Season 4 Dungeon Changes: Difficulties Adjusted



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Here are the changes: https://worldofwarcraft.blizzard.com/en-us/news/24072151/dragonflight-season-4-dungeon-changes-ahead

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28 thoughts on “Season 4 Dungeon Changes: Difficulties Adjusted”

  1. While I mostly only play 1 character for keys 15 or higher, it will be nice to get more gear for the many alts myself and many others have.
    Will give more opportunity to play other classes more frequently in this dungeon content.

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  2. I like all these changes, but I worry — if there is no IO / dungeon rating in Heroic and M0 dungeons — it will now be harder for the player base to know when they're ready to move into M0 and M+, and for party leaders to know who to invite. Jumping from a Season 3 difficulty equivalent of M0 to a Season 3 equivalent difficulty of M10 is a big jump to make in just one step up. Am I missing something? Thanks.

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  3. I think this will help all people doing keys tbh right now m0-m7 is pretty meaningless you can rick roll your way threw dungeons with out knowing the main mechanics but if you make a m0 feel like a m10 you will have more people that need to know the mechanics to complete the key or you will just have all of those people that don’t want to learn the mechanics just not playing m+ at all which is a plus for the people that don’t want to waste the time depleting a key but an L for blizzard because they will have lower number of people playing m+

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  4. While having no impact on my main, I am stupid and constantly set my sights on a random class or spec that I get excited about and the initial gearing process to get it up to speed enough to start actually running even 11s and above (or more accurately get invited to groups for said keys) is definitely a pain point to the point where I usually dont bother. This improves that area greatly, and probably around 50% of the time I spend playing the game is on these little alt character pet projects so I'm actually really really excited about this change.

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  5. "great for gearing alts" uhhhhhhhhhhhh not really… This severely hinders being able to gear an alt. If you want to play an alt that didn't play the previous tier that means you now have 8 m0's you can do in a week and heroics that reset daily. You can't spam lower mythic + dgs. Now this season I did a 16 with my 420-430 ah geared monk, but that was brutal and almost died. That means if your char gets unlucky and doesn't get enough gear from and m0 world tour and you're not good enough to farm +2's with heroic/nornal gear there is literally no way for you to progress your character once you're done with raid and dgs, which is weird if you want to grind a char to get good enough to bring to a hero raid.

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  6. While I think from pure gameplay it's a good change, it always feels weird to me to lower the numbers. As a casual player I'm proud to have some +20s timed, going back to keys below 10 will feel like a downgrade in my gameplay, even though it is'nt at all.

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  7. They should be looking at affixes instead of this, this isnt even something that needs to be looked at imo. I personally prefer the current scaling because it allows for more key levels for me to progress through. It was nice going from 23-26 and not having that entire jump be in one key level. I think I''d be completely fine with these changes if they made it so that the scaling lowers in the +20 range and allows for the same jump in difficulty between keys that we currently have.

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  8. I don't think the timer is needed. If you're dying 50000 times your keys take so many hours it doesn't matter. If you die a more "reasonable" amount like 400 times if you super struggle with a boss, it's still very slow. Removing the timer and counting deaths as an option could work if people dislike timers. That way playing slow and methodically would be rewarded instead of risk and fast pulls

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  9. I kind of miss a good seasonal affix which gives a buff at some cost, it really brought some spice in m+. On the other hand some of the current affixes are just terrible. Some classes being helpless during afflicted and having a even worse time in LFG is just a bad design. For Incorporeal at least pretty much every class can do something

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  10. the increased rise in difficulty between each key level is most probably referring to the fact that because the keystone levels are being halved going from a +9 to a +10 is going to feel more like a current 2 keystone level increase, as it would be the equivalent of going from a +18 to a +20

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