Suggestion: Mythic+ "strategy mode"

I am suggesting Blizzard make a M+ “practice mode.”

Some ideas are making a vendor with a free +1 mythic key that doesn’t upgrade and no loot. The level doesn’t matter as long as it’s low.

This practice mode would mostly be for Tanks and others trying to learn the pulls and trying new things outside of the PUG conformism. The top groups are already doing something similar, but they have teams of people to help. The normal group of 1-3 gamers it becomes more difficult.

1 Like

We already have a practice mode, it’s called “your key”.

6 Likes

Some background: I returned to wow a little over a month ago having not played since BFA and not having done M+ since Legion. My wife also returned with me and we generally play together. Most of the time in 5 man content I am either the tank or a healer and my wife is either a healer or dps, she doesn’t usually tank. We set foot into Mythic+ for the first time seriously ever about three weeks ago. The learning curve was immense. Both in terms of catching up with the mythic affix and how to deal with them but also the instances themselves that we haven’t ran in 3+ years and in some cases never ran before.

I’m not sure your suggestion will help all that much. I think the idea can be augmented into something that would be valuable for new players and could be used though.

First, I don’t think what you are proposing will work because at the end, there are no rewards. No reason to do them. So if it takes a full group, unless you can find a full group of new players it won’t get used. Any player that can do a higher key level other than a 0 which you can practice on, is going to go ahead and run that for the chance at loot. You can always run 0s over and over for no loot. There is no such thing as a +1 at least right now.

Now that said…one of the biggest issues with affixes is not understanding how they work, not getting to see it first hand and experiencing it.

I feel like they could do something similar to the role challenges where you have a scenario you can load into solo and your treated to different encounters that you need to overcome that include the affixes. So that you learn how your role is supposed to deal with those and you could have recommendations and popups that educate the players on what abilities do what to counter them and common strategies. Then award a title or cosmetics for completing the scenario.

I think doing that and putting in the chase rewards would push a lot more players into learning most of the most challenging parts of the early mythic + experience.

1 Like

This all sounds good but I’m sure this will be received poorly by the people that will then claim to “be forced” to complete a tutorial mode they don’t need because they already know it all. Also the people that hate M+/group content will make the same complaints saying they aren’t going to run mythics anyhow so why are they forced to learn them for cosmetics?

They can get over it, just saying I imagine there would be a lot of complaining about it.

1 Like

They should work in affixes into the proving grounds (do those even exist anymore?)

My exact thoughts.

If the decision to do or not do something was based on perceived complaints nothing would ever get done. There are a lot of people on the forums that choose to complain about everything, many complain just to complain.

1 Like

You can do that in m0 and other low keys.

1 Like

That already exists in M0.

1 Like

Not with affixes though.

OP asked for the following:

Neither of those equate to “let’s go practice every single affix.”

Thus, M0 is practice mode.

And since OP wants low key practice and there are dungeons not in M0 some seasons, that’s what +2 keys are for.

the current culture in midlevel m+ pugs is far too adverse to failure in a mode with many avenues to fail and a binary “win-lose” condition. my 2 cents lukewarm take of the day

that being said, just listing your own key and putting “new to tanking,” “new to m+,” or “learning” should do the trick. i don’t think a semi-separate mode is necessary.

1 Like

I always thought people who bought carries got it not only for a chance the gear but also get practice by seeing professionals do the dungeon. The odds are very slim that they actually improve their performance but at least they see with their own eyeballs how to play the game.

This would be a more independent approach to strategy really. It’s not just “COMPLETE” key make Eidoler FEEL GOOD.

I’ve never once, ever in any game, thought oh hey a carry someone is buying that to learn to run the instance.

Low keys yes, not M0 as there is no Percentage Count. Also, Its tedious and difficult to find a low key, get invited, do some unorthodox strategy, and get anything out of it.

Everything from 1-10 (or even higher) is considered low since the get go.

Is there really a need to pracice affixes?

This had been radically misunderstood. I don’t know if anybody is really familiar with practice.

(DISCLAIMER)
I’m not talking about trying to COMPLETE KEY. COMPLETE KEY GET LOOT. COMPLETE KEY GET LOOT. That is the current system and it’s a great system.
I’m also not talking about being “NEW to the game.” This would be for people more advanced and interested in different strategies.

Again, I do not want to remove, alter, or do anything with the M+ system as it currently stands.

(Make sure you have read disclaimer)
It’s merely a duplicate that allows groups or singles (if you can survive) to go into a dungeon with a counter and map out pulls, abilities, in real time. NOT JUST ON RAIDER. IO. I am aware of Mythic Dungeon Tools, Youtube, and Raider. IO

If you’re a new tank and zone into a M+ in an instance you need help on, say so.

“Hi, first time here, let me know if I’m going the wrong way”

Groups are full of all sorts of trivia.

Just be sure you say that before you slot the key.

That’s it. That’s all you need to do. Anyone who doesn’t like it can leave. They can all rear up and tell you to get out or kick you, that’s fine too. NBD.

It’s an organic thing. Don’t take it personally, and just go Tank!

And, yea, finally, do it on your own key. Get a +2 (which can’t go any lower) and grab a group.

Setting expectations of front is the key thing. Don’t surprise them at the first boss saying “Oh, gee I don’t know what to do here”.

If they don’t listen, they don’t listen. If they’re rude idiots, they’re rude idiots. Leave and get a new group.

It’s no big deal. The group assume that SILENT people “know what they’re doing”. If you don’t, tell them.

So, in summary, if you want to learn to tank – go tank, just tell folks you’re learning.

Same goes for healing. Heck same goes for everyone. SPEAK UP!

Again missed the point 100%

I feel like Leslie Knope in a town hall meeting.

…just join or start 2s and 3s. I have never, literally never been in a key that low that actually fell apart because someone didn’t know a thing.

If your goal is to just see the dungeon and see most of the mechanics, this is sufficient.

Then you slowly move up.

I never did everbloom bc I quit wow during wod, and yes I was antsy about joining. But I just applied anyway, was honest, and no one said anything. Run started. Saw how it worked, and there was no issue.

It only really matters I think when passing 10s to 11 +, because then even silly goofs can cause wipes. And that only applies early in the season. Late in the season, most people just overgear the content so even if they don’t know exactly what a mechanic does they can still succeed.

Same with tank routes. I have yet to have a group fall apart because I didn’t know the optimal Routes. Just say you’re learning the route still.