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It was intended to make dungeons more challenging with timers and better rewards but it has become a repetitive cycle where players constantly chase higher keys and higher score. I think this focus to repeatedly running the same dungeons is strongly reducing the game’s overall variety and exploration feel.
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Timed dungeons create high pressure, where a single mistake can ruin the entire run and this pressure often leads to emotional outbursts, blame-shifting, and a toxic atmosphere, especially considering that many players spend more time looking / forming a group than actually in the dungeons. In essence, fun and camaraderie are replaced by anxiety and resentment. Exceptions prove the rule.
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Everything is about the competitive aspect these days. I mean, you can say all you want that “noone is forcing you to play this class or this build” but this is a social game and peer pressure is a thing
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Mythic+ becoming the pillar of endgame that it is has taken resources from creating new and immersive RPG content. Development efforts go into refining dungeons and their endless grind, making the game feel smaller and more repetitive.
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M+ mode has shifted the focus of World of Warcraft, leading to a homogenization of gameplay and class roles. Builder-spender, mobility creep, almost everyone having 3 defensives and demanding to have all the tools for every situation etc. Where is the RPG?Classes are now balanced around their performance in these timed runs, which diminishes their unique traits and lore-based abilities and this trend flattens the game’s diversity, reducing classes to similar tools for completing dungeons quickly, rather than stressing their distinct identity and playstyle.
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The emphasis on Mythic dungeon mode leads developers to prioritize balance and mechanics for these dungeons over innovative and immersive content. Quests, lore, and world-building that don’t fit the Mythic+ framework often get side-lined, resulting in underdeveloped or ignored RPG potential. This focus shift means the game is losing its sense of adventure and discovery, which are central to a great RPG experience. The world becomes a backdrop for timed challenges rather than a place to explore and enjoy, undermining Blizzard’s strength in storytelling and atmosphere.
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The joy of gradually growing stronger through various in-game activities is replaced by a repetitive gear-grinding routine that feels incredibly curated with the upgrade system now. The broader sense of growth and achievement from exploring different aspects of the game is diminished.
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Mythics dominance is leading World of Warcraft to be defined by a single content type. This narrow focus limits th room for creative risks and rich storytelling, which are key to making an RPG epic. Azeroth should offer epic tales and diverse gameplay experiences, not just a series of timed trials.
I realize that Mythic+ is here to stay but I just wanted to express my thoughts and I hope it will help spark a discussion. I know there are probably segments in the post that someone could short-quote and have their “gotcha!” moment but I hope the overall point I am making is clear.
Thank you!