Raid vs Mythic+ loot tables

Reading all the constant complaining from M+ players, I think Blizzard should put M+ on par with Mythic raiding like they keep demanding, by implementing the following measures:

  1. Since Blizzard has often said that an entire M+ run is treated like a single boss, make it so that nobody in the group gets any loot if you don’t finish in time.
  2. Weekly lockouts, so once you’ve timed a dungeon that week, you cannot do the dungeon anymore. (Not just a participation lockout like Heroic raids, a total lockout. You cannot do the dungeon anymore that week, like Mythic raiders deal with.)
  3. Dungeon ID locks so that you have to do all your dungeons every week with the same group. You can have a larger group, say 6 or 7 people, and bring people in and out, but nobody who has done any dungeons on a different lockout can zone in to your dungeon runs.

Do it, Blizzard. Put M+ on the same level as Mythic raiding, like this. That’s what they keep demanding, give them what they’re asking for. And increase the ilvl of the rewards in return.

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Why yes I do enjoy wasting 30+ minutes on a pug with DPS who don’t know what WASD is just to get 23 gold from the end of dungeon chest. An absolutely thrilling experience.

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i stopped at the end of cata and didn’t come back til halfway through 8.2

  • Reforging from Cata.
  • PvP Power and PvP Defense from MoP.
  • PvP ilvl scaling from WoD while in warmode and PvP instances.
  • 4pc, glove, and trinket set bonuses.
  • All from vendors. With all the stat combinations. So that we can all fight on an equal gear plateau.
  • All Borrowed Power progress (legendaries, reputations, covenants, conduits, sockets) fully available from PvP.

We’ve been playing Warsong Gulch for 15 years, it’s not going to get old–stop expecting us to do PvE chores. Believe in your game.

All PvPers have to fight one another–so we should all hit the same gear plateau. Giving highly-skilled people an insurmountable gear advantage is little different from hazing.

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The concern I have here Kaivax is the breakpoints. Bonus rolls allowed flexible raid sizes to work. Without them a 14-toon raid gets the same number of loot drops as an 11-toon raid and is therefore disadvantaged in terms of overall gearing.

How are Blizzard going to balance this?

The encounter designers have shown a shocking lack of ability to scale down encounters for the 10-12 size, I cannot imagine a universe where you are any better at balancing the loot drops.

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You dunce, its a game based on acquiring gear as a reward, not “exciting” gameplay or content.

Of course not.

4 drops for 20 people (what I understand to be the current nerfed raid amount, down from 5) would be the equivalent to 8 drops for 40 people which is quite a difference.

The game now also has a weekly guaranteed item for everyone which was not a thing for the vast majority of this games lifetime. And this weekly item can be mythic raid quality.

And mythic+ dropping near heroic item levels with no lockout and a vastly better secondary stat selection than the raid loot.

So it isn’t even close to the gear scarcity of relatively fondly remembered time of vanilla or even TBC.

I agree with most of this and PvP gearing sucks, but PvP gear has never come close to having every stat combo in the every slot.

Killing the game for casual non-raiders how pug one change at a time. Great job Bliz.

Its almost like they have no clue about what the game experience is for actual players.

Terrible.

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How did casual players even exist by this logic for the 12 years before mythic+?

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This will hurt low skill players more than M+Ballerinos

Getting gear from the other sources which may (or not) exist in SL :slight_smile:

We collected battle pets.

Regarding the bonus rolls and Great Vault: Is there going to be any new change like what was discussed, where you could bonus roll certain bosses and the chest would “remember” what you’re likely aiming for, therefore increasing odds of receiving it?

Hm, it didn’t notify me of this response, maybe because my internet dropped :thinking:

That’s cool, but is it less than wrath>mop(pre-tf/wf)?

It was a different game pre-cata, with larger communities and player base allowing for a much wider style of gameplays and no raider/io toxicity. There wasn’t even a need for group finder.

That started to change in Cata and the game bled subs and casuals like crazy. Garrisons/invasions, challenge modes, and M+ were all at least partly attempts to fill the gap in gameplay. Group finder was implemented to support casual play style for finding groups.

This helped, but over time the biggest issue for casual players has become getting into groups.

Every change that amplifies the ilvl gap, which was already large and meaningful in BFA and before, exacerbates the situation.

The fewer the gear drops, the tighter player tuning needs to be, and the worse ilvl differences become between players participating in different content. That’s just simple math.

This is because game design has been increasing the importance of player-controlled groups and trivializing queuable content. I suspect that somewhere down the line they might be planning on removing the group finder entirely and locking out casuals from all end content.

That’s kinda their goal

sure as always isnt it?

next week for sure… but the coin was harmless it was just another RNG spin remove it makes no sense even by their own blizzard standards these days when they design content.

Being #1 at anything is always hard, that’s not what this is about. The coordination of a mythic guild will always be more time consuming and difficult than that of a 5man. Wow is and always has been a social game with raiding being the highest echelon of that group play. This is how it’s always been and how it should stay. Raiding is the backbone of wow.

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