Hi all,
I wanted to start a new conversation about the Mythic+ system - focusing on how rewarding the system feels to engage with, how those feelings can be made more positive and some other general thoughts and ideas to make the system even more fun and popular.
It’s no doubt the M+ system has been one of the most popular forms of end game content since it was added in Legion. It’s been iterated on and improved upon every expansion and patch since it’s addition to the game. For me personally, it is the most enjoyable form of content in the game.
I want to start by listing a few quick pros/cons to the system and then hopefully start a broader discussion on how some of those cons can be addressed and improved.
Pros:
- Low barrier to entry
This is a huge pro. Compared to it’s PvE counter-part in raiding, mythic+ is much easier for new players, returning players or alts to engage with. The time investment to get started is very low, the system is mostly straightforward and self explanatory and anyone can start their own group at any time for a dungeon without having a premade group. We need more systems that feel this easy to start engaging with.
- Content for your level is always available
Since the system has a natural and mostly linear progression, there is always content available that is appropriate to your current level of play (gear, skill etc.). For example if you are a new/returning player or alt starting with a +2, it is generally easy to push your key and constantly get upgrades - and as you continue to get gear upgrades and upgrade your key level, you keep getting better rewards to a certain point. This makes the system rewarding to engage with, especially at the early stages of a characters progression. In the case of content always available for your skill level, if you are naturally progressing you will usually have a keystone at a level you are comfortable playing at, with long term goals to push that key level and improve.
- Re-playability and constant goals
For me, this is a pro. The content is consistent but also dynamic enough (weekly affixes, scaling key level etc.) that if you enjoy the content, you always feel like there is something to do when you log into the game. I personally think raider.io and other community systems have turned mythic+ into something more than just a mini-game, and with the recent adoption of the Mythic+ Scoring system we have only solidified this. I think it is great. It gives players a re-playable content loop that is engaging and rewarding. I feel like the main reward of pushing keys should be… pushing keys. The intrinsic goal of seeing yourself improve your strategies, pulls, damage etc. and seeing yourself improve over the course of the season is the biggest reward of the system for me personally.
Cons:
- Keystone depletion and decay
I personally believe that a key should not downgrade in level for failing to time it. While I understand (but don’t necessarily agree with) the need for a “punishment” for failing to successfully complete a task (in this case the task being timing a key), I don’t think it is a good fit for something like the M+ system. Coming back to my point about intrinsic rewards from the pros list, there is already intrinsic punishment built into the keystone system. When you fail a key, you already feel bad for not succeeding. You already feel bad for wasting your time and the effort required to put together a group, let alone the time put into running the key itself - even if it’s only 20 or 30 minutes. For some people, that could be a sizeable portion of their daily playtime.
There are multiple reasons why a key can fail, especially in the world of LFG. Often times you have people leave a group when something goes wrong, sometimes even towards the end of the dungeon. Other times, it’s because someone disconnects or lags out due to unforeseen technical issues. In both cases, the keyholder is punished for engaging with the system and for circumstances often beyond their control. A “punishment” for failing a task should only occur when you directly are responsible for the failure, but in a system like this there are often too many grey areas on whos fault it is when a key fails (outside of the obvious ones where someone leaves or disconnects). The intrinsic punishments already feel bad enough, but then the daunting feeling of seeing your key 1 level lower and having to do the entire process at least twice now to get back to the position you were previously in feels horrible - i.e. You want to do a weekly 15, but someone leaves your key and now you have to run the 14 just to get back to where you were, and then you still have to do your 15 after that. This feels bad and creates a scenario where people are either scared or uninterested in listing their key in LFG in fear of someone joining and then leaving mid run.
As far as decay is concerned, I also don’t think keystones should decay for taking a break (for example going on vacation or not playing an alt for a week or two). If you timed a 15 this week, but have to go on vacation or real life makes it difficult to play the following week, you shouldn’t come back to a lower level key the next time you login.
- Long term reward structure
At the end of the day, not everyone is in it for the intrinsic rewards. I might be in the minority for that, but that doesn’t mean I don’t like extrinsic rewards. I do! We all love to get gear or other long term rewards like mounts, pets, titles, transmogs (challenge mode sets!!!) etc. I think the official Mythic+ score system is a step in the right direction, especially with KSM mounts and the new “Tormented” title. I think more of these cosmetic rewards should be added. Cosmetic rewards are long term rewards and will increase engagement in the system. People want rewards that will last forever. However, short term rewards are also important. Valor upgrades added in 9.1.5 are a great example of this, but I feel like this should go further.
- “Always serious mode”
The system is designed with the mentality of always needing to push or time keys to get the best rewards out of it. The lack of experimentation or more casual/fun ways to interact the system is a missed opportunity. The system could be used as a sandbox mode and create more opportunities for the community to engage with the system in fun, creative and silly ways. Again, more intrinsic rewards. Sometimes the content being fun and just having a good time with your friends should be the target reward.
Suggestions:
- Keystones should not deplete
I touched on this a little when I discussed the cons of the system, but I’ll add to it some more here. Basically, I don’t think a keystone should ever deplete to a lower level. The fear of depleting your key with strangers in LFG is a legitimate fear and concern that players have. The loss of time for having your group fall apart mid run is punishing enough. I strongly believe that if keystones no longer deplete, more players will feel comfortable in listing their group, thus driving up engagement with the system. Sometimes the loss of time doesn’t feel as bad as opening your bags and seeing your key level downgraded. Keys will still fail, people will still leave groups but this will prevent the other 4 people (especially the key holder) from being punished any further. It’s less stressful knowing that if something goes wrong, you can just try again. Currently that is not the case because not only do you have to try again, you have to do it twice (or even more if your key depletes again).
Maybe make it so keys under a 20 can’t deplete and anything over a 20 can deplete down, but only to a 20 - a safety net if you will. If you’re doing 23-24s, you can probably comfortably time a 20. Requiring a player to push their key back up because of a string of bad runs should never be the punishment.
- More rewards
As I mentioned, I think the reward structures since the addition of the official Mythic+ score system have been great. We’ve always had KSM mounts/titles, but adding a “Hero” title (Tormented in this season) is a great addition. I would like to see more long term rewards, perhaps a “gladiator” style mount reward for the top 1% like we see in PvP. I would also like to see seasonal themed transmog sets similar to how we have PvP sets for various levels of PvP. Perhaps even a unique transmog set for being in the top 1% or 0.1% similar to the old challenge mode sets.
As far as the short term rewards like gear, the current system lets you upgrade to 246 item level with a score of 2000 (252 being the highest weekly vault/mythic raid item level). I feel like there should be another level of upgrades at 2500 or 2700 mythic+ score that let’s you upgrade that all the way to 252 (or whatever max item level is for the patch). This could tie into the “Keystone Hero” achievement/title that could come after Keystone Master.
- Sandbox mode
Similar to what we have on the PTR or tournament realm, having a vendor/npc where people can choose a key level and mix/match affixes to go in and have some fun and experiment could be a fun little mini-game. There doesn’t need to be a reward structure tied to this at all, but it would make for some fun and interesting community events and tournaments (something like the last Liquid vs Echo charity event we saw, with silly affixes on the bosses in SoD). It would be a great way to get away from the “always serious mode” the system is designed as and let people explore and engage with dungeons in a new and silly way. Want to troll your tank and healer friends with a fortified/necrotic/grievous combo? Go for it!
I think overall the system is fun and creates great content, but there is always room for improvement! I would love to here more thoughts and opinions on the topic.
PS: Sorry for the long read/wall of text! I didn’t realize how long it was until I was done writing it. LOL