A Non-Time Trial Mythic Plus System

Hello,

Mythic Plus content has become an integral part of the WoW endgame. Not everyone can dedicate multiple nights a week to end game raid progress so many of us move onto blasting through increasingly difficult dungeons for fun and loot. However I know there are others out there who would prefer a type of non-time trial Mythic Plus progression.

I understand the challenges of the current Mythic+ system and while I can enjoy them; I find myself becoming increasingly more disenchanted with battling the clock. I personally enjoy the slower gameplay of handling packs of enemies one at a time with no anxiety spikes from dealing with the pressure of a ticking clock and i am sure there are others who would also enjoy this type of gameplay. Gameplay such as this can only be achieved while being heavily under geared or during very large keys when pushing for completion. With the second only being attainable after someone has already blasted a key through the time trial process.

I would like to propose a separate system of Mythic+ dungeons. Not instead of, but in conjunction with the current system. One that allows players who enjoy a less frantic pace to the game. Instead of keys increasing based on the time it takes to complete the dungeon maybe they increase based on the total percentage of the dungeon cleared with Keys being depleted on a dungeon not being completed. Similar to the current system higher keys would have more difficult mobs and affixes. The scaling of these non-timed keys should be balanced to compensate for the fact that no time element is present.
With the current mythic+ system already in place it would not require a massive development/design undertaking

I was just wondering what the community felt about a different type of Mythic+ and if this would be something others would be interested in.

Thanks

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Just for me personally that would really defeat the whole point of mythics. The timer is a big part of what makes it fun for me. Having to perform at peak concentration, non-stop for 30-40 minutes, is very exhilarating.

What you’re describing sounds a lot like heroic dungeons back in TBC. We would literally stop at each trash pack and plan who was going to CC which mob (you needed to CC at least two mobs per pack). It wasn’t uncommon to spend 2+ hours clearing the dungeon. I didn’t consider that fun and I don’t think many other people did either.

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Without a timer it’s impossible to fail. You could just throw yourself at trash over and over again. How do you manage the scaling difficulty when failure is impossible?

Do you just make the baseline, say, a +15 so that failure is possible?

Do you make difficulty selection a dropdown menu? Doesn’t this remove the progression aspect?

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What you’re asking for already exists.

Just because a key/dungeon has a timer, doesn’t mean you absolutely have to complete it within that timer. Aside from “prestige”, the only thing completing a dungeon within the timer does, is guarantee an additional piece of loot for your group.

There are plenty of people/groups who are perfectly happy taking their time going through a dungeon and completing it, with the only challenge being the affixes, rather than operating under a time constraint.

There’s nothing wrong with this, if it’s what your skill-set/time allowance/end game desire dictate.

Happy dungeoning :slight_smile:

What Vengeancedk said. I managed to get +10s done on all my tanks last week, 2 of which were 360 ilvl. I straight up said to the people I went with on those tanks that they shouldn’t expect us to time the key, and we’d be going for completion. We got the runs done, and besides not completing them in time they were pretty smooth and fun.

There’s no way to balance a dungeon to be just as difficult with no time requirement to those with a time requirement. If that were the case the ones with no time requirement would only be able to be done once a week or something like that, sort of like mythic raiding, and be incredibly difficult. Having spammable content with no penalty for failure (i.e. you can just keep trying over and over until you get it right) doesn’t work.

I looked you up, you have the gear to do a +10 completion run, the thing holding you back is player skill. Your paladin is better geared than mine, and I got one done, so you can too.

I’d just like a system that used more then just time to determine success: my preferred set-up would be an averaging of at least 3 criteria. Just as an example time, kills and deaths.

Time-no change from current, aside from maybe removing deaths reducing the time
Kills: 0-33%=no star, 33-66%=1 star, 66-99%=2 star, 100%=3 star
Deaths-5+ per=0 stars, 4 per=1 star, 2-3 per=2 stars, 0-1=3 stars

Now the end score would be time stars+kill stars+death stars divided by 3 so:
(3+3+0)/3 (smooth and complete but over time) =2
(3+0+0)/3 (most trash but lots of deaths and over time)=1

Now to still make the time important, the score only figures in to what chests you get, need to get at least 1 star on all 3 to upgrade the key. However, that also means to maximize the reward you would have to be near perfect.

Sure. But you get no loot.

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That’s how I would do it. I would just add an additional dungeon difficulty level.

There are plenty of people who want to do challenging content but don’t necessarily want to do it with a timer attached. I think it would be good for those people if there was a difficulty of dungeons equivalent to heroic raiding but with no timer.

At this point you’re basically doing M0 which is trivial, or you’re doing timed M+.

I’d like to see a selectable difficulty that made dungeons equivalent to a M+10 or M+15 on a weekly lockout for people like the OP to have a shot at.

The thing is though that you can’t tackle the higher difficulties unless you’re completing the lower difficulties within the timer.

It doesn’t have to be exactly the same difficulty as M+ though. It just needs to be more challenging than Mythic 0, which would be very easy to do.