Radical suggestion

So, I, for once, was thinking and thinking.

Mythic+ created many issues in the game since it started.
Also brought a lot of new people in the game, who came from other games most of them.
And also drove away some people from raiding, as raiding needs a large team, more time, more time sitting in a chair, more organizing, more reading, way more farming.
Made it easier for some people to play the game in a competitive way without having to put the same amount of time and effort as it was required by raiding.
It did some harm, especially in certain times. Created a toxic atmosphere. I don’t even know if the social contract plays any role. Or if you can actually punish a customer who pays for the game when he becomes toxic towards others, calling them names, just because they failed a mechanic or depleted a key.

But anyhow. As I was thinking, this came to my mind.
Why don’t you guys separate the dungeon modes to be, one for gearing, and a separate one for rating. What is the reason behind having to tolerate those who want rating while you’re just trying to gear up and you don’t give a s…t for rating, and the other way around?

Maybe a mode for rating, would be, for example, with flat item level to all who participate.

I would love to hear some thoughts on this!
Thanks for reading :slight_smile:

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So I was thinking about more imaginative solutions to the m+ problems.

First depletion is simply something that annoys a lot of people and have different goals for keys seem to be very divisive and cause toxicity, and while I think trying to split keys could work I think a more natural decision would simply to get rid of depletion which would let you try and try again a key but remove the rewards for not timing a key as to not make the timer meaningless. Moreover I think it would also be great to reward +2 and +3 and higher level of keys with more crests, farming +8 for example if you can do +10 shouldn’t be a thing.

Second I think it should be easier to gear yourself in M+, we see how difficulty to get gear in M+ can be a problem this patch same as mythic track simply feeling too grindy for a content like M+ which is already grindy. I think it would make sense to want to scale players down to max hero track in M+ while keeping myth track as a reward in there to encourage raiders to participate in it, this would reduce the grind and let people push keys more easily early while keeping myth track relevant for raiding. (And being a small advantage early as myth track would let you basically skip upgrading hero track gear if scaled down)

We can’t dodge the main issue that alt gearing with myth track is simply a pain. Raids need to drop double the crests as they are right now if we are to consider them even as catchup for crests. The catchup system for mythic track gear doesn’t work as it becomes as it’s way too long to get there and doesn’t work for crafted gear, I think it makes sense if you would be able to earn 50% more crests on your alts till you reach your highest crests earner.

Moreover, something I’ve concluded is if +12 are gonna be a jump in difficulty then they should also be in rewards as players should be incentivized to go over that hurdle. We saw early how many people simply decided to wait for more gear and not push them as there was no point. I’d probably suggest to make it so you can get myth track 2/6 from them. A small advantage but enough for many players to try it.

Another pretty radical suggestion would be to cap damage scaling in keys to a point where all tanks and healers and dps can be represented. The defensive issues and different way some healers and tanks can be played simply can’t scale the same way. I think somewhere in between +12-+14 in term of damage would make sense. This for me would help the meta a lot as getting stopped because of dps for me is healtier than because you’re lacking elsewhere/defensively moreover when dps can be more easily balanced.