Mythic Plus in WoW: A Call for Systemic Change

Greetings, fellow gamers! As a top leaderboard player in various games, I’ve been deeply involved in WoW’s Mythic Plus system. I want to share my insights and propose significant changes for a better gaming experience from a non-wow player’s perspective. Also, Blizzard if you’re hiring, I’d be more than happy to implement many of my ideas to your game(s).

Section: Identifying the Core Issues

1. Inconsistent Grouping Experiences

Summary

Problem

Difficulties in forming and joining groups, leading to unpredictable experiences.

Discussion

Players face difficulties in both creating and joining groups, leading to unpredictable and often frustrating experiences. This inconsistency persists even when utilizing community resources like guilds and Discord servers.

Example(s)

Despite joining numerous communities, the experience mirrors that of LFG, lacking consistency and long-term team formation. The tendency in these communities is towards forming temporary groups, akin to LFG, rather than cultivating steady, reliable teams. Rarity of playing with the same people more than once or twice, despite efforts to engage with community members.

Players often find that there is little incentive to build rapport and synergy with the same teammates, as there’s always an availability of other players to group with.

2. Inadequate Skill Measurement

Summary

Problem

The current IO rating system does not accurately reflect true player skill.

Discussion

The current IO rating system fails to accurately reflect a player’s true skill level, as it only accounts for key completion and not the quality or consistency of performance. It does not decrease or adapt based on unsuccessful runs or poor performances, leading to a skewed representation of a player’s actual skill and consistency.

Lack of Performance Metrics: The IO rating does not consider how well a player performed in terms of mechanics, such as using their class toolkit effectively, executing interrupts, managing crowd control, or contributing to the team’s overall strategy.

No Measurement of Consistency: It doesn’t reflect the consistency of a player’s performance. For example, a player who rarely completes high-level keys but has a few successful runs could have a similar IO rating to a player who consistently performs well in those keys.

Example(s)

Skill Difference Not Reflected: A player who attempts 20 keys and successfully times only 1 might have a similar IO score to another player who times 5 out of 10 keys. This situation illustrates that quantity can overshadow quality in the current system, not truly reflecting the skill difference between these two players.

High Key-Level Fluctuations: The IO system doesn’t differentiate between a player who barely manages to complete these keys and one who does so with relative ease and consistency.

3. Lack of Team Continuity

Summary

Problem

The system does not incentivize forming lasting teams or rosters.

Discussion

The system does not encourage forming lasting teams or rosters, leading to a ‘one-off’ mentality in group formation. This undermines the development of team synergy and long-term player relationships, as well as character progression.

Transient Group Dynamics: The current system often leads to one-time group formations where players come together for a single run and then disband.

Lack of Incentives for Consistent Teams: Players are not rewarded for staying with the same group or for building a team over time. The system does not recognize or reward the effort put into maintaining a consistent roster.

This leads to a ‘mercenary’ mindset, where players frequently jump between groups, seeking the most immediate and convenient opportunities for personal progression.

Difficulty in Team Formation: Forming a team that consistently plays together is challenging due to scheduling conflicts, varying levels of commitment, and the game’s design not facilitating such arrangements.

Players often resort to ad-hoc groupings, which lack the cohesion and understanding that come with regular team play.

4. High Time Investment vs. Limited Progression

Summary

Problem

Disproportionate time required for meaningful IO progression, especially at higher levels, needing 40-60+ hours per week for IO progression at high key levels. The “reward” stops at KSM for the average player.

Discussion

The time required to achieve meaningful progression, especially at higher levels, is disproportionately high compared to the rewards, making the experience unsustainable for many players.

This is partly due to the low success rate of completing high-level keys, especially when using the Looking for Group (LFG) tool or similar community resources.

At the high key levels (25+), the success rate for completing these dungeons within the time limit in pick-up groups is remarkably low, around 10%-30%. This low success rate is attributed to various factors, including the lack of coordination and synergy in PUGs, variable player skill levels, and the increased difficulty of the dungeons themselves.

Example(s)

Player Experience with High-Level Keys

Players attempting to complete keys at this level often find themselves in a cycle of joining groups, attempting the dungeon, and failing, leading to the depletion of the key. This cycle is repeated multiple times, consuming significant amounts of time with little to no progression in terms of IO score or player character development.

Given the low success rates of such high-level keys (around 10%-30% in pick-up groups), a player might need to invest approximately 10 hours for a single successful run. To make meaningful IO progression, considering the minimal IO points gained per successful run, a player might have to dedicate upwards of 80 hours per week.

Even with a 50% success rate, a substantial time investment (over 40 hours a week) is required.

This level of time commitment is unsustainable for most players and highlights a significant imbalance in the game’s progression system.

Comparison with Lower-Level Keys

The stark contrast in success rates between lower-level keys and those at the 25+ level showcases the increasing difficulty and coordination required. Players may find lower-level keys more manageable with PUGs, but the leap to high-level keys presents a substantial barrier, largely due to the reliance on random group formations.

This is well documented by popular streamers, solo-gamers, and youtubers that make content regarding the state of WoW Mythic Plus.

5. Behavioral Issues

Summary

Problem

Absence of a behavior rating system leading to increased toxicity, and huge waste of time.

Discussion

I am sure almost everyone knows what goes in this section.

Example(s)

Conflicts During Dungeon Runs

Common scenarios include disputes between players over strategy, blame for mistakes, having a bad day, whatever it may be. The lack of accountability for behavior can lead to an environment where players feel free to express frustration or anger unconstructively.

Running one’s own keys adds the challenge of managing team dynamics and conflict resolution.

There’s always some instance of a tank/healer/dps fighting about something against one another, instead of completing the key. Why? Nothing you say or do will change someone’s mind during the run. It only makes things worse.

I get tanks/healers/dps who a) threaten to leave because x stood in y, or x didn’t kick y. That’s fine, but it’s really sick when they straight ALT F4, after dying in a mechanic.

6. Role and Class Bias

Summary

Yes, this is a problem but its last for a reason. I believe if the issues above are addressed, this wouldn’t be such the problem it is now.

Problem

A distinct preference for certain roles (AUG/Tank/Healer) and classes, particularly purple ones, leading to exclusion and limited opportunities.

Discussion

Statistics don’t lie (subcreation, raider io, wow leaderboard), and once you account for the THREE required roles (AUG/Tank/Healer), there are only TWO open spots for DPS.

As the time of writing this, if you are not PURPLE (DH/Demo) then the chances of getting into a high-level key is slim to none.

I am NOT advocating for all classes and all specs to be viable – just pointing out what happens when the game design does not provide matchmaking for its players.

Example(s)

A rogue (my class) is considered “A” tier, yet given the chance, a DH/Demo lock will be taken over one. Unless required for a specific niche shroud-skip (which warlocks can do now instead using Gate), there’s no reason to bring one. This situation can be particularly frustrating for skilled players whose classes are currently perceived as less desirable, as it limits their opportunities to participate in and enjoy high-end content.

The bias towards certain classes can lead to a less diverse and flexible group composition. This not only limits the variety of gameplay experiences but can also reinforce the bias, as groups tend to stick with compositions they believe are most likely to succeed.

I have both a tank and healer; VDH, Resto Druid, and Rogue – it’s not the class design and bias that is the issue, it’s the inherit system around Mythic Plus.

Section: Proposed Solutions

I believe that it requires an overall addressing that would produce a domino effect on every single aspect above. A lot of the problems would start to disappear and make a smoother experience for all players, not just people pushing title.

1. Addressing Player Behavior, Skill, and Consistency
This should be the first step.

Behavior Score System

Summary

The current Mythic Plus system lacks a mechanism to monitor or manage player behavior. Implement a post-dungeon behavior rating system.

Without a behavior rating system, players who engage in toxic behavior face little to no immediate consequences, which can encourage such behavior to persist or escalate. Battleground and Dungeon Finder give a debuff, to allow people to cool down or do whatever they need to do before emotionally queuing again.

Introducing a post-dungeon rating system where players can rate their teammates’ behavior, similar to systems in other online games. This system would allow players to provide feedback on their group members’ conduct, positively or negatively impacting their behavior score.

For obvious reasons, all this input data is for BLIZZARD USE ONLY. Think of it as the current report system, but actual feedback. This data is then used to give an actual behavior score to your character, determined by BLIZZARD.

Consequences and Incentives Based on Behavior Scores
Implementing consequences for consistently low behavior scores, such as temporary bans or restrictions from certain content.

Conversely, providing incentives for maintaining a high behavior score, like cosmetic rewards or priority in matchmaking, could encourage positive interactions.

Just having a SCORE would immediately allow people to filter out toxic people. Everyone’s score should start at average and allow the players interactions to decide if it goes up or down.

Proper MMR/ELO Rating for Mythic Plus

Summary

Role-Specific Scoring System
A more nuanced system is needed that factors in various aspects of gameplay, not just key completion. I am giving some very SIMPLE YET BRIEF examples, take it with a grain of salt.

Divided into roles FIVE roles:

  • Aug
    • Score based on their ability to enhance and support the team, such as effective use of buffs, debuffs, crowd control, and other utility skills.
  • Tank
    • Evaluated on their ability to manage aggro, minimize damage taken, and effectively use defensive cooldowns.
  • Healer
    • Scored on healing output, efficient mana usage, and timely use of healing, offensive, and defensive abilities.
  • Melee DPS
    • Assessed based on damage output, execution of role-specific mechanics (like interrupts and stuns), and ability to avoid avoidable damage.
  • Ranged DPS
    • Evaluated similarly to Melee DPS, with additional emphasis on positioning, kiting, and handling mechanics that are specific to ranged combat.

Evaluation Metrics

Each role would have specific metrics tailored to its unique responsibilities within a dungeon run.

Metrics could include:

Effective Use of Class Abilities: How well players utilize their class toolkit for their specific role.

Successful Interrupts and Crowd Control: For DPS and some Augs, interrupting crucial casts or effectively controlling mobs.

Damage Taken and Healed: For Tanks and Healers, managing damage intake and output efficiently.

Overall Contribution: Including factors like dealing with mechanics, contributing to team strategy, and adaptability in various situations.

Longitudinal Performance Tracking

Tracking a player’s performance over time to gauge their reliability and skill level more accurately. This would help in identifying consistently high-performing players versus those who may have had only sporadic successes.

Think of this as a CALIBRATION PERIOD for your role.

By addressing these aspects, the matchmaking and rating system in Mythic Plus can become a more accurate reflection of a player’s skill and contribution, leading to fairer and more satisfying gameplay experiences.

2. Addressing Grouping and Team Continuity
Once player behavior and skill are addressed, it lays the foundation for addressing grouping and team continuity. Several solutions can be implemented to encourage the formation of consistent teams and enhance the overall group dynamics. Since I am no expert in this space, I’ve laid out some ideas that could work below.

Roster Forming and Management

Summary

Roster System: Introduce a system where players can form official rosters or teams for Mythic Plus dungeons. These rosters would have their own identity within the game, like arena teams (way back in the day) but open to more than just 5, 10, 15, or even 20 players. I think a size of a Mythic raid roster would be nice.

Roster Benefits: Provide benefits for maintaining a roster, such as shared achievements, exclusive rewards, or literally anything special designed for team play.

Personal and Team Ratings

Summary

Individual Performance Tracking: Continue to track individual performance, but also factor in how a player’s performance impacts the team.

Team Rating System: Develop a team rating that reflects the collective performance of the roster in Mythic Plus dungeons. This rating could be influenced by the team’s consistency, success rate, and how well members work together.

Lock-In Period for Team Consistency

Summary

Team Lock-In Period: Implement a system where players commit to a roster for a certain period (e.g., a season or a month or a week or three days, literally any amount of time). During this time, their team rating would be exclusive to that roster. They are free to jump teams, but their team rating will reset.

Purpose: This would encourage players to work on building team synergy and strategies, fostering a more stable and committed group environment.

ELO Based Solo Queue System (Personal Favorite)

Summary

ELO-Based Solo Queue: Create a solo queue system where players are matched based on their individual ELO/MMR, considering both their skill level and behavioral score.

Balanced Team Formation: The system would aim to balance teams in terms of roles and player skill, giving solo players a fair and enjoyable grouping experience.

Transition to Roster: Provide an option for players who have a positive experience with others in solo queue to form a roster, encouraging continuity.

Incentivizing Team Formation and Continuity

Summary

Rewards for Team Play: Offer incentives for playing with the same team, such as bonus anything points, unique cosmetic items, or access to special things.

Team-Based Achievements and Leaderboards: Introduce achievements and leaderboards that are specific to teams, promoting a sense of competition and accomplishment among established rosters.

Flexibility and Accessibility: While fostering team continuity, it’s essential to maintain flexibility, allowing players to join or leave rosters without significant penalties, accommodating casual players or those with less predictable schedules.

MDI and 3rd party hosted tournaments shouldn’t be the only place people can compete. Allow your game to foster it.

Conclusion
Thank you all for taking the time to read/discuss. Please provide any feedback, as I am curious to know your thoughts/frustrations/likes/dislikes about the current M+ system.

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This isn’t working correctly on mobile :frowning:

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Ooh, I like the formatting. For the skill measurement section, I encourage you to use warcraftlogs. Most people have dungeon logs when they get into levels where skill starts to matter, you can immediately filter out people that you see doing really low dps or have no interrupts, etc. Additionally, even if they only have raid logs, at least you can get a general idea of their skill from that. If someone has all grey raid logs, when there is one target and they have to use half of their kit, it might be a safer bet to invite someone who has at least a few purple or orange logs. It’s not always the case that raid performance can predict m+ performance and vice versa but they’re probably correlated.

For example, people checking you out in LFG using Warcraftlogs Companion App would see this
https://www.warcraftlogs.com/character/us/area-52/gosugamer?zone=36#metric=dps
Which is really good.
Then they could go into a random log and check damage taken and interrupts to see how it would be to play with you (also good).

Good formatting, you’ve put a lot of work into this.

Ref section 4; if the goal is to push past 25’s is it expected to take that long given the level/difficulty of content?

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Ok. Its hard to create groups.

Ok. Its too easy to form groups.

Liike…right from the start I am thrown off.

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4/6 of those can be easily addressed by not insisting that you have to pug all your keys.

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Yeah, I am not going to click on all the summaries to form my thoughts on this.

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I have no horse in this race, but wouldn’t it be crazy if you lost score for failing/leaving keys. Would that be messed up or what

You’re putting way too much effort in a post that will end up being trolled or ignore. Stop now.

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I gave up going through all this.

make some friends and play with them, make your own groups.

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This is following the standard pattern of players asking blizzard to do a lot of work and make some big changes that debatably have a chance at addressing some of problems that players insist on creating for themselves.

Because it’s much less effort to whine on the forums than to actually put in any effort at all towards making your own experience not a series of own goals.

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M+ doesnt use a MMR rating system like PVP. You arent directly competing against others for ranking, etc.

M+ score is just a snap shot/summary of your experience.

People think m+ is “toxic” now? Wait until you can lose score due to a bad run.

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It’s an idea that keeps getting floated even though it makes little sense for the game format.

It would be a very quick way to kill an entire pillar of endgame.

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Merry Christmas Uncle Gus!

I like the Wild West nature of Mythic+
Player listing +11 but their best run in that Dungeon is +6?
I’ll buy that. Sign me up. :smiley:

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there’s no way I’m wading through that, OP

tl’dr it

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TL;DR: He put a lot of work in on that.

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Many of those problems aren’t really problems.

People are inconsistent that’s what make them people.

There’s no teams as the systems is made is so you want to play with everyone without a lockout.

There’s no rewards for the high end other than cosmetic because again that’s per design, M+ is meant as a quick and easy way to catchup. Making it harder to catchup to reward people more at the high end wouldn’t fulfill its purpose. And if you’re asking for more rewards for M+… Well I think that’s funny.

As far as behaviors issue any competitive game or content will have them.

Class balance is still really not too bad for this patch. Sure there’s the high end but M+ is not the main reason for the game balance so you can’t really expect it to be perfectly balanced. I think a good way to “solve” class balance at high end would be to reward titles for the top % of each spec. So you’re only competing with people that plays the same.

As far as Elo/mmr stuff that tries to analyzed people perfomance any attempt to try to make a system will make that system gameable. The best you could hope is something like proving grounds scenario which prove that you can meet dps checks and do basic mechanics like interrupts and dodging.

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  1. The behavior score really wouldn’t end well. It will be abused. Someone had bad dps, down vote them for bad behavior. A kudos only system is the only safe system for something like this.

  2. IO isn’t perfect but it’s excellent at displaying a players current experience with a season (sans boosting). It conveys experience not skill and that’s fine.

The skill score not only would be extremely hard to implement well, but also would be wildly inaccurate and encourage degenerate gameplay akin to ignoring mechanics to parse in raids.

“I need to pad my interrupts and healing numbers in order to keep my skill score up or I can’t get into groups!!” This is terrible to have a system define HOW players go about running a key.

The healing in particular, you can’t just score healers on healing amount. What if a group takes no damage is that healer just punished? What if a certain playstyle becomes meta one season that goes against the grain of what the score system defines is good gameplay?

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I can and often do ignore a lot of mechanics because I know they can’t kill me, so I will eat the damage for better up time or positioning. How would your system account for that?

Near impossible as this can change drastically depending on talent builds and classes are forced into specific builds some weeks or even for some dungeons. For instance I don’t normally take vortex as I’d rather have the run speed to get threat in on mobs before dps gets to them but its necessary for large pulls on bolstering week. The same for druids decurse where you have to give up 3 points to be able to deal with afflicted. The points your likely to move are vortex and typhoon which would end up counting against you.

Not unless they change the fact that you can waste your interrupt by using it at the same time as someone else. Furthermore many stuns, knock backs or pulls are not counted as interrupts but thats what they are used for anyway.

This more than anything else here is where you are wrong. First you gear far faster in a premade group as people are able and willing to trade gear far faster. Second you get used to the routes and pulls meaning you can line up your CD’s more effectively. Third there is communication on interrupt and CC assignments as well as needing an external etc.

This is by design and is inherent in the nature of infinity scaling systems. You will always reach a point were failure is ensured. The point right below that is the bleeding edge and it takes so long to pug groups at that level because you are talking about .1% or better of the player base. That not many people that can play at that skill level.

The players that do play at that level do it for intrinsic rewards and don’t need something in game.

Not really the higher I’ve ever gone the less toxic groups become and they aren’t even toxic in lower keys. The alternative is one that is extremely prone to abuse as anyone who has been on the forums long enough would know as its the equivalent to the down voting to hide posts of people you don’t like or even trying to get them removed. I for one would never want to see the player base policing itself… it turns ugly way to fast.

I don’t think I’m going to go through the rest as I seem to not really agree with much of anything here.

Moo!

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