Real M+ Changes for Real M+ Players

Are people selling mythic queen kills already? Seems like it would be a very small percentage of players getting carried, at least early on.

Also, does it really matter that much? I don’t think the impact of someone ‘undeserving’ receiving a coveted piece of mythic gear has had any lasting affect on my enjoyment.

Heck, I imagine that some of those buyers are more deserving of the loot than a lot of the players I’ve help drag through raids in my time.

Thought keys above 10 will not provide more score than a 10 if failed.

All fantastic ideas, all QoL that everyone can benefit from.

If I may I’d like to add on top, I feel the general sentiment of getting 50 gold at the end of an M+ sucks so I’d like to propose:

Change the gold reward to 500 at least. Repairs are crazy expensive on top of the consumes we need for these. If we can’t use tokens/keys or something of that nature to target gear from these dungeons, I feel like the community would appreciate not bleeding out gold just from doing the activity they enjoy.

I think if I remember correctly in the most recent iteration anything above a +20 wasn’t going to give any score at all. Before that failed keys gave score but at -2 or -3 key level. Right now, at least 2-10 they give score -1 key level.

I quite like both these changes but I would make amendments.

Make a charge based system. You start @ 3. Cap @ 10. You gain one charge upon timing a key, two for gaining M+ score.

These charges would allow you to upgrade a keystone to your highest level completed timed (edit: I think making it “timed” rather than “completed” would make this system a bit healthier) at a cost of 1 charge per level (so going from a 9 to a 10 would be one charge. Go from a 7 to a 10 would be three).

And also allow you to reroll a key at the same level for 1 charge.

Both of these would be done at the NPC that lets you downgrade keys so if we have a group of 4 all with City of Threads (ew) we can just reroll them independently without needing to scab someones non-COT key to reroll to dungeons that aren’t annoying.

I personally think a key going down on a failed run (well, technically it goes down when you start and only upgrades when you time it) is important because it creates a social barrier.

Its considered WAY more of a jerk move to leave a key because the negative impact on the keyholder. Removing that completely would remove that social agreement and people would just start to leave the second a key went south because there’s no real “punishment” to any party for doing so.

Edit: It would also fix the system from going “well, we didn’t do the first 5 minutes of this dungeon perfectly, so lets reset the dungeon and go again” which was a major factor in Challenge Modes back in the day. Nobody ever wanted to complete a scuffed run because there was no real point in doing so.