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Dragonflight Mythic+ Details

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We have a lot of details being shared by Game Director Ion Hazzikostas, as he discusses the Dragonflight Mythic+ system with 4 dungeons from the new expansion and 4 from previous expansions consisting a season of content. We get to hear about loot balance, trinkets, knowledge expectations and a lot more.

Blizzard LogoMythic+ (Source)

Thanks for raising the concern! Itemization is definitely a big piece of how this will all need to fit together in order to work, and the goal would be for each season’s dungeon pool to provide deep and varied loot options. In some cases, that may mean modifying or supplementing loot from older expansions’ dungeons. If we were to mix in M+ versions of Mists of Pandaria dungeons alongside new Dragonflight dungeons, for example, we’d make sure that the resulting seasonal pool provides full itemization coverage for all specs. It’s likely that we’d also take a close look at trinkets in particular from Mists dungeons, which weren’t necessarily created or tuned with cutting-edge performance in mind (since back then dungeon difficulty capped out at Heroic; Challenge Mode only gave cosmetic rewards).

If we ended up landing in a situation where a specific item from the prior season’s dungeons was beating higher item level alternatives from the following season, we’d make tuning adjustments to correct that. You shouldn’t need to worry about “missable BiS” being a thing. But on the other hand, we’ve heard tons of feedback about how re-farming Soulletting Ruby, IQD, etc., every season hasn’t exactly felt like a compelling progression experience, so we’re excited at the chance to shake things up there.

Aside from a complete itemization refresh from season to season, our hope is for the dungeon gameplay itself to feel fresher, and like a new set of puzzles for the community to solve each season. We’ve seen really mixed (often negative) experiences in the past when we add brand new dungeons into an existing pool of dungeons that the community has already mastered, and try to set them up as equivalent in terms of difficulty and rewards. And while the hardcore M+ community may not experience this issue firsthand, it’s hard to overstate how daunting it can be for someone to try to get into M+ PUGs or try a new role like tanking for the first time deep in an expansion, when the established community is largely focused on routing micro-optimizations and time-saving tech, and groups likely assume complete baseline knowledge of all boss mechanics, positioning, target priority, and so forth.

We’re well aware of the risk that it might be disappointing to not get to experience M+ versions of all eight new Dragonflight dungeons during the first season, but our hope is that mixing in some dungeons that have never before had an M+ component (e.g. Shado-Pan Monastery) will make for a fun new experience there, and that in the long run the complete rotation will make for a much healthier and more dynamic Mythic+ experience over the course of the expansion as a whole.

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Funny to hear, given the Vault of the Wardens trinkets are still BIS for plenty of specs for half a year now with no tuning in sight.

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As someone who couldn't stand the aethetics/story of the majority of SDL dungeons, but had to run M+ to keep up with gear for guild raids, I love this change. It just gives us more variety and what is really the difference in X.3 between running a M+ from 3 patches ago or running one from 3 expansions ago?

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I like the idea, balance and itemisation issues that will come aside, I just don't understand why they limit it to 8 dungeons. Why not do all 8 of the actual new dungeons, and then add the 4 older ones.

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3 hours ago, Bobbis said:

I like the idea, balance and itemisation issues that will come aside, I just don't understand why they limit it to 8 dungeons. Why not do all 8 of the actual new dungeons, and then add the 4 older ones.

One possible reason is the keymaster and related achievements. Asking people with limited time to time 12 dungeons in a +15 or higher, on fortified and tyrannical each (so potentially 24 runs assuming zero fails) is a lot. 

 

They could solve it by making the rating requirement simply "time 8 +15 or higher dungeons in dragonflight season 1", and keep the crazy all-dung requirements for cosmetic only achievements like +20s.

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sounds like a way to save some money in developing less dungeons overall. would have liked that if it was an addition to the existing dungeons but now we just get 4 new dungeons, sounds a bit boring, even if the old dungeons shuffle, most of them ive seen plenty times. hope at least they will add new dungeons not too late and still add a mega dungeon. (would also like to get new dungeons, like they did in legion several times after the release of the starting dungeons)

Would be nice to see something like season 2 all 8 new dugeons + 2 new dungeons or4 older ones(or just stick with the 8 new dungeons) and/or a mega dungeon (as m+ for s3) if they dont bringt all at the beginning so that it at least fits SL standarts

Edited by ResoWho

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1 hour ago, Mishmish said:

One possible reason is the keymaster and related achievements

i dont think its due to getting KSM, getting KSM actually is a joke in SL tbh especially since its bound to rating, you dont even needed to time keys to get that. its enough to have +14/+15 keys with not every key in time or if you find 1 dungeon easier then another, you can play it and time it on +16 and take a harder one on 13 not timed and will still grant you KSM, mount and titel.

in pvp  for example you have to play at a certain rating and above to get a mount, everything below or a lose doesnt count or decreases your rating, so that your games dont count for your progression anymore.

on raid you have to kill the last boss normally, to get a mount and titel.

both will take way longer for the avarage player

Edited by ResoWho

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