Disclaimer
I’ve got a bit of a pitch to toss out for Blizzard’s consideration. I haven’t done much refining on the idea, so I’m open to suggestions and criticism. If you don’t like the timer in M+, this idea is aimed at you, so please give me your feedback! If this doesn’t apply to you, please give this thread a pass.
The Problem
Having participated in a number of discussion threads with various takes on the subject, it seems that a lot of people want the looting opportunities and scaling difficulty of Mythic Plus without the timer. This dungeon concept aims to create that as an entirely separate option without altering Mythic Plus in its current state while borrowing some of the elements that make Mythic Plus work.
The Proposal
First, let’s consider which elements of Mythic Plus we want to borrow. To start, I am suggesting the following:
- Affixes (But not necessarily the same ones as M+)
- Scaling Difficulty
- Trash and Boss Kill requirements
- Scaling Rewards
If you feel I’ve left something out that needs to be on this list, please tell me.
Now that we’ve identified what we want to keep, how do we determine the difficulty of the dungeon? To that end, I suggest an introductory boss at the beginning of the dungeon whose purpose is to gauge the party’s damage output potential. Based on the amount of time the party takes to dispatch the boss, who would not have Affixes, the rest of the dungeon would be scaled appropriately.
Once the Intro Boss has been defeated, party members may not change their specialization, although Tomes and other similar items may be used to change talents and any similar expansion-specific elements. However, if the group is unsatisfied with their performance on the Intro Boss, they may leave and attempt to do better to increase the difficulty of the dungeon.
Once the group has accepted their Intro Boss kill and the associated difficulty and killed the first boss in the dungeon proper, the group is saved to the dungeon and may not attempt the same dungeon on this difficulty until the next daily reset. This mode would not require a key of any kind and would be selected from the character portrait menu as Dungeon and Raid Difficulty are.
The content/story model I think this would work best in is Timewalking, as an Infinite Dragonflight boss could be employed to be the introductory boss without breaking immersion too significantly.
Outstanding Questions from Me
Just a few questions I have for those who feel this content would be a good fit for them:
- Should there be a time limit on the dungeon at all? For example, 1-2 hours?
- Should trash respawn? If so, how often?
- Should players who release spawn at the entrance of the dungeon? If not, should boss-based respawn points be used?
- Relative to Normal/Heroic/Mythic raid gear, what are the highest and lowest gear scaling levels you feel are appropriate for this dungeon model?
- Should party members be able to be replaced if someone drops? Why or why not?
Outstanding Questions from Contributors
- Should rezzes be a limited resource?
Yes (Wariya)
Yes, with YDYD mode available (Paladina)
- How would you control for unbalanced party comps?
I think it would be necessary to have the Intro Boss deal percentage-based damage and deal it to the party as a whole periodically (Chronomatic Entropy pulses?) in addition to percentage-based damage dealt to the tank. While I dislike percentage-based mechanics, this seems to me to be the only way to control both against unbalanced groups (5-tank, etc) while ensuring that healers and tanks cannot commit to full DPS mode for increased rewards. (Ohgodmyeyez - Author)
- Should trash respawn? If so, how often?
No, trash respawns would cause people to drop group, ruining the run. Additionally, players may enjoy exploring the dungeon after clearing trash. (Turnberry, Snowslight)
- How would you control against cheese strats against trash, like hard CC (Sap, Poly) and snares/kiting?
Provisionally, as difficulty increases, trash would become less and less susceptible to CC, with reductions in total duration increasing with difficulty. Snares would be less and less effective in their magnitude (% speed reduction), with full immunity at the highest difficulty available. (Ohgodmyeyez - Author)
I'm under no illusions that this is a perfect concept, but I'm curious to see who would be interested. Please be polite to one another as we explore this concept, and again, give the thread a pass if you wouldn't be interested at all.
Yes (Wariya)
Yes, with YDYD mode available (Paladina)
I think it would be necessary to have the Intro Boss deal percentage-based damage and deal it to the party as a whole periodically (Chronomatic Entropy pulses?) in addition to percentage-based damage dealt to the tank. While I dislike percentage-based mechanics, this seems to me to be the only way to control both against unbalanced groups (5-tank, etc) while ensuring that healers and tanks cannot commit to full DPS mode for increased rewards. (Ohgodmyeyez - Author)
No, trash respawns would cause people to drop group, ruining the run. Additionally, players may enjoy exploring the dungeon after clearing trash. (Turnberry, Snowslight)
Provisionally, as difficulty increases, trash would become less and less susceptible to CC, with reductions in total duration increasing with difficulty. Snares would be less and less effective in their magnitude (% speed reduction), with full immunity at the highest difficulty available. (Ohgodmyeyez - Author)