There are many people point out that Mythic dungeons are just too punishing and no they are not looking for instant gratification. I think Blizzard has forgotten the fact that their player base is no longer a teenager with no commitments or time constraints. Mythic dungeons created a way for players who do not have the time to raid to acquire top level gear. Now, mythics are so difficult, that you have to invest an inordinate amount of time and expertise to progress with them. Even this would not be a problem except for the fact that everyone in the group has to be at this level to beat the timer. This is where the toxicity comes in. People are excluded from enjoying these team activities together simply because of their inability to successfully navigate these extraordinarily difficult mechanics. In addition, because these mechanics require immediate movement and in the right direction, any class mechanic that requires standing in place to complete an action or is hobbled by inadequate movement options puts the entire team at a disadvantage. No, this doesn’t just happen in PUG groups but also in guilds where there is a stratification of skills and item levels. People become excluded and this just kills any incentive to play. Do you really think that people who love the social aspect of the game are going to say, Oh no one wants to group with me I guess I’ll go herbing? No, they are just going to quit playing. WoW will become small groups of highly skilled group players, solo players and pvp’rs and never shall the 3 interact. No matter what content you come up with, this is a recipe for a slow painful death. On top of it, it’s just straight up lazy game design. Here are some suggestions:
a) lose the timer. Everyone already wants to complete it as quickly as possible. With no timer, you give the opportunity to interact during the run. This provides the opportunity for mentoring, which most players would love to be able to provide or receive.
b) add different mechanics other than “MOVE YOUR ESS NOW OR YOU WILL DIE!!!” FFS
c) allow class fantasy to succeed in every dungeon. If you want to insist on dodging swirlies, make sure every class can do so as easily and as often as Demon Hunters
d) create a gear ilvl lock for tiers and make those ilvls easily obtained. Make certain there are no gaps in the ability to acquire that gear. Sure, it can be slower to obtain higher level gear, but not impossible or so slow as to be effectively so.
e) provide a material benefit for mentoring. If you are at a much higher ilvl than the key allows; provide some token of appreciation like role rewards currently
f) listen to people other than the 3% top level dungeon teams and when they say something is too difficult, believe them
One of my guild members recently said something brilliant. “Healing was too much fun in Dragon Flight so Blizzard fixed it.” Stop doing that. Thanks for reading.