Removing Mythic Loot from M+ Seems to Have had a Bad Effect

Having unobtainable gear that only 1% of players get, is the root cause of elitism and toxic behaviour in wow.

I finished gearing in Delves and am taking a break (I skipped S1). Might come back for HVs

Because it actually did have a chance to drop even max ilvl mythic titanforge during the Legion-BFA era from 7.0 - 8.2.

And since higher keys dropped more loot, you technically had better chance to receive such an item from higher keys.
Like in Legion iirc it was m15 3 loot and every key level beyond that added 20% or 40% chance for an additional item.

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Sure, but that’s in the same way that LFR and world quests had a chance to titanforge all the way to mythic loot. The actual level the rewards were set at was still below mythic raid level

Recently I’ve started to wonder if people leave because of the system tracking key success/failure

I recently ran a key and right from the start I knew we weren’t going to time it. Not a huge deal but I kept going. Eventually we finished (over time of course) and now I’m having such a hard time getting into keys of that dungeon.

Since I have a failed key it shows that:

  1. I couldn’t handle the key level I attempted
  2. I’ve only ever timed the level below it
  3. Why should I be invited to that level when I have a record showing I couldn’t complete it in time?

I’m starting to understand why people leave at the first sign of failing the key. Having a failure on your record is worse than just having a lower key timed. You’re honestly better off applying to keys 1-2 levels above what you’ve completed rather than trying to apply to a key level you’ve failed.

And even worse there no way to get it off your record except to run that key level or higher and time it.

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LFR and WQs had their base ilvl set to way below what m+ gave.

If you actually got mythic titanforge ilvl gear from that, then honestly you deserved it, because you likely used up all your luck for rest of the expansion.

LOL Carini - This “Girl” definitely knows what she wants (at least most of the time)…

The more I think about this, the more I think it’s about the combined dungeon squish and other things. I genuinely thought there HAD to be something different about the loot because I’ve never seen this many people abandoning keys. Just finishing the dungeon within the realm of a certain number of wipes would be one thing, I think not only me, but a lot of people want… You know because it’s FUN ahah :slight_smile:

This hasn’t really been the case in years. What makes wall bosses is the pass/fail structure of mechanics. And more gear doesn’t really help with that. Well it kinda does and doesn’t. It’s tricky lmao.

But this is why those bosses get massive nerfs straight from Blizzard all the time. Gear “nerfing” these fights isn’t really true.

Gear absolutely makes a difference. It just caps out pretty quickly.

WFR wouldn’t have 30 splits if everything was a simple as passing or failing a mechanic.

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  1. theres 36,198 other players with more experience applying to the same keys.

Dont take things so personally :slight_smile:

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I have plenty of fails on record, doesn’t impact anything.

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it has nothing to do with rewards. nobody doing a 12 cares about gear. the reward is the score. people are leaving because the skill gap in this game has never been greater, and theres nothing stopping bad players from getting carried

Keys above a certain level are just only being run for score and people see very little reason to finish them if they aren’t going to be timed.

Half the time the person leaving is the key holder themselves and people either leave themselves or sigh a relief they didn’t have to be the first one.

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Blizzard is going to learn the hard way that people don’t tolerate hard content and see other players as a means for ticking the weekly checkbox of timegate, rather than as a progressive meaningful experience to find others to play with over, since it’s all about said timegate rather than playing the content on our own terms.

The obsession the systems designers have on removing all agency and making the progression loop wholly fake and worthless is the slow ruin of wow.

Just gonna file this away with the “TBC will kill WoW” folders

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I mean.

No. Not really.

I see more “toxicity” happening in WoW in content that has nothing to do with mythic quality gear.

So slow its having no effect at all. Since I dont see how this hasnt been around since TBC.

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I frequently see groups requiring people that out gear the level of content they are doing. Its memed for a reason week1 prog raid link AOTC achieve.

Having more powerful gear makes you more efficient in all aspects of the game. Putting that outside the reach of 99% of players by limiting it to one or two very niche tracks, makes toxicity and elitism the only viable means of achieving success. If the gear from those tracks was cosmetic and not power, most would not bother and would feel hapier engaging with the content they want… its a very frequent complaint when players are forced to chase power in content they dont want to do (traditionally it was having to PVP to get the best PVE rewards, now its having to Raid/M+ to get the best).

The best gear for your chosen content stream should come from that content stream IMO, weather its delves, raid, M+, open world etc, buff the power of gear in those tracks so they are most powerful in those modes (ad where needed disable power in alternate tracks to not trivialise their proression)… e.g delve gear should have double ilvl in delves, similar to PVP), open world gear should have crazy legendary procs that dont work in M+ or raids.

11.2 is supposed to have a seasonal rewards refresh. I’m hoping that comes with elite M+ sets, illusions, etc. Basically, mirroring the insanely OP (relative to the other modes) PVP reward system for long-term rewards. Raid could use some of the same.

May as well remove gear as a concept honestly.

It only serves to do two things.

  1. Make people play content they don’t want to do to keep up.
  2. Make people sad they don’t have gear from content they don’t do.

It’d be better if we just had templates with customizable stats and everyone was exactly as powerful as everyone else. Then people could do the things they want to and nobody would feel bad they’re being left behind by those who do harder content than them.

That isnt being “toxic”

But its not outside the reach of 99% of players.

That would be horrible.

A new set of gear for every form of content?

People having to have 5 different full sets of gear on them if they play all of WoW?

You want people to be penalized for trying different things? To have to grind 5x as much to play the game?

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And for what exactly? When you take advantage of crafting this suggestion is even more useless.

Or just simply not listen to greedy players making unreasonable suggestions. The forums don’t represent the majority.