I’m proposing a fresh take on the Mythic+ (M+) system, transforming it into a skill-focused, leaderboard-driven mode similar to PvP, where progression is based on player skill rather than gear upgrades. The core idea is to streamline M+ as a purely competitive system, where only the most skilled players will achieve the highest ranks and rewards.
Key Elements of the Revamp
Automatic Gear Scaling per Key Level: Each player’s gear will be systematically scaled to match the key level, meaning gear itself will not determine success. This adjustment ensures that performance in M+ is based entirely on strategy, teamwork, and skill, not on accumulated gear power.
Competitive Progression & Leaderboard Brackets: The system introduces a seasonal cap on key levels (e.g., M+ 18/20). Within each bracket, the leaderboard is based on completion times, rewarding precision and speed rather than simply reaching the highest key level. The highest achievements and top rankings would be reserved for the top 1% of players—those who have truly mastered the M+ challenges.
Rewards System
Unique Rewards for Top Players: Seasonal rewards would be limited to cosmetic items and achievements, with each leaderboard bracket offering unique rewards. Only the most skilled, competitive players would be able to reach the highest leaderboard tiers, creating a prestigious achievement that isn’t tied to gear acquisition.
Valor Vendor and Guaranteed Weekly Gear from Mythic Zero (M0): For those focused on gearing, M0 dungeons would provide weekly rewards, paired with a valor vendor where players could select specific items. This system offers a structured, reliable gearing path without crossing into the competitive nature of M+. Players can enjoy M0 content for gear progression, while M+ remains focused on skill-based competition.
Accessibility
The goal is to provide a choice: competitive players can engage deeply in the M+ ladder, while casual and gear-focused players can enjoy rewarding content in M0. Lower-level M+ keys could also offer increased gold rewards, making them an enjoyable option for runs focused on in-game earnings.
By making M+ a purely skill-based system, we can foster a dedicated community for competitive players without mixing different goals in the same mode. This approach also reduces the pressure to participate in M+ for gear alone, allowing each type of player to find their ideal content.
This proposal combines elements of past systems with new ideas to enhance the M+ experience. Would be great to hear what you guys think and how you would invision it perhaps and refine the idea if you like it.
I appreciate the creative thinking behind this proposal, but I’m not in favor of automatic gear scaling in the regular Mythic+ environment. If this concept were implemented on a separate tournament realm, where competitive players could focus solely on skill without the influence of gear progression, then I’d be more on board.
One of the most rewarding aspects of Mythic+ is the feeling of progression as your character becomes stronger over time. Acquiring better gear from higher keys is part of the journey—it’s exciting and motivating. While I understand that the focus naturally shifts to skill at the highest levels, the journey of strengthening your character along the way adds a sense of achievement and satisfaction.
In my view, removing gear progression from the main Mythic+ system would take away an essential part of what makes the mode enjoyable. The thrill of pushing keys while feeling the impact of your hard-earned gear is a big part of the experience, and I think that balance between progression and competition is what keeps many players engaged.
I agree with what you’re saying but unfortunately the journey that you’re referring to is not rewarding or satisfying at all when you have the same drop over and over on different tier levels. That is the issue, you can still get the regular gear reward but what’s the point of running M+ for gear? There is a score system/leaderboard the satisfaction should be by your way to build your own set of gear before entering the dungeon. This way you have more builds/gear types therefore more strategies. If you want to just blast you can just do regular M0s dungeons.
Definitely an interesting take on the m+ experience, I think it is an idea worth pursuing but I also believe other aspects of the game would have to change as well to accommodate the change you propose to m+, and I am okay with that if it is implemented well. We need to shake things up in this game, it is becoming far too formulaic and predictable, they need to stop blatantly over-recycling content, and spend more time on innovation.
Whow, whow, you just said in your original post for players to provide their thoughts on your original post, yet now your here dissing Regretfulx’s feedback. Stop with the bate and switch, geeshus!
The issue is that the whole idea is to steer away from the current upgrade system which stole the satisfaction of earning gear. I didn’t disagree with what he said If there is an idea to perhaps keeping the loot but without having the same item over and over then I’m all for it. Perhaps gear that drops only to a certain bracket? The whole idea of dropping the same item ruined generally speaking the dopamine hit when you’re finally collecting a very powerful item, that’s all.
Personally, I just like it when my guy gets stronger. Every time I get gear. Call me old school. But it feels good a long the way.
I feel like if Gilded crests were uncapped it would be so much better. So our toon gets stronger without restrictions. Then the high level players can focus on leaderboards, etc.
I mean i explained very thoroughly that you would still get gear and still do content that pertains to you just not in M+ but in regular M0s. The way they already designed M+ is to be a competitive mode, why would you need to have better gear in M+ for content non related to its designed space? Maybe not removing gear completely would be ok as well! The issue is the upgradable gear that kills the sense of collection by giving you the same item over and over wouldn’t you agree that this is an issue?
It can be fine to keep acquiring gear the issue is the upgradable system where you get 1 version of the same item in 4 different ways(0 excitement and dopamine hit) with the “epic” purple color making people join M+ just for gearing, ruining the actual experience of other players that want to push. I believe this system is merging two communities at every bracket for no reason fostering toxicity at the highest level.
Let’s say I’m 625 ilvl.
I go do M+ for the only rewards they give, crests to upgrade my gear.
I enter the dungeon, my ilvl is lowered to 619 to fit this key level.
So my real ilvl is useless.
I finish the dungeon, get my crests.
I go upgrade some gear, I’m now 626.
I go do more M+ because I enjoy them, because it’s the only content in this game, and because that’s how I get upgrades.
I enter the dungeon, my ilvl is lowered to 619.
So my real ilvl of 626 is useless.
So the upgrades are useless.
The gear is useless.
The crests are useless.
The progression is inexistent.
The goal is gone from the game.
No, and others have stated the same. It isn’t an issue because it is a direct player power reward for progressing in the content.
What kind of answer is that? In what universe you think that’s a satisfying progressive reward? Getting the item Veteran/Champion/Hero/Myth all at different levels? I’ve seen your other replies on the forum that seem extremely defensive to the current state of the game. The game currently is not performing well in regards of M+ system and the numbers are showing that including extreme toxicity. You’re not bringing solutions to the current problems brought in the initial post, I’m open to any ideas but don’t come in and pretend that everything is perfectly fine cause you’re just rage baiting.
You literally answered your question within your question. Going from Veteran > Champion > Hero > Myth is literally progression. It is the way M+ has been for a very long time with different packaging. Before tracks it was Valor.
What are the numbers? If you actually looked at the numbers you would see that many players are continuing to play the content. With less than 2 month of the season down, we are already significantly ahead in terms in percentiles that obtained KSM and almost 60% in raw numbers compared to a 6 month season.
Just because you see problems, doesn’t mean I have to acknowledge them as being real problems especially when they are unsubstantiated. Your takes are motivated by anecdotes, not actual data.
You literally answered your question within your question. Going from Veteran > Champion > Hero > Myth is literally progression . It is the way M+ has been for a very long time with different packaging. Before tracks it was Valor.
I repeat it again "I suppose is very hard to have a logical conversation having possibly 90% of the forum engagers on brain standby mode. Going from Veteran to Myth gear is a progressive repetitive boring and bloated system which represents the same item at a different level without giving you the dopamine hit of the flat IL. Normal - - Hero - - Mythic. Dropping the same trinket item at 580 then the same one at 605 then another one at 609 and then one surprise surprise from the great vault doesn’t create any satisfying progressive gearing system. Already dropping the same item on 3 different difficulties and classifying it as “Epic” makes the word “Epic” worthless. I hope this simple concept helps you understand the true meaning of “satisfaction” and "dopamine hit’. Getting the same icecream over and over and over but just slightly bigger doesn’t make it more flavourful.
What are the numbers? If you actually looked at the numbers you would see that many players are continuing to play the content. With less than 2 month of the season down, we are already significantly ahead in terms in percentiles that obtained KSM and almost 60% in raw numbers compared to a 6 month season.
The game according to not 100% accurate data but just by “logs” we are around 276,160 players globally across all regions. If start your premade group currently and go in queue the amount of players you find currently is filled by majority between a key level of 6-8 of 2k rating players which most of them don’t even know how to play their class at a mediocre level, therefore ruining also a mid tier bracket.
Just because you see problems, doesn’t mean I have to acknowledge them as being real problems especially when they are unsubstantiated. Your takes are motivated by anecdotes, not actual data.
Problems are there but you’re just another fake crafty white knight in defense of everything that comes out of this game lately. Can’t even come in and propose an alternative, everything is perfect dude so perfect that the game doesn’t even have enough players to have an enjoyable non toxic experience. Have a good one!
This is your opinion, but guess what? You are playing an MMORPG. The end game is meant to be repetitive. Just because you find it boring doesn’t mean everyone else does.
This is nowhere near accurate lmao. You say not 100%, but this isn’t even 50% accurate.
I posted a very detailed thread of M+ changes. Let’s face the facts here, you just can’t stand it when people think your ideas are terrible. Nothing in this word wall addressed anything. The data you presented is so off and it’s hilarious that you think it counters RIO.