I’ve been following these discussions for years, and I think both sides keep arguing past each other. Some ask for queueable M+, while others explain why that wouldn’t work. I actually agree with the naysayers. Trying to force the current M+ system into group finder would probably fail. So what if we just made a Mythic progression mode designed specifically for group finder instead? The idea isn’t just to add a queue. It’s to redesign the surrounding systems with those objections in mind.
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The Idea: A separate Mythic progression mode that runs parallel to the current M+ system. Same dungeons, same mechanics, same scaling, same seasonal rotation. Designed specifically for group finder instead of premade groups. Current M+ remains completely unchanged.
Progression: No keys. Progress through dungeon tiers by successful completion. Beat the timer to unlock the next tier. Beat it by a significant margin to skip additional tiers. Minimum item level requirements still apply to progress through higher tiers.
Rewards: Same seasonal progression rewards as premade M+ up to the highest tier in the Great Vault. Progression stops here. Premade M+ continues beyond that point for pushing keys, higher ratings, achievements, mounts, etc. Great Vault credit for completion even if not timed.
Group Finder: Existing group finder behavior applies wherever possible. Queue with 1-5 players. Queue for any eligible dungeon and tier (random or specific). Role incentives when needed. Human players always take priority, but AI followers can temporarily fill gaps after long queue times and are replaced by players whenever possible. They exist simply to prevent queue collapse and keep runs alive, not make them easier. Designed to minimize time spent waiting and maximize time spent playing.
Gameplay: The challenge moves from “assembling the group” to “completing the dungeon.” Dungeon mechanics stay the same. Special action buttons provide required utility such as lust, battle rez, or dispels when a group composition would otherwise be missing them. Voice communication is optional, with existing chat and ping systems providing sufficient communication for this mode.
Leavers: Runs don’t end because one player leaves/disconnects. Vote kick, deserter penalties, and player replacement work similarly to existing group finder content. When a player leaves or is removed, the timer and combat pause until a replacement arrives. If no human player is available, an AI follower fills the role until one joins.
Rating: Separate from current M+ rating. Designed to measure progress within this system and prepare players for premade M+. Think of it as an onramp, not a replacement.
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Many players who’d enjoy M+ don’t participate because the biggest barrier isn’t the dungeon itself. It’s getting into one. So the goal isn’t to replace M+. It’s to give players a structured way to access and learn the dungeons, build confidence, and earn the core seasonal progression rewards before deciding whether they want to move into the current premade M+ system.
One last thought, many of the building blocks for a system like this already exist in WoW. Group finder, follower AI, special action buttons, vote kick, deserter penalties, tier based progression, and flexible matchmaking are all systems Blizzard has already developed. This proposal is less about inventing entirely new systems and more about combining existing ones in a different way.