Mythic Plus in WoW: A Call for Systemic Change

I think the opposite is true. Even more players will be blaming other players now that there are goals just out of their reach.

I don’t think the game needs even more emphasis on competition at the expense of gameplay for those who are subsidizing development of your content.

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Yeah. You gear until you can. Being a good player helps as well.

Slowly? You get massive power spikes from the progression system. You’ll go from 10 to 13/14 with just 2 ilvl and there’s a good chance the reason you’re beating those is because you out gear them in the first place.

You can out gear raids now because M+ is a thing.

Padding an interrupt score would be great, people might learn how to play their specs then.

But you’re not going to rapidly jump from +20 to +30.

The overwhelming majority of players will never attempt +30, regardless of the rewards. That’s content for the .1% of those who do mythic+. Any sensible person ie somebody not already at the top of the heap can see that’s a colossal waste of time and energy for them.

But they might stop at 24,25, 26, 27, 28

It’s vastly different from heroic and mythic beyond someone.

I didn’t get past the first paragraph. I could tell by the opening that it was ai driven drivel and I’ll eat my hat if the op shows back up and actually engages this thread.

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You realize chat gpt just spit the post out, right?

No it would just condition people to waste interrupts on the less important kicks. Not to interrupt for an actual reason.

I appreciate the time it took you to write this out and give us a perspective from a high end player I just have one question about this bit.

Would it be overall as a tank role? Or on a per class basis? Just thinking of some tanks that take more damage as part of their kit (dk, brew). And forgive my ignorance but aren’t some tanks preferred for their dps or utility over minimising dmg intake in some seasons? Or is that only at the ksh level? Thanks

Also I wrote a longish post yesterday and I agree that base systems and tools need to be improved to improve player skill and grouping. I believe it’s definitely clashing of two different skill or experience levels that creates fits in low to mid keys. I don’t have experience with high keys though.

Thats the biggest issue with trying to also rate how one does mechanics, etc.

Like this week. Incorp. As a resto shaman, I have a tool to help with it. Hex. But I might hex 2 or 3 total the entire run because there are others that handle it more efficiently.

So I get a low “utility” score. Despite the fact the group had a plan, and it was a smoother run.

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TL:DR /10chars

Its not gear holding people back. If that was the case we wouldn’t see a delta of 24+ levels in the first week of a new season. Gear can help people climb keys of that there is no doubt but familiarity with dungeons, and getting better at your class should be playing a larger part.

I’m also not sure I agree with the idea that you learn everything after 16 levels. Even running +22’s I’m learning new stuff about dungeons all the time. Like a couple of weeks ago I learned second boss in ToTT has a tank buster, never even noticed it until the key got high enough. Or tonight when I learned that you can tell the direction of the purple breath thing on BRH’s last boss by seeing where the second boss is hovering (again went 22 levels without knowing it until it nearly one shots me and I figure I should probably look that up.)

Than on top of that you have weekly affixes that can drastically change how you approach a dungeon. Bolstering was great for this. As a tank I had to change more than half the pulls in my normal routes and work with the party to set up big pulls as they required coordination of abilities we normally didn’t use, or even the fact that as a tank I had to kite.

Finally you don’t have to run the same dungeon the same way every time. Change things up, pull bigger, pull mobs you wouldn’t normally pull, try new skips or positions for bosses. What was once most efficient at lower key levels can change drastically at higher key levels. Take a look at the new AD routes for proof of this.

In good groups who are already getting priority interrupts I already do this. I figure anything interrupted is a bit less damage so I try to keep it on CD.

Moo!

The Duality of M+

Not working right on mobile, but look at this! Someone actually on top of his game who knows what he’s talking about and has the stats to prove it comes in, identifies problems, and offers solutions. Beautiful

I do not know what you’re talking about. The beam goes straight through.

You can look at the bosses location to determine the path of the beam (seen here on the very far left.) I had no idea as I’m usually seeing nothing but a bear butt due to camera angles from tanking against a wall. With the bear speed buff talent though its never been an issue until today when I was playing on an OCE server and the combination of high MS and no speed boosts meant I ate it.

Just one of those things you don’t pick up on until it becomes an issue.

Also learned watching this that you can check orbs on the side to determine how the beam will drop in phase 2.

Yes. Blizzard can just make the dungeon be different and have different mobs/mechanics according to the reading of the party as they go in. They are changing everything once you go into delves with different speccs, and it’s not like they created 32 mage tower challenges back in Legion, so I think it’s possible.

How would it be competition? You’d be only competing against yourself. No one mentioned ranked behavior competition.

I like Chromie time honestly. I don’t like m+ though.