Mythic Raid - The Player Killer. The Guild Killer. and the Proposed Solution

A slight undershoot :stuck_out_tongue:

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Well, I haven’t read everything to keep up with the discussion but I just wanted to say that I wish there’d be 10man raids for the top difficulty (Mythic in this case) again. That or somewhere around 10-12 players would be pretty good, but not flex.

My hot take:
After the Hall of Fame closes, they should add a toggle-able boss debuff that reduces their damage and health by 50% so that more casual guilds can clear the mythic raid content. Mythic raid engagement has been falling every tier, this might be a way to bring it back up.

No.

That’s no longer ā€œmythicā€ in any reasonable sense of the word.

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I wish people would understand that the bosses are the content, not the loot. There’s no point in ā€œclearing the contentā€ if the content is nuked beyond recognition. The nerfs and 18% damage/healing boost are already pushing the boundary, if not over it.

Farming mythic loot from target dummies isn’t ā€œclearing the contentā€.

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Those who still holding on to the ā€˜guild’ concept are oblivious to the fact that times had change.

Most players these days do everything by themselves, from grinding, repair cost and acquired highest gear.

Then you run into guilds that post announcements such as ā€˜we looking for the best ā€˜ without contributing one bet to the progress of that player

Me personally don’t know how some players put up with guilds. It’s a concept that no longer works in modern gaming

They all need to be replaced by hubs, just like mythic+ and Lfr , but most meet certain requirements before a player can participate in that particular hub to achieve the highest gear

Guilds aren’t a carry service.

Ideally, you find a guild of similarly skilled people, and improve at the same pace.

Me personally don’t know how some players put up with guilds. It’s a concept that no longer works in modern gaming

Mutually beneficial goal. We group together. Guild function makes it easier to do stuff in game.

I’m a solo player and got more gear than you! HA!
Glad you had found happiness watching ā€˜guildies’ getting gear more than you :rofl::rofl:

There isn’t a single player in the world who does anything meaningful in the game alone.

Many of us aren’t self centered and anti social, so that helps a great deal.

There’s no part of the game that isn’t better with an organized team of players cooperating to reach the same goals. I’m sorry you don’t understand that and haven’t experienced it.

Certainly not on that character.

639, pretty much as best as could be. (Technically, lacking one item.)

Gear is a means to an end.

I am circling this conversation back to the original points. To fix the Mythic Raid, here is what Blizzard needs to do:

  • Leave the Mythic raid ā€œas isā€ until the end of Hall of Fame.
  • After HoF is locked in, patch the Mythic raid to be a FLEX 10-30 raid like Heroic and Normal.
  • After HoF is locked in, remove raid lockouts and deploy boss lockouts like Heroic and Normal.

Having the raid stay competitive until the Hall of Fame closes will still keep the core 20m instance as it is today for your RWF and HoF guilds, while allowing less competitive or small guilds access to that content without sacrificing the rigidity of the competitive structure.

And also — yeah remove Valorstones OR just simply UNCAP them!

<3 Dani

Like it or not, getting gear is the only thing that motivates some people to log on at all.

[quote=ā€œKaliendara-area-52, post:190, topic:2023598ā€]
Many of us aren’t self centered and anti social, so that helps a great deal.

of course, that’s what the queue system is for, same can be accomplished without the need to be in a guild.

I had experience it in many levels, guilds come and go. Had meet great people that are no longer around. But nowadays, guilds are not what they used too, if you read his pos, you’ll see that his guild like most guilds these days don’t help anyone in their journey, but long and behold his group of tie friends have the best gear. Then, what’s the point??

Whoever wants to be part of a guild, be my guess, personally I have zero problem. We(solo players) want options to acquire same end game gear. Even if it takes a whole lot longer than those who definitely would get it faster if you are part of that tie Nitch.

Note: I would no longer hammer these issues but will read replies, already spoke my peace.

Then ask blizzard to make more complex and challenging solo content.

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I’m Kaercha and I support this message.

10-30 sounds like it’d utterly break most mythic raid bosses, so maybe a bit less on either side at least initially until bliz get a handle on how they’re going to design / scale things.

Otherwise sure, I mean the boosting scene would quadruple in size but maybe that’s just fine.

It would not take much effort, as CEO of a game dev/design company I can tell you that all they would need to do is add the hit point modifier to the existing raid. And once they do it once, they can rinse and repeat the process for all subsequent raids. They would do that along with Normal and Heroic tuning and just save it there until HoF closes, then patch it in. You’d be amazed at how easy some of this stuff is, code wise. Remember that game dev joke in the 90’s? ā€œJust one line of code!ā€ — we’re not too far off for most things in this game. The problem is when there are too many ā€œone line of codeā€ scenarios yeah. But if it fixes the Mythic Raiding situation that is basically KILLING THE GAME, it should be done.

I think the boosting might increase, but that means that demand would decrease. It would possibly even lower to a minimal amount since most people would now have regular access to it. And hey if Team Liquid and Echo and all those guys can sell boosts for gold, Blizzard must not be too concerned with it.

Ok so this is just a drastic over simplification. Let’s take a fight like Kyveza as an example and make it 10 man.

Kyveza has a few very simple hard hitting mechanics and on mythic is designed around players using defensives and externals to survive large hits whilst executing a dance. 5 people are targeted with the core mechanic each time not including tanks.

You can’t scale the number of targets down because the fight mechanics revolve around there being 6 portals, also reducing portal numbers reduces the orbs you need to dodge drastically reducing difficulty.

This means you have 5 extremely hard hits spread between 8 people, 3 times in 100 seconds. The first deliberately prioritising ranged. This means nearly everyone is going to be targeted at least twice, possibly three times by a mechanic that requires an external or personal defensive unless severely over geared, this is clearly not feasible

Then there’s the intermission, where space management and playing around your teammates overlapping lines is a major aspect of the difficulty. Half the players in the same amount of space trivialises that aspect of the encounter.

That’s one of the simplest mythic encounters we’ve had in years and even scaling that is significantly more complicated than just a health slider. Mechanics become significantly easier, harder, or fail to function entirely when allowing for such drastic shifts in party size.

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Mage Tower level solo content would be the BARE MINIMUM to justify Great Vault Mythic track.

At the very least you would have to demonstrate interrupting, kill order, CC and damage/healing for several minutes nonstop on a level beyond just absurd damage like in Delves.

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And what I am telling you is that it’s not as hard as you think and they ALREADY DO IT for Heroic and Normal raids. They would just add that workload into the sprint… size it (just like they do today for normal/heroic) and have it available to patch after the close of HoF.

Having both a preset 20m Mythic raid for those that do RWF and compete for HoF spots is necessary to keep competitive raiding going AND then allowing the rest of the 92% of the population access to that content in a way that is feasible for them to have a shot as completing the instance and getting CE.

Go look at % of completion for Mythic NP, it’s like ~8%.