This revamped Mythic+ system shifts the focus from timed runs to comprehensive enemy clearance, while introducing role-specific abilities to enhance group dynamics and promote player-focused team composition.
Key Changes:
No Timer for Completion: Dungeons no longer have a strict timer. Instead, success requires killing 100% of enemies, including all mobs, adds, and bosses.
Scaling and Difficulty: Dungeons continue to scale in difficulty based on keystone levels, maintaining the challenge progression.
Ranking System: Teams are ranked based on the fastest completion times for any dungeon at any level, encouraging efficient strategies without the pressure of a mid-run timer.
New Abilities:
Tanks - “Command of Haste”: Grants tanks the ability to duplicate and activate a player’s Heroism or Bloodlust effect for the group, providing a powerful cooldown option. This reduces reliance on specific classes that traditionally provide these effects, allowing groups to prioritize player skill over class selection. Players with Heroism or Bloodlust retain full control over their own abilities if they choose to use them.
Healers - “Command of Life”: Allows healers to duplicate and use a player’s battle resurrection ability, improving recovery from wipes or deaths. This enables groups to bring players based on performance rather than requiring classes with combat resurrection capabilities. Players with battle resurrection abilities maintain control over their own abilities if they prefer to use them.
This system aims to emphasize thorough gameplay, teamwork, and flexibility in group composition by reducing dependency on specific class abilities while preserving player agency over their own abilities.
I’ve said this so many times on these forums that I’ve lost count, but tuning is a nightmare without a timer and blizzard doesn’t have the resources to make every single trash pack rich enough in mechanics so that it can’t just be trivialized by having all CD’s available.
Either Blizzard keeps mob tuning how it is now in which case it would be trivialized by waiting ~90-120 seconds for all your CD’s…or they tune assuming you have all your CD’s so that every group is forced to wait for all their CD’s every pack to have any chance of killing the mobs.
Look at current content that isn’t timed. You have normal/heroics/m0 which are tuned very easy and don’t provide good rewards. You have delves which have basically no mechanics and everything is a training dummy. The only PvE content that is untimed, challenging, and provides decent rewards are things like raids and nemesis bosses…but you notice those are singular encounters where they are tuned so that everyone has all their CD’s for each encounter. Oh, you also have hard mode tazavesh…but there the difficulty is artificially injected by not being able to die.
A million things wrong with this post, but you took the time to write it, so I’ll give you at least one legitimate response. I’d be willing to bet that over 90pct of people that have ever said this little bit I quoted above, just so happen to be melee dps. I feel like that’s even a generous assumption, because it’s been melee 100pct of the time I’ve seen it said.
Obviously most lust is ranged. If you took that away from them, you’d basically never see them.
If the challenge is not in the timer then it stands to reason the challenge is in the dungeon.
The mobs and bosses for example. They would have to be buffed to something like 2000% of their current dmg on top of keys scaling. I am not sure if i want to see a random pea size mob now hitting me for 80% of my hp per white swing once i reach high enough.
There wouldn’t be any “efficient strategies” if the dungeon requires killing everything. The efficient strategy right now is knowing the optimal route for % by killing the easy packs and avoiding the annoying ones. If you have to full clear the dungeon there is no strategy