Last weekend I hit a pretty significant milestone in retail WoW: me and several of my guildies got the Keystone Master achievement for completing a Mythic +15 for the first time.
It was a really nice run as well; we only suffered three deaths in that Black Rook Hold (two of which were people getting squished by boulders) and we finished with almost ten minutes to spare, which is rare for us even on lower keys.
To more experienced M+ players this probably means nothing, but to me it felt like something that we'd been working towards for a very long time, from our tentative first steps into mythic in season 1, to the growing pains we suffered in season 2. Season 3 has been a bit better in that regard... but I'll write some more about that in a separate post.
I think I finally figured out the biggest challenge to being successful in M+ as a casual player - and it's that the mode feels designed for people who run twenty keys or more per week.
There is just so much information to digest and things to learn in a single M+ season: eight different dungeons make for thirty-two boss fights you need to master, at least as many if not more trash mechanics you need to understand, paths to figure out to achieve the correct trash kill percentage, and then multiple affixes on top of that which rotate every week... it's a LOT.
The problem with being casual, which in our case means running about four dungeons per week, is that several weeks can pass between you seeing the same dungeon twice, and do you really remember every single mechanic from the two or three times you've run it before by the time it comes around again? Of course not!
We generally try to run four different dungeons every week for the sake of variety (which I think is understandable), but it was kind of eye-opening when this season we decided to run the same dungeon twice in one day. The other week we bricked a Throne of Tides so hard it's not even funny - it must've been a +13 or +14 I think and we spent a full hour or so in there. First we wiped multiple times on Commander Ulthok, and after finally getting him down we did the same thing on Ozumat, to the point that my husband was close to losing it again and kept saying that we were clearly too bad at this game and couldn't do it. This prompted our guildie to fetch his more experienced brother (who had helped us out before) and to stream our next boss attempt to him - and the funny thing is that said brother didn't really have anything to tell us other than to comment that we shouldn't run around like such headless chickens when we got the pure water buff, and yet, just by virtue of having him watch us, we suddenly succeeded on the next attempt, clearly pulling ourselves together out of sheer embarrassment. We then did another Throne of the Tides that same afternoon and it was super smooth, because all the pain points of the previous run were still fresh on our minds. That +15 Black Rook Hold was also preceded by another run of the same dungeon that had been a lot less smooth (though we didn't fail the timer), ensuring that by the time we did the +15 we actually remembered what we were doing.
I can't help but wonder how we would have done if we had tried Mythic Plus before Dragonflight introduced the concept of having a different set of M+ dungeons every season. I imagine it must have been quite boring to run the exact same dungeons every season, but at least most of what you learned in the process stayed useful throughout the rest of the expansion, instead of you having to learn new bosses and trash mechanics from scratch every major patch. It's weird how that increased dungeon variety is both more interesting and an additional obstacle to more casual participation.
With that in mind, I'm very curious to see how we will do in season 4. Not only will that take us back to the original Dragonflight dungeons we visited in seasons 1 and 2, but Blizzard is also going to do a "difficulty squish" that will raise the difficulty of heroic and mythic zero dungeons, with the new M+ starting at what's effectively +10 now. I'm tentatively hopeful that this will put our casual group in a better position for season 4 than we've been in before, as we've at least seen all the original Dragonflight dungeons before (even if we may not remember them that well), and the increased damage output in mythic zero will (hopefully?) make it easier to learn the boss mechanics properly there before having to deal with additional complications like timers and affixes. Currently in low keys, you can be healed through doing a lot of things completely wrong, so you don't really realise just how badly you're doing until you die to those same mechanics on a higher key, but then who wants to pause and review tactics while a timer's ticking? We'll see how it goes.