Update: Before you proceed to read, apparently the solution for all of you is to just bring people you can trust and do not PUG. The ideas were shredded at LIGHTNING speeds. So enjoy the read, and feel free to discuss, but this former M+ is officially over trying to help. Have an amazing weekend!
Mythic + requires a very specific type of player, with specific knowledge and skills. Since I don’t do M+ anymore, I figure I have my face just far enough away to see one of the main issues and offer a solution. Lately, there have been constant complaints on this forum about broken keys, people bailing, etc. So, to solve this issue, I have a few ideas that would uphold the “standard” that most key runners seem to share.
The Problem
Keys are being broken, people are leaving, and/or people do not understand the mechanics in the dungeon. People either do not care, are in a rush, or are simply trying to be carried.
The Fixes
Knowing the Fights - In order to ensure every M+ player is on the same page, before using a key of any level, the players must complete a Keystone Level 2 before joining any level of their choosing. At Keystone level 2, players get to see their first affix and get familiar with mechanics. Successful completion of a 2 allows a player to join a key as high as a 10 provided they meet the iLvL requirement.
Deserting the Dungeon - This option is no longer available. Individuals who sign up for a Key higher than M+2 will be required to remain in the dungeon and the exit options, including the exit gate will not be present until either:
- A) The Party Leader initiates a “Leave Vote” where all players much vote unanimously to leave the Dungeon at which point they can queue for another, walk back into the same one, or simply disband, or
- B) The last boss is dead and the run is complete.
This ensures players who have taken an interest in queuing stay for the duration and help their team complete the goal. If a vote passes to leave, the key is not consumed, and does not lose a level. It can be reused. Since there is no loot until the final boss, there is no need to break the key, or diminish it. A successful vote will also waive the deserter debuff and all players are instantly ready to run another Mythic Dungeon.
Refusal to Participate - If a player fails to participate and is AFK for more than 60 seconds total in the run, they are automatically removed from the dungeon, given a deserter debuff, and are replaced with an AI who controls a copy of their character class and spec. The human is removed, the bot takes over, and the 60 seconds lost because of the unwilling participant is added back onto the timer. This allows the group to remain at the proper speed with the proper time left despite the disruption.
All keys starting with M+2 will score according to the current system, and once players hit M+10. Challenger’s peril is removed, but each of the remaining affixes will get a 5% buff. Since removing the single death mechanic will sway the runs, it is only fair to put our heroes through a bit more danger.
Now, having said all of this… is it perfect? No. Will it solve all the problems? No. Is someone going to come in here, dissect the suggestion and dismiss it all? Probably. This is mostly just to illustrate there are ways to fix it, but players need to offer constructive feed back and bring solutions to Blizz, not just vague complaints.
I mean, if it were up to me, I would dump M+ as a gearing track system and endgame pillar, return it to a challenge mode how it was originally built, and return Dungeons and Raids to Normal and Heroic only with Wrath style gearing. But it is not up to me, so help Blizz find a real solution.
TL;DR - (makes a circle with his right hand and places it on his right thigh) Made you look, and you just lost the Game. So scroll back up and read it cause we should make this a serious discussion that gets someone’s attention.