Hi All,
Thought I would share a couple thoughts on the state of M+ and what could potentially be done to make it both more engaging for a competitive player as well as less toxic for pugs.
Let’s start with toxicity as I would assume the vast majority of people who hop into a M+ dungeon do not have some sort of formal group.
Would it make sense to have a system to penalize those who leave keys the second they look like they may not be timed? No hear me out on structure.
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If any member leaves the key while it is in progress their key will be dropped 1 level. This would also be the case if someone gets kicked from the group for just staying and acting like a tool flaming the group.
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Give the key holder the ability to right click and end their active key whereby no party member gets punished for leaving and the current mechanic of a key downgrade still takes place.
This helps as it incentivizes players to stay in the groups the join while also trying to align everyone’s objectives of finishing the key. Is it perfect? Absolutely not - what if a person truly has to leave early or someone d/c’s well the key holder can end the key and they wouldn’t be penalized or alternatively if someone “d/c’s” (aka just logs since the key isn’t going well) this is a gray area where the party could kick the player who would experience a key downgrade if they truly thought the person was trying to just leave via that method. Again not perfect but could significantly help where people just leave while the key downgrade of 1 really isn’t that bad.
Now onto an idea to make M+ feel more competitive in nature to try and increase engagement (this is probably a terrible idea).
Now I am lukewarm on just chasing IO as some arbitrary number and pushing yourself to receive 12 io is alright, but doesn’t really feel all that rewarding.
Raiders watch RWF which they effectively replicate by completing the raid, PvP tournaments are effectively the same as what people experience in the arena. Why is there no game mode for M+ that aligns with The Great Push where you compete head to head with another team that queues to race to complete the dungeon the fastest?
How this could be done:
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Based on IO players would be placed into a specific key level let’s arbitrarily say 7, 10, 14, 18, 22. There could be large ilvl disparities so ideally the queue would preferentially try and match teams with the closest ilvl in that bracket.
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Teams would complete the dungeon as normal, however they would be able to see the other teams icons on their minimal and each milestone (I.e. boss kill and percentage) would have an indicator if each team has completed it.
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In terms of reward I think you could honestly just keep the rewards the same as the current dungeon ilvl but the winning team gets an extra piece of loot.
While this isn’t perfect it would be a pretty fun system to iterate on and you could even have weekend ladder tournaments teams could sign up for.
The last thing I would like to raise and I know mythic raid purists will disagree to some extent. But you have people in mythic raid gear top the io charts usually every season, however even they top out at a certain key level. Why in an infinitely scaling system does loot arbitrarily stop scaling up at a 15? Why not set some threshold that aligns with mythic raid difficulty, for instance a 20 or 22 that drops 252 loot? Most players do not complete this key level so does it really expedite gearing all that much? Later in a patch sure people may be completing enough to gear fast but otherwise not overly.
Oh the dungeons are “spammable” is the argument, however we get random keys that we don’t get to choose. Further, key availability at a high level is very selective and has a hundred of the class that needs it for that BIS piece queuing. Realistically keys that you need are not spammable due to these inherent limitations and the average player probably has real life commitments that prevent them from spamming dungeons that take 30-40 minutes for multiple hours every single day of the week.