The current M+ Dungeon System is kind of making people frustrated. Although Blizzard spent a lot of effort on punishing “buying carry” and it did work, it did not solve the problem of “friend carry”. For example, a solo player “A” who only queue alone may need to spend weeks or even months of effort to get to a relatively high IO (for example let’s say 3000). However, another player “B” who always queue with a friend carry may get from 0 to 3200 in just a couple days on a new character he has not even played once before. The same thing also happens on every other rank levels, no matter 1k, 2k, or 3k. On lower rank it is even worse since there are more people capable of carrying there.
The problem of this is that as “friend carry” cases increase, there would be an fake impression that the player pool is full of players with relatively high IO, or in other words, the IO distribution is shifted up. And as a team leader when I try to form a M+ group I would begin to try to only take those with higher IO scores. Obviously this is unfair to those solo players (a solo player with true 3k skill may only be able to join a 2.8k group, while some other players with fake 3k skill may easily join 3.2k groups) and it’s extremely harmful to the WOW environment. Imagine a pyramid, the top is the best players (however, only a few), while the bottom is the part-time players (there are a lot of them, and these people are the fundamental and future of the game). When people begin to play a new game, they know nothing of it and have no friend to play with or carry them. Even after playing the game for a while, the number of solo part-time players still makes up the majority. It is really important to create a more friendly environment for them.
Note that I am not saying that playing with friend is not good. My suggestion is that maybe we could separate the IO system and grouping system. That is, when a player wants to increase ranking for himself (IO score), he must queue alone. And the system would randomly assign teammates of the similar scores for him. This helps to evaluate if this player is really capable of performing well under all circumstances with unfamiliar teammates, and the score he gets in this system should better reflect his personal skills, both in gaming and in communication. At the meanwhile, people could still queue as team with friends just for fun or achievements, but they just don’t increase IO scores from doing this. This system not only considers the situation of solo players, making the M+ system more fair, but also totally eliminates the “buying carry” thing.
call me a casual noob jabroni or whatever you want but i dont like the mythic system at all and have barely engaged with it since it was added. i just dont like racing against a clock and i dont like doing the same dungeon more than say a dozen times. - hundreds of times is just not for me. i’ve done it, done a few mid tier keys when i was overgeared for them, i just dont like it and, for me i see all developer time put into mythic+ a complete waste of resources on my fav game. i know its not going to ever go away or anything but i also know im not the only player who feels this way.
Seems to be the only people with issues are the ones complaining they always get declined because they assume everyone is looking for meta, or that everyone is paying for carries.
M+ was one of the best things they added to the game - competing against the clock and actually having to pay attention to EVERY mechanic in a stressful situation, to me, is extremely fun, challenging, and rewarding.
It is the only reason I resubbed a week ago, I got the itch to push keys again.
Either you want people to play wow with their friends or you don’t. Wanting to implement systems to keep them from getting credit for completing content with their friends while insisting they play alone or only with people they don’t know is, like, counterproductive. Why do you need such tight control over who may be friends with whom, and when and how they may play together? Sounds very controlling.
I can do 17’s and can push quite a bit higher but the mage tower is so over tuned I can’t get past phase one for tanking. And that is pushing out the same dps as seeing people youtube videos.
You can easily do a 15 with 7k-8k dps. Your ability to interrupt, dispel and understand mechanics is really what kills people in M+. I don’t know how many times I’ve had to finish a boss solo because everyone dies.
I’m old school. I miss the days when dungeons were a steppingstone for raids. You just used dungeons to get high enough gear to start progressing in the current raid.
Anecdotally, I haven’t found as many problems with people faking experience as in S1 (didn’t play a whole lot during S2). In S1, I had to dig into their record like a hawk because boosting was so rampant.
Honestly, I have no problem with boosting/carries whether paid or via friends so long as their skill level is adequate for the content they queue for. Climbing keys via PUGs takes a really long time. I pretty much only run keys which will improve my rating and I still haven’t quite hit KSM yet (I know I’m not the best player, but I do my best). As an Alliance PUG player, I’m very much looking forward to cross faction grouping.