I see comments like this and it clearly tells me that you have no idea how the gearing system works in Mythic+ because in no way can you have your slots anywhere close to max week 1, unless you are literally doing +35 keys.
Now, this is the chart of Valor needed per slot. I’ve ignored weapons here as they can differ depending on whether you’re a shield tank, a 2H or 1H user.
| Slot |
Valor Cost/Upgrade |
Valor Needed - +2 ILVL |
Valor Needed - +15 ILVL |
| Helm |
475 |
5225 |
1425 |
| Neck |
250 |
2750 |
750 |
| Shoulders |
400 |
4400 |
1200 |
| Cloak |
250 |
2750 |
750 |
| Chest |
475 |
5225 |
1425 |
| Wrist |
250 |
2750 |
750 |
| Gloves |
400 |
4400 |
1200 |
| Waist |
400 |
4400 |
1200 |
| Legs |
475 |
5225 |
1425 |
| Rings |
250 |
5500 |
1500 |
| Trinkets |
400 |
8800 |
2400 |
|
Total |
51425 |
13025 |
Each dungeon earns you 135 Valor per run and if the people you group with have a lower score than you, you gain an additional 65 Valor. Now since you’re focused on spamming dungeons effectively you’re likely going to do this with guildies or friends and so you likely aren’t going to see the bonus valor, so we’ll focus on the 135 per dungeon.
Now first off, Valor uncapped or not you are required to have 2000 IO score in order to upgrade your gear to 298 ILVL, which requires a minimum of a +15 for each dungeon for each +2 affix, Tyrannical and Fortified; which requires 2 weeks minimum.
So week 1, you farm your 10 +15 keys, so you earn your 1350 Valor. Additionally, during week 2, you’ll need to re-farm those 10 +15 keys again, so you earn an additional 1350 Valor. This means in both totals above we can subtract off 2700 Valor.
During this two-week period, you then spam +2 keys for valor, which will require 48725 Valor after getting the IO score requirement, or 361 dungeons. I’ll be lenient and say that these +2 keystones will take 15 minutes max to complete, so that’s 5414 minutes or just under 91 hours of game time.
You could also take the other route during this two-week period, you spam +15 keys for valor instead, which will require only 10325 Valor after getting the IO requirement, or effectively 77 dungeons. Let’s assume each dungeon on a +15 takes on average 30 minutes, so that’s 2295 minutes or just under 39 hours of game time.
If you compare that to an average guild who raids 6hrs/wk, the former method is equivalent to just over 15 weeks of raids and the latter is equivalent to 6.5 weeks of raid.
Even prior to M+ being introduced, there was never a point in time in my career while I raided where I wasn’t fully decked out by the end of weeks 6-8, generally being one of the last to be geared since tanks are usually the last to get gear anyway.
You talk about degenerate tactics, spamming +2 keys for 91 hours (effectively more than 2 work weeks for the average person) is degenerate. Hell, I’d argue spamming +15 for 40 hours in a week is also degenerate play in order to get all the Valor you need. So how is that any different?
And the fact we’re even complaining about this, knowing full well that Valor will always remain capped at the outset because Raiders somehow need to feel validated, Blizzard wants to keep MAU up, and they add these caps to prevent degenerate gameplay.
But the hyperbole that people spread about Valor and M+ gearing being so lucrative but there are substantially far more steps you have to cross each season in order for the Valor upgrade system to even be available to you, but Raiders always wash that under the rug because it doesn’t support their agenda.
And what’s worse, none of this even focuses on the RNG aspect of getting the item to drop in the first place, Blood-Spattered Trinket being a great use case where running DoS for double-digit weeks and it never drops. A lot of good use that Valor does when you don’t even have the item to spend it on.
But if you want Raids to be spamable, how about this:
- Raid keystones have two difficulties, Normal and Heroic.
- Raid keystones have affixes, similar to S4.
- Raid keystones are timed
- Expired timer results in difficulty of keystone reduced, no lower than Normal, maybe even LFR difficulty
- Expired timer results in all loot being reduced by X item levels, probably reasonable to be reduced to just 3 ILVL over the difficulty the keystone is reduced to.
- Legendary items are not available in Raid keystones
- Raid keystones are wing-based, with a minimum of 3 to 4 bosses.
- Raid keystone loot is dropped at the end after all bosses are defeated.
- Raid keystones require a specific number of people, maybe 13 or 15, not flex.
- Raid keystone trash drops nothing, no BoE infinite farming.
- Raid keystone affixes apply also to trash.
- Quest items are not available in Raid keystones.
- Raid keystone loot is always personal.
I think if the affixes are difficult enough for the number of people required, this maybe is a good middle ground and modernizes Raids with a similar setup to what M+ has with a similar set of rules and restrictions.