Mythic plus fixing suggestions

So i’ve seen many suggestions from someone , but long story short , im gonna list some ideas to fix this chaos in future seasons :

First : Our favorite currency “valorstone” , make it transferable by the warband system , if your main is capped and you have nothing else to spend it on , just use it for your alts , or remove the valorstone completely from the game , and make crests the only currency.

Second : Fix the crest low drop rate , if you don’t time a key , give the 12 crests still , or make it 20 crests per dungeon , timed or not , as long as you finish the key , 1170 crests cap require 98 timed keys on a +8 , for one single alt , which is an insane amount of time if you wanna get a new refreshing alt experience and your getting bored out of your mind playing one single maxed out character.

Third : people need more incentive to do high keys , give the +12 above more rewards , like some unique transmog , or mounts , blizzard will figure out something , or increased rewards , or even timing all +12 gives your alts more crests , for every alt you get all +12 timed keys you get a +25 or 50% more crest drop caped to 3 alts or something like that.

Fourth : The m+ scene punishes way too hard and incentivize leavers , i’ve never seen so many leavers till this expansion , one wiped equal someone leaves , even if the key could be timed , just remove the peril affix already , people hate it and yet we got a 1.30 min head start on keys to avoid one wipe ? , people don’t understand that dying with peril is not the only issue , its the fact that the pack reset its hp , you lose your burst , you get peril on top of that , and then you spawn at the “no checkpoint” area , this combination is deadly to me , blizzard still didn’t figure it out , and for the cherry on top we got nerfed timers on beta with the peril.

Fifth : key depletion need to be reworked , you get a key with two or three charges of depletion immunity , if you fail twice your key get depleted , that way the m+ frustration and toxicity get lowered a bit , remember that toxicity equal frustration most of the times , people get frustrated that you messed up their key over and over or someone leave cause for him the key will not be timed , and then they enter their villain arc.

Sixth : Give us 2k gold per “timed” mythic plus run , the food and flasks combination and repair costs are way too fight this expac , no one want to go farm gold if your a m+ player or a raider , its not fun , its pure “i am being forced help please” , i was a guild officer and i could check exactly how much money i spent on repairs in a matter of 2 a month , it was 150k gold excluding flasks and potions and food.

Last but not least , please fix tanks and healers this season , every healers have a cortisol spike to heal so much aoe damage , some healers don’t have poison and curse dispel , why is that ? tank busters are on very short cd , if you mess up once with the amount of stress in the run , your team dies cause your the tank and the pillar of the group, and maybe the healer is busy healing the dps that don’t have defensives up , like that’s just not fun at all , increase tank busters cds , and give all healers poison and curse dispel.

Remember my friends that wow is made for people who like challenging content and for people who wanna sit back and enjoy their cup of coffee , so there is delves , and m+ to split the interests , and even delves are not something you can spam , so m+ is the only big endgame to do 24/7 , but this season "challenging content " is so abysmal , there is a difference between “i wanna tryhard and time high m+ keys” and “wtf im i looking at” , too much of something is always harmful.

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Saw something very similar from Ellesmere

Quick fixes that’ll have a huge impact on M+ participation and enjoyment:

  1. Change death affix to 10s (down from 15s) and nerf +12 affix to 5% (down from 10%)

  2. Make all mobs unable to cast again for 2 seconds after having their cast succeed or cancelled.

  3. Nerf all tank busters by like 30% and buff tank damage/self healing.

  4. Make crests tradable to alts and raise weekly gilded cap to 120. Then make all gear only require 4 upgrades to max out that track instead of 6, and make gilded achievement unlock when all gear is the same ilvl as max crafted.

  5. Make every key above a 10 drop 5k gold at the end of the run, increasing by 1k per key level. Also add an adventurers pouch with augment runes or extra gold for tanks and healers to help incentivize just like LFG/LFR does

  6. Buff drums to 20% haste, create a mass stealth engineering item that anyone can use with a 15m cd (not shared with pots, resets on key start).

  7. Disable all raid buffs in M+.

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Appreciate you , will check it out

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Good thing you posted it in its entirety, because the summary cuts off at

Nerf all tank…

I’m just imagining all the funny ways to complete that sentence.

Kudos to Ellesmere either way; those are measured adjustments.

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i run out of these on my alts quicker then i eat my cookies :frowning:

This for me is a weird one… Its an MMORPG… Not a “end game pillar que simulator”… Why even have repair costs if the game modes are supposed to be self-sufficient?

If we start making M+ and raids self-sufficient, why even have professions? You expect people that learn professions to just do it because they think its fun?

I don’t disagree. People always speak in absolutes. However… the 50g at the end of a dungeon is too little. You can rack up that much in repairs if you don’t even die and gold is rarer these days. Its a bigger gold sink than ever to run a few dungeons.

But they also did revamp the profession system… I’m not saying it’s perfect or no changes should be made… But let’s be honest, unless you’re a tank or healer you will spend time in ques just afking in Dornagol waiting for a key… You can easily go mine or herb… Even craft…

I think they want to move more people to professions, and again, while it may not be a perfect switch, I don’t want the pillars to be gold self-sufficient. Thats just my take

Had to laugh at this, what even is this arguement. M+/raiding being self sufficient doesn’t automatically put pots/food/crafted gear/enchants/gems on the AH, it just means you won’t have to fork out thousands of gold per dungeon you do and instead you can do dungeons to buy more supplies for more dungeons.

Even if you got 2-6k gold per m+ you did it would still be significantly less gold earned per hour than what crafting can net you.

Never claimed it would. I literally asked WHO would put them on the AH. Maybe instead of laughing, actually read what is written? :slight_smile:

Who do you think…You seem to be under the impression that the goblins would auto stop being goblins if people could earn a little gold from raids/m+

Only way that would stop happening is if they gave you 500k per dungeon.

So… We are now keeping the demand the same, but supply is reduced because people get more gold from M+ / raids… You do realize this just means more expensive pots / foods… Again forcing people back to getting gold outside of M+… ?

Literally no… Because then the “goblins” would increase the price… Like come on

Like you do understand the mechanics right? Do you think its coincidental that the prices are higher at the start of the season and then they fall towards the mid, and in some cases when mats carry over to season two (reagents etc.) the prices increase again?

Instead of “laughing” at a point, maybe do consider how inflation and supply would actually affect the output. Because what you’ve said so far makes no sense in reality.

The hell are you talking about, most people who spam m+/pvp/raid dont even use crafting professions. The supply and demand would remain the same. Almost everyone i hang out with has gathering professions and moan that its not worth it anymore so if anything you’d have so many more raw materials on AH if “everybody would stop crafting”.

In other mmos you can get gold by doing dungeon content , what’s your point here ? if you only play wow , i would understand your point of view , but this so wrong if you play other popular mmos , m+ players don’t like to do farming , people just wanna do raids and m+ , and if your talking about 'sitting in dornogal" , what did this prove ? yes we sit in dornagal cause we don’t like farming , is it a bad thing ? no its not , why you force people to do things , isn’t the game whole concept in mmos about choice ? why im forced to farm ? , its like going to gold farmers , and force them to do m+ and high end heroic or mythic raid to get their stuff , no double standard here.

Anectodal evidence is your solution now? My guildies use crafting as a mean to earn gold. So what are you talking about?
People use professions (in many cases) to earn gold. So no supply and demand would not be the same if M+ / raid was self-sufficient.

And the prices would move.

Guys acting like if people had more gold they’d be chugging flasks every 5 minutes.

Also doesnt understand that 3k per dungeons means jack and it’d still be way less gold than what crafters make per hour. But no, thats kill the desire for crafters…yea sure.

Because this is WoW… It has always been more than just 1 thing. Professions have always been a part of it.
MMORPGS is more than just M+. So no, in my humble opinion, I don’t agree that WoW should be a “sit in Dornagol afk game”.

Good, no actual arguments so you go for the man.

I said “SELF-SUFFICIENT” I did not mention any numbers :slight_smile: But change my words to make your point stand out sure :wink:

3k gold is self sufficient, thats enough for repairs, food, flasks, pots per dungeon (if everything goes well)

And you know what theyll do with that extra 3k? Thats right, buy more stuff making the supply the exact same.

Then we’re back at; who would provide the stuff to the AH? Is it only going to be the people that think professions are fun?