Subject: Enhancing Player Experience in the Next Expansion: Simplify and Streamline!

I hope this message finds you well and in good spirits! As an avid player of World of Warcraft, I wanted to share a couple of ideas that I believe would greatly enhance the gameplay experience, especially with the upcoming expansion on the horizon.

Firstly, I propose the implementation of a system similar to LFR or LFG for Mythic+. Pugging these days can be quite cumbersome and frustrating. Having a streamlined queue system for Mythic+ runs would be an absolute game-changer. It would not only reduce the hassle of finding groups manually but also foster a more inclusive and accessible environment for all players to enjoy challenging content together.

Secondly, the current crest system feels overly complex and cumbersome. Having to farm different crests across various game content is undeniably tedious and detracts from the overall enjoyment of the game. My suggestion draws inspiration from the simplicity of Pandaria’s currency system. Imagine if we could consolidate all these crests into a unified currency, similar to how it was done in Pandaria. This would not only streamline the gameplay experience but also make progression more intuitive and less grind-intensive.

By implementing these changes, I believe World of Warcraft could create a more welcoming and enjoyable environment for both new and veteran players alike. It would enhance accessibility to challenging content and simplify the progression system, ultimately leading to a more fulfilling and engaging gameplay experience.

Thank you for considering these suggestions. I look forward to seeing the continued evolution of WoW and am excited about the possibilities that the next expansion holds.

Warm regards,

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Queue times would be long. No competent healer/tank would participate. Nothing would be gained.

This caused over geared people to jump into +2s, and people to complain.

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No thanks. The whole point of Mythic+ is to provide at least some form of challenge and by default, anything with a queue has to be beatable by the lowest common denominator.

lol. Yeah, I can’t imagine that the people who already have instant invites (healers/tanks) would decide to jump into keys they have no control over when they could get in just as fast the old-fashioned way.

But I’m sure some players would still queue as healers/tanks…but they’re probably not going to be who the OP was hoping to get.

I think this is a tremendous oversight.

Perhaps the reason that players are bad at most of the content in the game is that they are not exposed to it often enough.

If there was a queue system for Mythic +, then it would sharpen players skill.

No it wouldn’t.

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This was tried in Cata. It did not work.

The Blizzard devs were completely blasted for stating what you just did.

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I’m going to say that this idea is amazing. There is absolutely no way that this idea can cause problems. I like that you have very clearly thought this through and it is absolutely fool-proof!!! Send it.

Ghostcrawler might have a quote about this, check it out.

Mays well give ques for normal/heroic/mythic raid and arena then

Yeah, you gotta a point, but maybe implementing incentives or rewards for tanks and healers to participate in the streamlined Mythic+ queue system. This could include bonus loot, experience, or currency rewards specifically tailored to encourage participation from these crucial roles.
Also develop sophisticated matchmaking algorithms that prioritize matching players based on their role preferences, gear level, and experience. This can help ensure balanced and successful group compositions, reducing the likelihood of failed runs due to lack of role diversity.

Maybe implementing a minimum gear score requirement for each Mythic+ key level. This ensures that players attempting higher keys are adequately geared, reducing the likelihood of overgeared players joining lower keys for easier rewards.

Even Perhaps Introduce a system where players who have completed a certain Mythic+ key level cannot queue for lower levels. For example, if a player has completed a +15 key, they may be restricted from joining groups for keys lower than +10 to prevent them from trivializing content for less experienced or geared players.

There is a reason they got rid of it. The MoP upgrade system was almost universally disliked. Because it incentivised farming the easiest content available. Running your 5-10 weekly heroic dungeons was hardly the peak of entertainment.

Blizzard brought back a very similar system (even the same name) in Shadowlands and it had the exact same problem of “forcing” people to run 2’s forever.

This system also decentivize people from actually upgrading their gear. Because why spend a valuble resource on a trinket from +3 when you can get that same trinket from +10. As a result it was very common for people to just hoard their valor all season.

Nah. Nothing special.

You would have to have a max gear score as well to reduce the likelihood of overgeared people joining a key.

Which is gonna cause its own issues.

But thats gonna cause issues.

A person’s gear getting higher up than their skill.

A person changing specs, now having to start on higher keys.

LFM+ is my idea of Hell.

ITT boosters gaslighting why it’d be a bad idea in this thread to increase player agency on progression.

No further comment.