Its unbelivable that m+ rewards stops at +6.Hero track.This is unfair.People that play better should get better rewards.Its showing em respect they deserve.
Nice!
I will get front row seats on this one!.
Im still waiting for Dejarous to post is quirky response. But he seems to be asleep.
Itâd need to be something like.
The first +15 of each dungeon gives you a 1/5 chance to receive a myth track item, and all the items are untradeable.
Or remove the raid lockouts, and start giving Myth track from idk +15s probably.
Nah, just make Myth track cosmetic only.
Wasnât the whole point people were making, that you will gear way too fast and stop playing? If you make HC the final upgrade level, people will stop playing in 2-3 weeks (if we are to assume that the whole, people stop playing when they reach max ilvl argument).
Thatâs one factor, sure. Not the only factor, and it shouldnât be a change on its own anyways.
But there is quite literally zero point in making Myth track available from +15s and higher. The ones who push early to those levels can benefit, <= 1% of the chars. Then later in the season more reach the goal. But the vast majority (currently 97% of the logged chars) still has no use for it.
Making Myth track available at +15 makes no sense. Having 4 different versions of the exact same item makes no sense. A more lineair gearing path would be beneficial, reducing the need of the vault for everyone involved - making it a bad-luck-protection once again.
And well, scrapping one track doesnât mean that gearing is going to be fasterâŚit all dependsâŚ
I could live with that. Itâs Random and difficult enough to be an organic part of the gearing journey.
Idk I think the loot system is getting old and could need a refresh next expansion. 3 expansions the same power system for gear would be too much, so I highly advise them to reset talent tree system and change the power progression in the game for Midnight, so people donât get bored, especially if Housing is the main expansion feature
I would change Delves to be more similar to Diablo 4 Pits, and Iâd stop gatekeeping gear, but make it harder to get and take longer to upgrade, if you do easier content. Also I think borrowed power should return, because itâs fun to have a seasonal borrowed power system, but they should learn their lessons from the past and not make it annoying.
What you are talking about is reducing ilvl bloat essentially, which I agree with. However my point was more about. Making M+ drop the highest ilvl at some level and not relying on the vault. I assume that by removing Myth track you would also want to make Hero track, more scarce as to avoid âfull gear at week 2â, which would bring us back to the same problem, M+ dropping champ track and vault rewarding up to Hero.
While I am in favor of reducing the item level bloat - this wasnât meant as primary factor for that. They can just add 8 more levels to the Hero trackâŚ
What I aimed for was; thereâs no point in putting the highest track of an item at a difficulty where (90+ percent of the) players need that gear or better to actually get it. Itâs bonkers. Ergo making Myth available at +15 will only (close to) increase the boosting services. Do not do this.
Thatâs why I aim to get rid of the Myth track as power gain. Let people obtain the Hero track early on, but improve it in some way for longer? Not really a fan of all the upgrade-levels eitherâŚbut itâs better than having 5 different tracks of the exact same item. Itâs just annoying, no more, no less.
I donât think it will. I mean people boost for guaranteed things like vault, achievements and now cartel chip unlocks. I donât think a lot of people will pay for a boost where you have a very slim chanse of actually getting an item.
Also ok +15 too high, lower it to +13 I donât really care. The idea is to have the vault still give upgrades, but to have fewer âfeels badâ moments since you will still get you myth ttacks from it in order to do the content that requires them, and the you can farm your specific myth tracks in that level.
This is really not a good idea. Thereâs enough push and pull between extending and progging already, we donât need people wanting to run back the same bosses for a full raid night til everything drops.
You know what it isâŚput it at +15 and close to nobody has any use for it. Lower it and the Mythic raiders start to cry that M+ gives too much loot.
They may need to redesign the overall reward structure of WoW, as we now have too many different systems that reward the same type of gear. Itâs a mess.
If you want to make challenging content both replayable and worthwhile without ilvl youâd need to improve the cosmetics from said content in both quality and quantity tenfold, as well as remove the ability to acquire item models by upgrading the same item from lower difficulties. Youâd also probably need some level of time limited cosmetics.
Frankly I think more casuals would complain about not having things good players had more if those things looked cool than if they had higher ilvl.
Not to mention tuning content without the expectation of ilvl increases offering gradual nerfs is another huge challenge unto itself.
Sounds excellent to me.
Just give them something cool to aim for as well? Life isnât that hard. Player housing incomingâŚsolo instanced content risingâŚI see potential.
Oh pleaseâŚlike it currently is so easy to tune with a 40+ item level gap every season.
Literally doesnât matter, they seem to want everything.
Things that exist they canât get get framed as some sort of personal vendetta.
Ooor scrap everything I said about M+ rewarding Myth track, only vault rewards it. However you can use the catalist to change whatever item into whichever item as long as it matches the slot, meaning you can turn your random Crit+Vers Myth track weapon into BestInSlots or you Big RedButton into MrPickMeUp with a catalyst charge (also catalyst charges are now weekly not bi-weekly). There you go, slow and fair progression since it will take you 13-14 weeks to be done.
To say it very bluntly, who cares? One canât design games for everyone. Choices have to be made. And yeah, I know, the bucks tend to lead the way here. Which is in favor of the more âaverageâ player.
Well, itâs an interesting idea for sure. Just not one Iâd prefer. I rather see less reliance on the Vault, much less. But eh, at this point Iâm open for most changes when it comes to gearing.