How to Officially Make Mythics Fun:

  • Replace the timer with a Point System. Add Charges to all Bloodlust/Timewarp abilities (minimum 1) so they can’t be abused; one and done style.
  • No need to rush anymore.
  • Use Cooldowns for bonus points. It has an encouraging feel.
  • The more points you win at the end of the Mythic Dungeon, the odds will better be in your favor. Reduces RNG.

That would seem pretty nice, wouldn’t it?

Or am I just insane again.

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I’ll bite the bait. I find m+ fun already why should I want these changes? How do these changes make m+ more fun? How do charges change timewarp/bloodlust, you don’t mention anything about the real cooldown which is the sated debuff? Once you have the loot you want in a dungeon why would points matter? What does the odds will be in my favor even mean - will the game know what I want? Do we even need to rush in m+ at the moment? In many cases I feel you can pull safe and time a key reasonably well already.

Not trying to be mean I am honestly curious.

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I’ve always been curious to identify what objective measurement is used to determine at what point does the cadence of pulls in a dungeon exceed the “not-a-rush” rate and enters into “is-a-rush” rate. Or, barring pull cadence being the metric that defines whether a dungeon is rushed or not, what other indication can be used to delineate between a rushed dungeon and a non-rushed dungeon.

For example, let’s use the first room of Cinderbrew as a point of reference.

Out of the three screenshots below, and where the red circles indicate one pull (and thus, the more mobs encircled means a bigger mob count), which screenshot best encapsulates a (theoretical) pull order that does not make for a “rushed” experience?

10 individual pulls/encounters, and not chaining the groups

5 individual pulls/encounters, and not chaining the groups

3 individual pulls/encounters, and not chaining the groups

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Because it’s falling off hard.

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For the sake of more new people thinking that Mythics is really not that big of a deal.

It removes the timer, as stated. People can bio break mid dungeon. Somebody could JOIN back in, because the timer is gone.

Its a one-and-done mechanic now. There is no more cooldowns on either case. It seeks to deter lust/warp abusing since the timer is gone.

I have a feeling it will. That’s literally it.

I need more context for this one.

I haven’t paid any attention at all at the W/L ratio. Like… nothing. But I would think if I looked back… I wouldn’t like it.

i mean i’ll try anything if the timer was gone lol
:cherries:

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I would have to choose this one, ngl. It has a good balance to it.

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The other caveat to consider, which is dynamic, is the rate at which those mobs are 1) dying and 2) doing damage to the group, which are linked. In other words, and on one end of extreme examples, if the mobs could be one-shot, most folks would probably say “just pull the whole room”, because there’s 1) no threat of dying and 2) the mobs are going to melt.

The fun - to me - of mythic plus is trying to find the right balance of the above: 1) pulling both enough mobs, and 2) ensuring the tempo between pulls is sufficient, to maximize the dps output of the group takes some practice.

This whole topic fascinates me, though, as evidence by posts i’ve made - like this one - in the past:

Why it fascinates is from my own bias: I work and play in an industry that is very regimented and measures - aviation. Thus, when an airman says “I was coming in too fast” (referencing an approach or the actual landing) that concept is largely meaningless to me. I want an objective reference point. Were they 10 knots about their Vref, “landing speed?” Were they 20 kts? 5kts? Do they even know how fast they were going, or was this just “a feeling?”

Anyway, I digress. While I think we don’t need to math and sterilize the process of running dungeons down to numbers, time signature tempos, and other stuff like that - it can be organic - I usually think the concept of rushing is quite subjective. Thus, making a post indicating that the “rushing” nature of M+ leads to its downfall doesn’t account for the subjective nature of ‘speed,’ at least in my mind.

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How does a points system make things better for new players, a timer is fairly straightforward to understand as it is, while a point system would dictate a group know exactly how to achieve points in every dungeon?

Should m+ need time for a bio break? Already with a timer its a 20-40 minute investment of time as is, I don’t feel like that is an issue when you can just go before queueing.

As of the current season, with ok dps which I am defining as a group of players who hit buttons on the global cd and sometimes hit their cooldowns you can clear most dungeons without pulling multiple packs at the same time or anything else you could define as rushing. I say most because cinderbrew, priory and floodgate are built in such a way that pulling one pack at a time is more difficult and stressful than just pulling multiple packs a time just based off of space and patrols. And I would argue that goes beyond the mythic 10 level meaning unless you are doing keys in a more challenge minded capacity the need to rush does not exist.

I’ve heard this term used many times in other Blizzard games like Hearthstone, and heck, I have no idea if mentally picturing musical notes or not. The notes are in order.

Still reading the rest of it.

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So fun is based on making everyone else pause regularly so you can use the bathroom?

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yea… no.

Timewalking dungeons don’t have a timer and those dungeons are far shorter.

I’m lost on this one. All I can think of is “health is important”.

They can work spontaneously, unfortunately.

Still reading.

Players aren’t rushing because of the timer. They just want to get as much loot as quickly as possible.

I would be more willing to play Mythic+ of the timer we’re gone, but it’s not going to suddenly make everyone willing to stop for a 5 minutes break in the dungeon or to let me finish a quest or whatever.

The fix for all of the group content problems continues to be dedicated groups/guilds. Blizzard should focus on fixing the in-game community systems to make it easier for folks to find a dedicated group to play with.

We need a complete guild system overhaul and integration with Discord (and probably other tools too).

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That sound hilarious, actually.

It is?

Seems like mythic has been alive and well. Very active since crest is uncapped.

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Would you think some Blizzard developers work with Discord?

What rush are people running into?
For max vault rewards, +10 it has largely been a relaxed experience since 650 ilvl, and by 660 ilvl was trivial. Being able to take a 3 minute bathroom break and smoke break between every pull isn’t going to make people use their defensives and offensives better if they already weren’t using them (minus people who sit on their offensive cooldowns until boss.)
If you do like one of the private servers did and make it not timed but death based you’ll just have people crying about how unfair some one shot was, while omnicd shows they have every defensive under the sun available.

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tempo refers to the rate at which something occurs over a fixed period of time. In music, this would translate to BPM, beats per minute, with 60 seconds/1 minute being the fixed period of time.

Thus, I reckon the sequence of which notes - or the order of the mobs pulled, to complete the analogy - exists outside of this concept of time.

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Man, it’s good devs don’t pay attention to forums with stupid ideas like this

Turn mythics into pull 1 group, blow all CDs, then wait for CDs to come up to maximize points

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