Been wondering about a few things while I browse the forums, like how mythic+ is probably one of the most baller systems put in the game for a long time. I think its great and its my most played content. But aside from some tweaks like affixes getting added/removed/retuned or the chest/vault, the systems around actually doing keys is mostly unchanged since its inception. I’d love to hear some takes on how you think things could get shaken up. Whether you want stuff to be added, taken out, quality of life, anything. Share what you think! I’ve got a few ideas of my own I’d like to share. Tell me if you like or hate them.
Disclaimer: This is NOT a “M+ is too hard or too easy” kind of post. No crying about a depleted 16 and wishing they’d nerf sanguine or delete quaking etc. I’m trying to spitball functional/system changes for how M+ could work in the future. With that, let’s begin.
1: GET RID OF KEYSTONES
This is a big one and will be controversial, but I think the system of keystones is archaic. With how the system functions, you have to choose between building up your personal key of random dungeons or you can find friends or pugs to run with. Feels bad when you’re grinding away and you’re like “aw man, my key rolled into a Life Pools now. I hate that dungeon.” or even worse, maybe your group did one at that key level already. I understand we have rerolls and you can drop key levels, and that’s good. But what if we didn’t need that anymore? What if, for example, we could just freely attempt key levels or even enable/disable affixes directly from the font of power, sorta like hardmode/challenge mode dungeons? In my opinion, a large degree of toxicity in pugs directly stems from the keystone design. You have only one try once that timer starts and that’s it. The pugs have never seen each other before and likely never will again but they must now fiercely cooperate for the next 20-30+ minutes. That’s stressful and it creates toxicity because people just want to get their IO, get their loot, and go next. But this isn’t a perfect world. Sometimes that key depletes, it happens. People rage, flame each other, then leave. Now you have to find people to replace and attempt the key that’s now degraded down a level or maybe you want to to find something to pug instead because now that its degraded it wont be good IO for you anymore. I think that feels bad and could be smoothed out with this keyless suggestion.
The upsides:
-Control of difficulty. I think this would give players the opportunity to actually practice difficult and demanding content. M+ is not casual friendly or new player friendly. This would be a good way to give people more organic experience in M+ where they don’t have to worry about bricking a key. Just tick completion or write learning in the group finder description and the problem should mostly filter itself out simply enough. This would still benefit higher end players too. For example, coordinated groups could easily have trial runs to see how someone can hang in 20’s or higher. Would also allow for easy experimentation with talents/gear/party comps in a live and dynamic pve environment where you directly control the modifiers. Not just hitting dummies that don’t fight back.
-Less stress and pressure. The timer wouldn’t be your one and only chance, it would be possible to have a redo if things go wrong. If you scuff the first few trash pulls or the first boss you could reset and have a restart without degrading. Or maybe you just don’t like your talent setup or need to change a trinket or whatever it is. Reset and go again, not a big deal. I like to see this as just a quality of life and toxicity preventer instead of completely removing stakes or hardness. The difficulty of the dungeon doesn’t go anywhere. M+ should still be challenging and demanding content.
The challenges:
-Would require a massive restructuring of how IO rating is awarded. If you could enable/disable modifiers then people could absolutely just easy mode their dungeon, picking affixes that are low impact or just not enabling any affixes at all. How would we discourage this? We could obviously award less IO. But how much less? Hard to say. I think this could be cool at the same time though and let people attempt some crazy dungeons. Maybe you could enable multiple affixes. Imagine watching some madmen do a +25 with grievous/bursting/quaking/spiteful/bolstering/storming at the same time. They’d deserve massive IO for pulling that off. How do we calculate that though? And how would this work between fort/tyran? I don’t have the answers, unfortunately.
-Loot/vault would be very complicated to balance. If you could pick M+ levels and affixes from the font, what’s to stop you from picking ezpz affixes or no affixes at all and farming your bis at will and filling your vault with fat gear while putting forth relatively low effort? In my opinion, I lean towards saying screw it and who cares. We already spam dungeons trying to farm things for our characters. And I dunno about you, but it kinda sucks and I hate it. I don’t really have fun pug farming a dungeon for an item I want that’s at a high enough key level to not ruin my vault but also not too high because pugs are more likely to fail it. That’s not very enjoyable to me. I’m just trying to win myself a trinket for my alt or whatever item it is at the time. The point is that we already spam farm dungeons for loot and I don’t believe it would be all that different. I understand this could be very abusable. I understand the tryhard gigasweats would 100% leverage this to get their characters geared out very quickly. Personally, I don’t really care. Maybe I’m not seeing the whole picture though. I don’t have all the answers and I’m interested to hear what you all think.
-If you could just reset over and over again then you might run into two big problems. Either people wanna just redo and redo and redo until they get a perfect no mistakes run or you get people that will grief you because there’s no actual key to brick. Do we require a vote to go again? Are there leaver penalties? Open to suggestions.
2: NOT ALL AFFIXES NEED TO BE HARMFUL/NEGATIVE
I don’t have as much to write about this one, I’d just really like to see more affixes that are buffs, not things that add difficulty or are supposed to eat up the timer like spiteful or sanguine. I got this idea when I compared how much power we got from Shrouded in Shadowlands S4 versus Thundering in the first season of dragonflight. Combine this with being able to set key level and affixes and you could have some crazy combos going on in your dungeon. It would be insane, it would be madness, and it would be really fun.
The problem is it would be miserable to balance. Tuning the affixes, figuring out how it would effect IO, if it even gave IO at all, interactions with the actual mob mechanics, it would be a nightmare. Maybe taking the negatives gives more rating and taking the buffs awards less. Mix and match and tradeoff. The specifics would take a lot of ironing out and these are just ideas after all. This also leads into the next suggestion
3: FIX THE EXTREME DISPARITY IN AFFIX DIFFICULTY
This one also won’t be very long. Its pretty simple. Some affixes are so low impact they’re barely noticeable. Some can wipe you more brutally than the mobs can if you don’t deal with them properly. Some do nothing for anyone but the tank or the healer. I’ve never thought it was good design to have weeks where you think to yourself “ooh this is push week cuz these affixes are easy but wow, next week is ANNOYING. I probably won’t get much progress done. Next fortified week will be free. I’ll get mad IO then!”
I just can’t help but think this could be done so much better. Maybe the affixes do just need simple buffs and nerfs or different scaling. Maybe we need more new affixes, or less affixes rotating around. Share your thoughts
I think I’ll end it here for now so its not a complete novel. Just wanted to get some thoughts out there and see if I could get people talking. Happy keying and happy looting everyone.