11s and above should give myth track gear

Because Blizz has stated its only going to be a thing for world tour seasons because of they arent designed to do the same week every week.

You dont have any room to talk rofl

LOL no

100% this ^^^

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8 dungeons = 8 bosses.

First two timed 12s, 1/5 chance (Different dungeons)
First two timed 13, 1/5 chance
First two 14,
First two 15s,

And probably start after the 0.5 patch so as to not completely upend the gearing paradigm. Still gives people ages to work up to challenging keys, get the loot, and push later in the season.

That’d absolutely fine.

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Yea, I’m fine with this. I’ve seen you post it before. Not a fan of “limiting” people’s runs to X dungeon for better loot. (Because if they run others, they can’t get mythic anymore.)

Implementing a key system would feel odd. (Like delves.)

Not like I can go kill mythic sikran 8 times a week til he drops a neck either.

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True, but I mean if your BIS is out of say Mists, then you can’t run other +12s (because it’ll remove the chance.)

Ah, yeah first 2 might be a bit weird in that case if you can only do 12s but not 13s or higher. But then again it’s not like ansurek loot drops from ulgrax.

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You could give a mythic drop for the first 10 you do each week to make it more comparable, but at the end of the day people who do multi content always gear faster. I think Blizz wants people doing everything to gear and not just 1 thing.

At the end of the day people keep complaining like “I don’t want to do raid or dungeons, I just want to do one thing and get all my BIS!”

Since wow was created you’ve always had to run everything to be the best. There were quests, dungeons and raids combined to get to full power. I don’t think it’s reasonable to just say you want to purely raid and expect to be able to keep up with people, just like you can’t purely M+ and expect a raider to not have some cooler stuff or gear faster.

Think if each level of key only counts twice in vault, it’ll be an improvement to the great vault for parity purposes.

(2 slots would need 2x 10, 2x 11, 3rd slot would be 2x 12, and 2x 13.)

But also feels like designing esoteric rules just for m+.

That’s kinda a requirement when you’re trying to create parity between infinitely farmable content and weekly content, especially when the delta of difficulty even within said content is so vast.

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Universal Basic Loot (UBL) Summary

Universal Basic Loot (UBL) is a welfare proposal where all lazy players receive a regular, unconditional loot drop to cover basic laziness. It differs from bad luck protection, which is only provided to those who don’t have a sufficient time to spare as they game. As of 2024, no company has implemented a full UBL system, but some companies have had partial UBL in the past, for example, a vault reward system that you need to put effort in and the concept is being discussed and tested in various expansions once every two years


So something like ultimates in FFXIV right?
If so, ngl, I would love it but I don’t think Blizzard has what it takes to make it work here.

Cause we would need to reduce the group size in Mythic raiding and we would need to allow peop get the cosmetics even after the season ends, and the last require a well made scaling system.

Now let this sink for a second, “a well made system by Blizzard” :sweat_smile:

Because that’s the only thing in M+ that has any kind of lockout.

Because blizz wants it running like a mobile game and not an actual progressive experience you have agency over.

It’s not esports to play for weekly login lootboxes. It’s not real gear progression when you’re put in loot timeout where the devs are control freaks and want to remove player agency at all costs.

Their weekly login lootbox as fake progress is intentional. It’s a troll effort by the company to force monetize their game more, it’s a feature for them, not you. They want to monetize on impatient players into buying wow tokens to craft gear and pay off boosters.

They also would rather farm off player sunk cost fallacy rather than let content stand up on its own, to ensure people who don’t like the game are subbed still like it’s a bad relationship. By dictating things in terms of weekly login lootboxes they can stretch that out rather than people play at their own pace, and farm sunk cost fallacy generated via artificial timegate as progress.

lockouts have no place in gaming other than to monetize a game like it’s a mobile game. I know it’s a foreign concept to you but it is none of your concern how fast someone plays through content. That is not a valid topic. If something is being played too fast you make the content harder and lower drop rates, but you do not put people into loot timeout like lockouts.

By touching them and putting players into artificial timeout you’ve now made the progression feel fake and worthless. The progression is then “progression” that is a vehicle to sell premium currency by taking away player agency to then steer players into other means of gaming it.

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A big reason why lockouts and timegating have existed in mmos is because you want people to play together, if most of your content last only 2 weeks because you didn’t timegate anything then most players will stop playing after 2 weeks. That’s not great for a “living game”

Moreover there is something to be said about that formula which has kept raiding semi-casual as you can raid 2-3 days a week on a schedule and chill like you could do with many other organized activities/sports.

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That’s when you make content hard and drop rates scarce. It is on the devs to not make content a loot pinata and phone it in with putting people in loot timeout that’s ran like a freemium mobile game with weekly login lootbox design.

The problem is if you make loot scarce nowadays you’ll probably piss off people hence why they’ve timegated instead with the upgrade system which has different advantages/disadvantages.

Moreover hard content is only for a niche and it doesn’t mean that that niche wants no lockout. I personally prefer the lockout system for mythic raiding as else you might be expected to pug some bosses and there will be degen way to use other people lockout even more easily.

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No, because players will be doing easier content first and by making progression have meaningful agency by moving away from the weekly login lootbox, people will actually see a value in harder content.

Blizzard is learning first hand that stonewalling m+ like it’s hard esports is like multiplying by zero when it’s all about the weekly login lootbox fake progression. Of course there’s no appetite for anything other than welfare loot when the game is about cheesing for weekly login lootboxes.

Look I’ll put it this way, they’ve given easier access to better gear historically and it didn’t make hard content done more, if anything it’s done less as a big attraction in this game is gear so if you make gear much easier to get then there’s not much point for many people to push that content.

Higher levels of M+ have been done much more because they have pushed rewards higher.