If You Are Going to Run Mythic+ PUGs

Start with Mythic0, then build your way up. Learn the mechanics before you just start trying to jump into Mythic 5, Mythic 10, Mythic 15, etc.

You aren’t really taking a shortcut by trying to jump ahead of the learning curve. You’re only going to miss the timer because you don’t understand the pulls and boss fights. At which point you’ll just have to start again anyway.

If you don’t know the mechanics, you aren’t going to be successful the higher up that ladder to try to jump in so it’s not really doing you any good trying to skip ahead.

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Part of the problem is how easy it is to get gear better than those lower tier mythic+ keys will provide. So people have no interest in running something that will have no “reward” for them.

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The gear is mostly irrelevant if they don’t know how to properly run the mechanics…

Though I suppose if gear is all you care about and not whether you have just dumped someone else’s key, I suppose that’s how you could fail forward.

Normally I wouldn’t be running so many PUGs but with the guild in hover mode until the next patch, it’s been harder to get guild groups together to finish off a tier.

Put yourself in this situation. You are 200 ilvl from covenant and world bosses, and now you want to dive into mythic+. Are you going to start at a key level that gives you 187 ilvl (mythic 2) gear or are you going to try to get into groups doing content that will actually offer rewards?

People don’t understand that they are highly unlikely to get into higher key groups due to a lack of experience (and then come here crying about the “elitist players”) or when they do they are clueless.

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I’m goign to do exactly what I did so, start off in the lower keys and build my way up as I learn the mechanics.

That’s just me, I pretty much couldn’t care less about my iLevel, but I see what you are saying, that players who are obsessed with gear progression will go out of their way to fail upwards for that higher ilevel gear.

Perhaps Mythic+ shouldn’t reward parties that don’t time the run with as good of a drop then those who do time it.

This is why I think that there probably should be a different dungeon experience for those players who don’t want to do time trials but want to do their gear progression in what amounts to a 5 man raid-like experience, which is basically what these players want to engage in. The traditional “kill boss get loot” style of dungeon crawl. I’m not against that.

In the meantime, I really think Mythic+ needs to de-incentivize players who are not striving to time the experience, especially if the time trial aspect of the game play is the core design of the experience.

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That’s great but you are one of the few that will.

Sure, thats why I’m trying to do this PSA. Those players are just going to fall flat when they try to do those higher keys. So if they are actually trying to time them, whats the point?

I suppose the point is that they don’t care and just want the drop. That’s why I don’t run my own keys with PUGs, but it really has me thinking that as much as I don’t like the idea of it, it really is just a big waste of my time to finish a run when it’s obvious that the timer isn’t going to get met.

Do I just do the jerko thing and drop group when it’s clear after the first boss that the party doesn’t have the chops?

They should make it where mythic 5 almost impossibly difficult. Too many mythic #'s

A different topic but I agree. At the moment the only keys worth attempting are 5, 10, 15, etc…

Because of the Valor mechanic, there’s no real incentive to worth on the in-between numbers.

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You don’t pay my sub ill start wherever I want!

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As much as I dislike the idea of it, this is why Raider.io is so popular.

yes, but the people this thread is aimed at don’t understand that. there’s a popular perception in this game that ilvl is the only thing that matters; people think “if you have X ilvl you will succeed at Y content”.

Well for a lot of the content that they are doing they are correct, with enough ilevel they can brute force their way to victory. I suppose that there is a bit of a design error in giving players that perception rather then teaching players all along the way that mechanics matter. BUT when players can routinely ignore mechanics in 90% of the content they are rushing through, it not a far cry for them to believe that mechanics don’t exist in the other 10%.

What can we do to convince them that this is not the case?

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Admittedly, I’m in all covenant gear, but I say get rid of it and wq gear or at least rethink that for next expansion. It screws with the natural progression of gear into M0 and M+. Its not intuitive at all for inexperienced M+ players to start a few difficulties beneath their gear level.

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Mechanics are for try hards and bullies

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I’m interested to see how the new seasonal affix is going to work with PuGs. Prideful in PuGs was awful if you are trying to learn how to tank and are behind the curve.

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I’m hopeful it’ll open up some routing options, and make it so one accidental pull doesn’t kill the key.

Exactly. And if the tank steps one tiny bit outside someone’s “approved path”, even on a +10 which absolutely did have at least some amount of margin for error, you instantly become a failure as a tank and a human being and people drop. Even when it’s the tank’s key.

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Probably a troll BUT whats the point in playing a game without game mechanics?

Doesn’t prideful come in at 10?

Shouldn’t the Tank already be past the “learning how to tank” phase by then?