Mythic + Idea

Hey everyone,

Mythic+ often gets a bad reputation, and with hundreds of suggestions floating around the forums, it’s impossible to address them all. However, I had an idea that might help encourage more people to play.

The Problem: Death is a Major Demotivator
Dying in a Mythic+ run is frustrating for everyone. It slows down the run, reduces DPS, and if a tank or healer dies, it can lead to a full wipe. Timers get affected, momentum is lost, and it’s just not fun.

While some deaths are unavoidable, the reality is that 90% of the time, deaths are the player’s fault.

The Solution: A Death-Based Loot System
What if every Mythic+ run started with a 100% chance to receive loot?

Each time you die, you lose 10% of your personal loot chance.
Your teammates are not affected by your deaths. The timer remains unchanged.
If you die 10 times, you walk away with nothing—that’s on you.
This system would encourage better gameplay, accountability, and reward players for improving their performance.

Potential Loot Rewards
To make the system even more engaging, the loot pool could include:

  • Mounts
  • Pets
  • Gear
  • Gold
  • Profession-specific crafting materials
  • Temporary buff items (e.g., a 30-minute crit boost for your next M+ run)
  • Toys

This way, players would feel more motivated to play well and complete runs efficiently.

Just a thought - what do you all think? :slight_smile:

1 Like

Sure and good luck finding a healer who will be also responsible for your loot.
Since obviously DPS standing in fire, tanks pulling half of the dungeon is purely a healer problem.
Its not like healers are already under pressure(including toxicity pressure) when stuff goes south in the group. :rofl:

9 Likes

But in practice, 100% of deaths are tank / healers fault.

The healers would be even more rare, if now they would get flamed for someone not getting loot :joy:

And what if someone dies 3-4 times around the half way marker? In this “ggs go next” environment, people would just leave and try their luck on the next run resulting in even more depletes

2 Likes

Well, I only heal in Mythics… I know full well what it can be like.
However, good points :slight_smile:

I am just trying to help come up with ideas to encourage the players to flood the mythic queue pools :stuck_out_tongue:

I will say though, it is certainly NOT always the healer and tanks fault… A very false statement. DPS are very much to blame for their own deaths 90% of the time.

1 Like

I think you misunderstood. No one is disagreeing that it’s not always the healers fault. But reality is, inside the dungeon, whether the dps dies to fire, not using defensives etc. they will blame the healer and not themselves.

If you look at the forums, that is one of the biggest reasons healers dont want to play with pugs. The flame and toxicity we get for stuff that isn’t even our fault.

This wouldn’t solve the blame game in any way.

Tank makes a mistake, group wipes. Heal and DPS have one death that wasn’t theirr fault.

Heal can’t cope with unavoidable AE damage and lets someone die? DPS has one death they can’t do anything about.

A playerr stuns another player and the other player dies? not their own fault.

A player died 8+ times and leaves because their loot chance is evaporated. Doesn’t solve the problem with leaving at all.

Your suggestion fails do achieve any of the goals you set out. In fact, it would only make the blame game worse. “YOU killed me and ruined my loot chance, you [expletive]” is going to be the new norm.

People won’t own up to their mistakes suddenly and realize they are their own mistakes because you make them hurt even morre. On the contrary, they’ll blame others even more. Healers will face the brunt of it, but its going to increase toxicity against tanks and other DPS as well.

2 Likes

M+ is group content and should always encourage group play.

Any idea that links reward to personal performance instead of group performance will fail.

It will make everyone prioritize personal gain and totally ignore group.

e.g. tanks over pull tons of mobs and kill dps, healers, as long as himself can still survive.
people pull and wipe the group as long as he can survive with shadowmeld, cheat death, etc.

M+ is all about group play, not personal.

1 Like

People would rather quit.

There is no way people want to learn under the stress of, “Oh no, I’m going to make a mistake, so no loot for me.”

If you are a highly motivated person and genuinely want to learn, this might not bother you.

However, in general, the World of Warcraft player base does not care that much about gameplay. They are far more focused on rewards but they want those rewards with minimal effort or experience required.

What the hell, are you trolling?

How can people write something like that and not realise its comically bad?

Sorry but I think this would be more of a problem than a solution.

They already tried making deaths more important this season, and it backfired immensely.

If you punish people more for dying, then it promotes people leaving the group and trying another dungeons, instead of trying to finish that one (regardless of time or not).

Also the premise that most deaths are tied to player skill and not because of bad communication/errors form the fault of the team, is kind of false. Sure some times people die by their own mistake, but most often than not you have people dying from other people making mistakes (healers not meeting healing checks/dispels, tanks dying/losing agro, dps not focusing targets/interupting/ccing).

Making deaths more important would cause a strain in the social aspect I believe, instead of making the dungeons a better experience.

I can see a number of issues with this suggestion, ranging from potential trolling attempts from healers (I don’t like this guy’s performance, so I will just let him die over and over so he has lower chance of getting loot) to more pressure being applied on tanks and healers, as a wipe collectively reduces the entire group’s chances of getting loot.

Not to mention that if someone dies more than 6 times they will likely quit, as their chance to get loot is already lowered by 50%.

If you want people to improve their performance you need to do it throughout the leveling process, or before entering a dungeon (Proving Grounds from WoD for example).

Just make the responsibility of the tank and healer even bigger… It isn’t already hard enough for them. We are flooded with people wanting to play those roles anyway.

haha it does make me giggle at the sheer negativity!
Sorry for even posting this… I didn’t think it would upset so many people.

It is very unlikely that Blizz would implement this anyway, so nothing to really worry about!

1 Like

Solving M+ is easy. Let it scale with the amount of players just like in D3.

Actually, they should use everything from D3 which they failed to do back during Legion. And while they’re at it, add back reforging, as it is both a gold and time investment which is a win/win for ABK as well.

Imagine if AP had been Paragon instead. One can dream…

Lol. Comparing D3 combat difficulty and complexity with Retail WoW.

You are funny.

Die in dumb ways several times - blame healer. Realise (with probably bad maths) that you’ve scuppered your loot chances, so start pulling extra mobs to sabotage the key.

Others start dying because of your own antics, scuppering their own loot chances too. They blame the healer.

Lovely.

1 Like

Fails on a personal level (for example failing to move out of fire) should punish the player directly and the group indirectly (for example making the fight last longer). I even support the idea of personal fails translating to direct gold loss or increased equipment durability loss and no HP damage done on the player at all.

Fails on a group level (for example failing to interrupt an enemy ability or failing to dispel a debuff) should punish the whole group.

Nobody plays perfect for 30 minutes. it is group content. You make it with your group or you do not make it with your group. Sometimes you have a good run, sometimes a bad.

I do not understand all these weird ideas to punish people.

2 Likes

The complaint of the thread is that deaths are a very demotivating factor in the enjoyment of M+ runs. So I go ahead and try to think of a way to reduce the numbers of deaths. Since deaths are mostly due to people not moving quickly out of fire or in general failing to do specific mechanics properly, I come up with an alternative: Failing to execute a mechanic targeted at the specific person only will no longer kill the player or punish the healer with additional healing requirements. But a penalty still needs to exist, otherwise why even attempt to execute the mechanic in the first place. And my idea is to make personal fails a personal penalty and not a group penalty.

Everything you will come up with will be a grouppenalty. It is just what it is. I sometimes stand in crap too and die. It is part of the game.

These kind of topics come up because on average 80% of the mistakes in the dungeons aren’t yours. And then people do not want to get ‘punished’ by other peoples mistakes… It is just part of playing in a group of 5.