I would like to address a recurring issue that significantly impacts the player experience in Mythic+ dungeons. Despite having an appropriate ilvl for current content and playing as a Warlock, a class that provides great utility and solid DPS, I struggle to get invited to parties because of my low Raider IO score. This issue persists both at the start of new seasons and during the current season, creating a vicious cycle where it’s nearly impossible to improve my score without group invites.
This becomes a major barrier for players who, despite having the skill and gear, can’t progress simply because they don’t get the chance to prove themselves. The current system overly emphasizes score and past performance, making it very difficult for newer or returning players to get involved, no matter their current capability.
I suggest implementing a more inclusive system that considers multiple factors such as current gear, player performance in recent runs, or even offering an entry-level score for new seasons that reflects a player’s potential rather than just past achievements. This would allow more players to participate and improve rather than being locked out due to low initial scores.
Thank you for considering this feedback. I am passionate about World of Warcraft and would love to see Mythic+ become a more accessible and enjoyable experience for everyone.
You make it sound like there’s an automated system based on m+ score and that group leaders have no agency.
Leaders already most certainly consider applicants’ gear.
How would you measure performance? Typically these suggestions promote detrimental playstyles like racing to interrupt or padding.
And, how are you going to measure potential? If everyone gets a baseline score, that’s not competitive. If you’re going to base it on past achievements, well, that’s what you explicitly wanted not to do.
Group finder for M+ has been toxic for years, and it is possible that this is the reason it is becoming less and less relevant in terms of gearing - it’s the dregs of the player base in many respects - rush rush rush - DPS driven
I would suggest finding a solid group of friends for that content if its what you enjoy so that you can pace yourselves - personally - I will never run it
And how would you measure “player performance” and “player’s potential” ? Nice on paper, but to be taken seriously you need to compare them.
But its ok. You dont have to give me a very complex system of measurments… what I know is that whatever you propose will ultimately result in a ONE number.
And people will use that ONE number to invite you or not. So you are back to not getting invited. Why ? Well because you dont get invited because other people have more Rio than you. With your system, you will still not get invited because there are other people with more “performance” and “player’s potential” than you.
I mean, look at the list or list a key yourself. DPS? A dozen within a second or 5 from listing. Tanks? Quite some groups look for tanks for quite awhile. This means that groups are multifold more picky when it comes to DPS than when it comes to tanks.
This is such a silly metric and impossible in practice.
Measure interrupts: I say I’ll kick star and then somebody else does it. They win on the metric.
Measure deaths: You get a mechanic that requires a dispel, don’t get one and die through no fault of your own. You lose on that metric.
Overall dps: You do proper damage to prio targets instead of padding massively on add spawns. You lose.
And so it goes on. Metrics don’t always tell the story.
Mate this is like the 10 millionth thread about groups cherry picking top DPS applicants because there’s too many of them compared to healers and tanks.
I’m usually the first to jump on the “I hate blizzard” bandwagon but this truly isn’t their fault.
I understand that creating my own groups is a solution, and I do that when possible. However, the bigger issue is that many players are overlooked due to low Raider(dot)IO scores, regardless of their gear, skill, or potential. While making your own group works in the short term, it doesn’t address the cycle where players can’t improve because they’re not given a chance.
Even if any system boils down to a “one number,” my suggestion is to make that number reflect current performance, gear, and utility rather than just past achievements. This way, the system becomes more inclusive, especially early in a season, and gives more players a fair chance to prove themselves, rather than always having to lead groups just to participate.
Just do all +2 keys and go 3,4,5,6 etc
There is no recipe for skiping from 2 to 7.
Unfortunate people want to see that you play.
So try to do all keys and raise your IO.
one step at the time that’s how pushing works.
But performance in M+ is a team effort. You cant measure it individually.
And past achievements are the best number you can get to reflect individual performance. It proves you have already been there more than once. And succeeded.