playerbase. Current M+ design is simply not PUG compatible and this gamebreaking issue that must be fixed ASAP and stop going forward.Healing M+ has never been so horribly bad and stressful to the point no one even wants to play this role anymore. Everyone's HP bars are going 100->0 in fraction of second with no time to even see what's going on despite the fact that Blizzard claimed they don't want this to happen, yet they did exactly that by increasing all damage by 25% and nerfing all healers by same amount. I won't be surprised if they do exact same mistake 3rd time in a row next season...Removal of seasonal affix is a big plus, but there's a room for improvements, remove rest of them and overall customer experience will drastically improve.
1 less affix is always a plus, remove more and the player experience improves. Didn't like the idea of the last seasonal affix to the point of refusing to do a dungeon that had it. Opted to Raid and pvp during that period. Now M+ is better and pvp is worse, so I'll do as high M+ as I'm invited to or have a key for. Timed a 17 that was my key today, not breaking any records but I'm having fun. And breaking my own records is good enough for me. The dungeons on the M+ rotation offering variety is a bonus. Anyone contributing to the current state of the live games dungeons and raids deserves a raise in my book. Cheers to them.
That S2 has been so easy to push up to +20 it feels quite annoying as there's not enough incentive to push higher for most players, hence not much to do now while the season still has to last a few more months.Learning curve of new dungeons has at least bring some freshness to the gameplay and I can't wait to see the pool of dungeons for S3.
Tbh this season is easy it is the people that arebad.Seen a lot of dps not using personals and healing potions, healers not knowing when to heal/dps and tanks doing dumb pulls.Oh and do not forget next patch you can run +16 for max reward thanks to new upgrade track.
For context, currently 2600 RIO, 4/8M (raiding 1 night per week) and 438 ilvl.Healing on a mistweaver (first time MW healing, started this xpac)DF S1 I finished with 2 portals (CoS and Jade)DF S2 I currently have 4 portals (BH, HOI, UR and FH) with 3 of them being complete PUGs. This season has been really fun. With the lack of a seasonal affix, I'm glad we have a completely new set of dungeons to keep things fresh. Having affixes rotate in/out each season is also welcome. I still think there are some overtuned things (dagger dot in Uldaman is bonkers on tyrannical without dwarves/evokers) and I think they could tone down the dispel-a-thon that modern keys feel like they have become.Shadow priests also feel mandatory for many affixes, but that's probably due to their damage, healing and mass dispel. When I join a key and I see a shadow priest, makes me smile. If there's a fury warrior, I know things will be tough. Maybe that's just my region though
There is an reason when you go into LFG at this very moment and find less groups then i've ever seen before and its definetly not because class, dungeon or role balance has been at an all time high
Players are still on the learning curve for mid-range keys: Talondrus in Uldaman springs to mind - so many tanks/dps still don't know the mechanics, but healers get the blame for not being able to outheal damage if she gets empowered, whereas the cause might be actually be mistimed stuns.
Dungeons should also make sense narratively too. The returning dungeons in S4 and S1 didn’t always hit the mark in that regard. Why were we fighting the Iron Horde on alternate universe draenor again? Why were we back fighting the umpteenth Legion invasion?Season 2 has way more conceptual connectivity to the content and themes of Dragonflight. We get to hang with Ebyssian and fight Dargull in Neltharions Lair. We fight crazed elementals in Vortex Pinnacle. Underrot and Freehold don’t really make all that much sense but it’s still an improvement.
M+ is better in Dragonflight than it's ever been. Accessibility is at an all time high. I have a friend who has never ever played WoW before and she's tanking 11+ right away as a demon hunter. Never played a single mmo before, only picked up her first video game two years ago, gta, and now she's tanking M+.Learning new dungeons means people don't get as mean when we're pugging in the LFD tool. And the dungeons have felt easier than usual.Whatever they're doin, they're doing it right. <3