This post is about exploring how a solo queue system for Mythic+ (M+) could function and replace the current manual group-forming system. The goal is to address some of the key issues players face today:
- Queue times are too high, especially for non-meta roles.
- The meta is overly restrictive, limiting group variety and discouraging creative playstyles.
Here’s a proposed outline for how such a system could work:
1. Flexible Queuing Options:
Players would queue for M+ in a way similar to normal or heroic dungeons. You can:
- Queue solo.
- Queue with friends or a fixed group (up to 5 players).
This allows flexibility for players who enjoy playing with specific people while still opening up opportunities for solo players.
2. Dungeon Selection:
You can choose to queue for:
- Specific dungeons you’ve already timed at any keystone level you’ve completed.
- Random dungeons, providing greater variety and faster matchmaking.
- Random dungeon push, only queueing you for a key at least one member of the group has not timed yet.
3. Pushing Keys:
If you want to push, you can only select to queue for random dungeons. The system will only queuing you for keystone levels that at least one party member still needs to time. This ensures meaningful progression opportunities while keeping a varied experience.
4. Pre-Run Preparation:
After matchmaking, the group is moved into the dungeon instance. The party leader can start the run, allowing time for:
- Discussing routes and strategies.
- Preparing (using the auction house, placeing target dummies etc.).
This ensures everyone is ready before the timer starts.
5. Random Group Compositions:
Group compositions would be random within some limits:
- Every group has one tank and one healer.
- Beyond that, there’s no guarantee of specific utility (e.g., bloodlust or battle res). This encourages adapting to different team dynamics.
6. Universal Bloodlust:
To mitigate the lack of group composition control, bloodlust would become an item or ability that every player in the group can use.
7. Leaving and Abandoning Runs:
- A run can be abandoned by a group vote without a deserter debuff for any member.
- If a player leaves before the key starts, they will not receive a deserter debuff.
- If a player leaves during the dungeon, they will be replaced by another player via matchmaking, but the run will be marked as depleted. This avoids exploiting the system by rotating in specific classes for particular parts of the dungeon.
8. Ranking System:
The existing M+ ranking system would remain. Players only gain points for completing dungeons, encouraging them to work with the group they’re assigned to, rather than abandoning runs prematurely.
Conclusion:
This system could drastically reduce queue times, make M+ more accessible, and foster a more inclusive environment by removing some of the meta-driven barriers. It wouldn’t replace the challenge or cooperative aspects of M+ but would shift how groups are formed, making it easier and faster to jump into the action.
What are your thoughts on this idea? Would such a system improve your M+ experience?