Mythic+, Present and Future: Ideas and Suggestions

Mythic+, Present and Future: Ideas and Suggestions

Introduction

Hello everyone,
This discussion thread aims solely to talk about the Mythic+ game mode in World of Warcraft: its current state, what it offers, access conditions, issues it presents, as well as suggestions to improve it or enhance its appeal as an endgame content.

All the points addressed here reflect my personal opinion as a “dedicated” and competitive player for whom Mythic+ is the only reason to log in and play with friends.


Endgame Activities: Comparison with Raids

When I talk about endgame activities, I specifically mean group activities involving some level of personal or guild challenge. Therefore, I will set aside normal, heroic, and mythic 0 dungeons, crafting-related activities, delves, achievement hunting, or any solo-style gameplay.

We can thus narrow group activities down to three main categories: raids, PvP, and Mythic+ dungeons. To stay within PvE, I focus on raids and Mythic+.

Mythic+ offers an alternative to raids by providing a comparable challenge through its infinite scaling system, rivaling the most difficult and demanding raids.

Both activities share similar criteria and access conditions: a group of players, a challenge with varying difficulty levels (normal, heroic, mythic for raids; key levels for Mythic+), and repeated attempts to succeed. Mythic+ dungeons require completion within a time limit and a percentage of trash mobs killed. Since the challenge and essence of this mode rely on these two conditions, they will not be questioned here nor compared to raids.


System, Artificial Walls, Game Mechanics, and Rewards

Thanks to its dungeon-based nature, Mythic+ offers a faster and easier-to-organize experience than raids, which require 20 players and fixed schedules.

Mythic+ is the only alternative for small groups or solo players seeking demanding PvE content that tests mastery of their character and game mechanics, from low key levels to world record high keys.

During a Mythic+ season, competition is constant, similar to raids, and the exploits of the best teams persist throughout the entire season.

Major Differences Between Raids and Mythic+

Key Deplete: Mythic+ is an infinitely scaling mode. This means that every player eventually faces a temporary “limit” — a key level that feels like a wall. This limit is a goal and a reason to keep playing and surpass it.

The problem is that the current system only allows one attempt to overcome this limit: if you fail, you lose a key level (key deplete). This restriction is artificially added and causes frustration and abandonment.

Imagine if after a raid wipe, you had to restart the raid at a lower difficulty because the game deems you unfit for this level.

The key deplete system removes the player’s freedom to choose their challenge. They should be able to try as long as they want in a key that the game “thinks” is above their level without fearing to lose progress, especially since it does not impact other players. Succeeding after many tries gives a great sense of pride and accomplishment.

The infinite scaling system should serve as a natural leaderboard where each player progresses at their own pace. Losing a key level is not a “reality check” but a frustrating and useless punishment.

In-Game Rewards

Currently, rewards are very limited despite Mythic+ being the second most played PvE mode. Item level of loot caps at heroic level, for reasons unknown.

Cosmetics are more numerous than before (including a mount), but still far from the quality found in Mists of Pandaria challenge modes. The title awarded to the top 0.1% players feels more like a joke, rewarding time spent climbing keys rather than enjoying the game.

Group Finder and Matchmaking

For a solo player looking for a high-level key, wait times to find a group can stretch to hours. Key owners, due to the punitive key deplete system, prefer inviting overqualified players to ensure their key’s success, neglecting requests from players who haven’t yet reached the required level.

Progression is thus abandoned: fear of losing the key governs every decision. Players reroll to copy the meta and increase invitation chances, sometimes sacrificing their own enjoyment by dropping their favorite class or role.


Ideas, Suggestions, and Possible Solutions

Key Deplete: Resilient Keys

Two possible approaches to fix this issue:

  • Approach 1: Improve the current system
    Keep resilient keys but make them more useful. For example, once all level 18 keys are completed, players could attempt level 19 keys infinitely. After clearing all level 19 keys, resilient level 20 would unlock, etc.
    This system validates the player’s skill on each dungeon before moving up, removes artificial difficulty walls (key deplete rollback), while maintaining normal progression.
  • Approach 2: Remove key deplete entirely
    Each dungeon would be tied to a key via a special Mythic+ menu. Players choose where to go and resume progression at their best level for each dungeon, inviting whoever they want.
    Their choices would no longer be dictated by fear of regression. Playing with friends of different levels would also be easier, as there would be no in-game “loss” aside from time invested.
    This is the option I would choose, as it offers the most freedom to players.

In-Game Rewards

  • Allow item level mythic loot from a certain key level. It’s illogical for loot to cap at heroic when some keys rival mythic raids in difficulty, coordination, and mastery.
  • Cap Mythic+ item level separately, restoring the glory of MoP dungeon challenge modes and resolving ilvl discrepancies between raids and Mythic+.
  • Implement a reward system by rating tiers, e.g., a bar from 0 to 5000 representing a player’s Mythic+ rating, like a free battle pass. Each tier unlocks cosmetics, rewarding effort and progression.
    The top 0.1% title could be integrated into this system.

Matchmaking

  • Add an automated group finder system like for normal dungeons or LFR, with key level selection and separate Mythic+ score.
    This would ease access for new players and rerolls.
  • Custom group finder would remain useful for very high keys or specific criteria but shouldn’t be mandatory at lower levels.
  • To encourage class diversity and reduce infinite city waits, introduce Bloodlust and battle rez tools accessible as dungeon utilities, currently essential and often reserving 2 out of 5 group slots.

Conclusion

Mythic+ dungeons are an integral part of World of Warcraft’s endgame and deserve full attention.

Recent updates introducing resilient keys show a willingness to fix some issues, but it’s not enough.

This content is the only alternative to raids for PvE players seeking challenge and the only option for small groups of 5. Mythic+ must not be treated as a side activity but as a full part of the game.

I hope I convinced you on at least one point — that alone would be a huge step forward in addressing Mythic+’s current challenges.

Thank you.

Ps: This pos thas been translated from French to English by an AI. Even if i understand English correctly, i’m not qualified enough to translate that much text without sounding stupid. Hope you understand.

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I like your enthusiasm… But lets get some things straight first.

Solo players should stick to solo content: Delves and Open World.

If you want to play GROUP content then you should socialize. Make friends. Join communities, guilds, talk in the /party. Offer to do more keys… ect…

NO… NO… NO…

I actually payed attention up to that point. Read that and stopped reading because that invalidated everything else.

NOPE. Sorry.

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I feel like chatGPT wrote this thread and what OP talks about has been talked to death in tbe ongoing mega thread.

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People that ask for matchmaking never actually played a PvE game with matchmaking…

Im playing Darktide now. That has matchmaking… and jesus… at some difficulty its impossible to win any game at all. You HAVE to use some rudimentary LFG system in order to even win a single game…

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Yo chatgpt, regurgitate some talking points on resi keys and depletion!

Vomit out at least 3000 words please.

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How about mythic+ delves? Solo ofc with a full npc party (similar to those stroy missions in dungeons like rookery). The NPCs won’t get mad if you yell at them LUL

HAHAHAHA…

Bran does an excellent job I see. And now you want 4 of him? Really… try out follower dungeons. And see how well those NPCs do their job… :smiley:

This is what I said in another post.

If you want to play alone. Play a SP game that is built to be played alone. Not a half-baked shoe-horsed mode.

This is an MMO. Its in the NAME… and because its build from the ground up as a multiplayer game, you will for ever have a really bad SP experience compared to dedicated SP games.

Nah he’s horrendous. But why not? I’d give it a try. At least the NPCs have a valid excuse for being bad :rofl:

If you know something is going to suck, why try it?

I know that if I jump out the window it will hurt. So why not try it.

Because those NPCs are still more decent than your average M+ Pug Joe :smiley:

That is a stupid assumption that only those that dont play any M+ at all claim.

Oh I wish it would be. But it’s actual experience. Especially as a healer or tank.

Oh this argument again… I have answered way to many whiners this week. Im out of tokens.

You are full of BS basically. And that is not just my own experience, its many other’s experience.

And FYI: If you keep being RANDOMLY matched with bad people. Maybe the problem is not them. Its YOU. Especially if you play as healer/tank. :slight_smile:

I would much preffer something like a mage tower. Its purely scaled for Solo and it has role categories tank/heal/RDPS/MDPS. No followers.

Ok Keystone Explorer the vast experience you have is vastly superior to Uda’s /s…

We have harder delves with affixes coming this reset with patch for the new 701 item level belt as far as i know.

If you say so. LOL

OK random bootlicker alt with hidden profile

Ok guys, so today I will be comparing the difference between an orange and a chicken nugget!

So to get started, commonly both are referred to as “Edibles”.

And…uhh shifts through notes
Hang on, it was here … Ah, here we go.

They are two different things.

Huh…how 'bout that! :scream_cat:

Thank you for coming to my seminar!

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Orange sauce with chicken nuggets would be a great idea a bit like duck :slight_smile:

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