I swear to Zodiark, if they're just copying WoW with Mythic+ I'll ...
well, I'll just go about my business pretending they don't exist. Like PotD, HoH, Eureka and Bozja.
I swear to Zodiark, if they're just copying WoW with Mythic+ I'll ...
well, I'll just go about my business pretending they don't exist. Like PotD, HoH, Eureka and Bozja.
And you're free to do so! Not all content is for everyone. I personally believe the game gets better overall when it can cater to multiple types of players!
And not be afraid to do so . Players attempting to hold a developer hostage with threats of outrage and twitter shaming because a dev "dares" to make challenging content are deplorable.
Dude, I would love M+. I doubt that'll be the case, but having the opportunity to face savage (or higher) equivalent challenges in dungeons and earn gear appropriate to that challenge would be pretty awesome.
Nothing is actually terrible about the concept of Mythic+
It's rather the execution, as well as listening to the feedback that is bad. For example, one of the things hated about Mythic+ is the Keystone system. You'll need to do another dungeon to get it, then form your own party, before heading in with a chance someone leaves and you get punished instead. Solve this and other issues with Mythic+ and you'll have a working system everyone loves!
They went also to eSportish with the dungeons as well. You either need a perfect interrupt rotation for given trash pack or you wipe. Or if you wipe given pull or boss first pull it's wasted as you either won't make it in time or will not defeat the boss due to loss of a one time big buff. Legion design aside of problems with scaling at high key levels was quite fun, but then subsequent iterations got more and more annoying.
And it would be hard to make queue for M+ alike in FF as it would require grading players by their performance.
And that would be perfect, because that's exactly what many people are asking for. Repeatable, hard (hopefully), varied content, just like PotD, HoH, Eureka and Bozja. They just need to make the boring parts more enjoyable (like proccing duels or the first 70-170 deep dungeon floors).
Which is fine. You'd be no more obliged to do that than anyone else would be to do Exploratory or Auto-generated Grid grinds.
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It seems like any conversation about Mythic+ quickly devolves into 'core' vs. 'externalities'.
Let's say we make it so that to do the 3rd tier of any expansion's Savage, you had to progress through ascending difficulty levels of the previous 8 fights, with new mechanics being added with every 3rd additional difficulty level. But rather than being able to select which one to progress through, you get a Key Item that unlocks just one of them, so you and your party are dependent on someone having the Key Item you want if you've any preferences as to which fight to progress in its challenge modes. Those are the externalities of Mythic+, the system bloat that tries to curtail how much people can do Mythic+, and skip out on other avenues of progression, if it gets too fun.
The system would work just fine if you could select any fight to Challenge, at any Challenge Level. Its only core is that there are many fine levels of difficulty (think 3 difficulties levels just between Normal and Extreme, Extreme and Savage, Savage and Ultimate, so more anxious players could still progress -- at less frustratingly large steps, if they so please) and the optional addition of further, typically mechanics that shake up how you approach the given piece of content. Or, put more simply: it offers far finer player-chosen difficulty tuning, optional additional mechanics, a further sense of progression, and thereby highly cost-efficient variety and longevity for content made.
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