Mythic+ Variant

I’m putting this here, hoping against all odds for serious consideration and feedback…be gentle internet mob. I’d like serious consideration.

New Mythic+ Rating System

Each season, all players start with a pre-determined minimum amount of rating to contribute toward creating mythic keystones.

Players can accumulate small portions of mythic+ rating outside of dungeons per week by accomplishing tasks throughout the world. This is soft capped at the minimum amount required for the lowest keystone level with no affix. This amount can be re-farmed an unlimited amount of times to prevent players from being locked out of mythic+ content.

Players meet at a vendor to contribute a portion of their current mythic rating in two ways to select a keystone to accomplish. The players select what dungeon they want to run, and then contribute a portion of their mythic+ rating to modify that dungeon’s difficulty and compliment of affixes.

1st mythic+ modifier: Keystone level – Directly proportional to the amount of rating contributed up to a maximum difficulty level (e.g. 100 group-contributed rating = 2 up to 2,000 = 20).

Players can contribute differing amounts of rating (e.g. new players contribute a minimum required amount and veteran friends contribute more to bump up the key for better rewards).

Players choose when to “lock in” the keystone level modifier.

2nd mythic+ modifier: Keystone Affix - Every affix is available at the vendor to be chosen, with a new “affix slot” being added with the contribution of additional rating (possibly even profession augments that unlock affixes for free!).

Affix slots are “purchased” at a set amount (i.e. 1,000 k rating per slot).

Free affix slots become available at the same difficulty level they currently appear at (2,7,11, & 16).

Players can choose ANY affix for any slot (bolstering, tyrannical, incorporeal, etc.).

Players can choose to FORGO adding ANY affixes (you can do a M+ 20 with no modifier beyond damage and health scaling).

Affixes are bracketed by difficulty level and influence the quality of items that drop at the completion of the dungeon.

Outcomes:

There is no longer a group leader or the ability for anyone to remove another party member. Players may only elect to leave a group.

Players lose whatever rating they put into the key if the key is not completed.

Players receive the rating they contributed back plus a modifier that is dependent on keystone difficulty + affixes for completed keys.

There is NO additional incentive for keystone completion time.

This looks like a solution trying to find a problem honestly, why overengineer M+? The current system works. And it doesn’t take long to go from a low key to a high key at the start of the season (and gets people running lower keys).

There is no longer a group leader or the ability for anyone to remove another party member. Players may only elect to leave a group. is this the primary issue you’re trying to solve? If not, what is the primary issue you’re trying to solve?

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I’m tired and thought this said Ranting System.

I was about to be all on board lol.

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There are several issues this is hoping to solve.

  1. Keystone bloat is a big one: most LFG posts now are 20+ keys with the occasional 11, or 16 crest farm (or 18 for GV). There’s almost no incentive to play at any level BUT the ones that jump to either the next crest or next item level class level (vet to champ to hero to myth).

  2. Mythic+ ZERG: So many people are complaining about feeling rushed in content now. If there’s nothing incentivizing a speedy completion, but instead focuses on difficulty and complexity modifiers, it gives players more agency to choose how they want to progress in mythic+.

  3. Abandoning groups: Whether you’re fleeing from a 90-minute wipe fest, hit a brick wall and concede as a group that it just can’t be done, or have a ninja quitter in the group that leaves at the first sign of non-MDI strat perfection, there’s nothing protecting players from bad actors. The current system just asks that you be okay with wasting some time. This system would force players to put intent behind leaving a group.

  4. Having no group leader just adds to the concept that you’re doing the key as a group of equals.

Not gonna lie, I ain’t reading all that.

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The TL:DR…
What if you could choose what level key and what affix you ran by “spending” some of your m+ rating?

On the positive side, you put more in to get more out. You can help guildies or friends by contributing more than they do.

On the negative side, you can and will lose rating if you go into repeatedly failed keys. However, you can always start fresh no matter how low you get by re-farming rating.

So its not a M+ rating then.

M+ rating is designed to give someone a snap shot of experience.

Just say you want to delete m+ rating completely and add a new currency (which we desperately need).

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well, you certainly buried the lede on this one.

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yeah this kind of sounds like it’s trying to turn m+ into horrific visions.

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While also trying to drastically reduce the difficulty of M+.

We are in the easiest season ever of M+. Do we REALLY need it even easier to get max loot?

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It is mythic+ rating. The more you play, and the higher keys with the more affixes you do, the higher your rating will be.

If you choose to just do base keys with no affixes, the rating return would be something like whatever you contributed plus a flat addition.

But, if you choose to do a 7 with 5 affixes, the rating return for completion would be contribution plus multipliers of the flat addition. So, doing more complex/difficult keys has the possibility of yielding maximal results.

Keep in mind, this is just for the rating itself, which would cap out at some amount. Another aspect of the current system I think is arbitrary and dumb is the actual number itself, which serves basically no purpose.

I’ve been in keys with guys that are 2500+ rating, and CLEARLY bought that rating. Conversely, I’ve been in keys with guys with 700 ratings and low item levels that played like they were a 3500 player on an alt.

The rating can’t be a measure of someone’s ability or experience. That will ALWAYS falls short because of bad actors gaming the system. Instead, rating should be currency saved and spent to contribute toward more difficult/complex content.

Experience is meaningless unless you use it.

Nothing you list is a problem though. M+ is fine as is structure wise.

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I’m suggesting the exact OPPOSITE. I want to give players the ability to determine exactly what difficulty and complexity they want. Instead of being limited to 3 affixes total and an endlessly arbitrary scaling of health and damage via the keystone number, I’m saying to cap the health and damage–to address issues we see currently in keys with one-shot mechanics–and focus more on giving players the ability to play with more or less affixes.

People complain all the time about affix combos week-to-week. What if you could choose to never do incorporeal again, unless you absolutely wanted to? What if you could choose to do a M+20 (if that’s the cap) with Tyrannical, Fortified, bolstering, sanguine, bursting, volcanic, storming, etc. etc. etc.

Not sure why anyone would benefit from buying affixes under this system, it sounds like every key would just become a no affix key. Although that’s basically what M+ players want so that’s kind of a good compromise to remove affixes while letting the people who want them for whatever reason keep running with them.

I am not a fan of farming low level keys. Tbh I hate that about the current gearing system. Doing 11s with people who don’t interrupt, stun, do healer damage as dps, while the tank is also pulling like it’s the MDI is torture.

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Everything I mentioned responding to Aceheart are all problems players face routinely in the current M+ structure. Rating is absolutely arbitrary and pointless, people are way too quick to abandon keys just because a mistake was made, and having a timer on keys forces players into a mentality of rushing to maximize gain.

Not to mention, keystone difficulty basically becomes pointless after a certain level because you’re only multiplicatively scaling health pools and damage. That’s not an increase in difficulty. Once your group can successfully rotate cd’s and interrupts, getting into higher keys just becomes an exercise in perfecting execution. A mob’s ability that one shots a player with a 30% damage multiplier is still only going to one shot that player if it does any multiplier higher than that. Again, no difficulty increase…it just becomes all one-shots and single-point failures.

Blizzard can absolutely find where that curve flattens out for M+ keystone level and just put a hard cap there. Then, let me decide if I want to play for better or worse rewards by incorporating affixes.

The only real problem you mentioned is abandoning keys; I agree Blizz should add additional punishments for repeat offenders.

Beyond that, M+ is meant to be about speed completion. We don’t need to make content easier, if folks don’t want difficulty or to rush they can do lower level dungeons or run with a guild.

And having someone holding a key makes people feel “unequal”? This generation I swear.

This system gives those players the option to play that way, if they so choose. And there’s no penalty for it, but there’s also no greater reward for it.

On the flip side, a player like you that doesn’t want to farm low keys because “that’s how you get crests”, would be able to form with a group of like-minded players and pick the keystone level/affix combo. Essentially, you can personally tailor your mythic+ experience to your wants/needs.

As far as crests and flightstones, I’m not a fan. I understand the direction blizz was trying to go with that, but I’ve personally experienced too many clunky things about how the system works to find many redeeming qualities to it. Every system is going to have trade-offs; and no system is going to be perfect. This was just an attempt to address some of the bigger issues I’ve seen in the forums and while playing in game.

Selecting affixes will lead to certain affixes never being played, and some affixes always being played. Devs will see this and “break” the meta affixes in hopes of getting players to choose the others. We’ll end up with just a bunch of affixes nobody wants to play and the system overall will suffer for it.

Random rotation beats letting players choose what they want, because players will always choose the path of least resistance.

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So lower your key.

The whole basis of the game mode is timing it.

This is a non issue.

There need to be a leader. There needs to be risks to inviting sup optimal Groups. It’s part of the mode.

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No they shouldn’t. This isn’t an issue.

If people are leaving your keys all the time you’re probably the problem.

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