Quote Originally Posted by Alxyzntlct View Post
Mythic+ from WoW, while a cool concept initially, has evolved over the years into the single worst game-mode that I've ever seen, fostering one of the most toxic online communities and general mindsets. It's a big part of the reason why I finally left WoW. I dearly, dearly hope nothing of the sort is implemented here in FFXIV.

The critical issues I found with it:
- Focusing around timed runs further emphasized "GOGOGO", which isn't an open-ended form of gameplay a lot of players are interested in, so it begins limiting the amount of playerbase that gets into it
- Originally M+ offered the easiest means of gearing up, which annoyed the raiders so the reward structure started getting really wonky as the years progressed, requiring more work for less rewards, only really rewarding the people who played the game mode hardcore and becoming less and less casual-friendly
- Because of the changes in reward structure, really only rewarding those that push the further, the in-game gatekeeping got INSANE, which killed a lot of casual-access to the game mode, especially if anybody started a season late
- And then recently they started applying mount rewards for completing the major challenge-point, which was clearly an attempt to get more players to attempt it, but wound up resulting in the in-game community gatekeeping access even harder

I understand folks interest in having harder game content to play, but if rewards are involved in any way, shape, or form, then it's going to devolve quickly into unpleasantness for a lot of the playerbase, which so far as I know SE is actively attempting to avoid.
This is pretty exaggerative...

- Short of a +10 or so, you had time for a DPS or two to go afk for several minutes at a time and still wipe several times as a group.
- The rewards capped at a +15 (or +14 for the choice of weekly bonus loot, which was shared with raiding and PvP), whereas hardcore groups were progging 27+. Hardcore M+ players were the only ones not being proportionately rewarded for their efforts. (Why did they do it, then? For the fun of competition itself.)
- Again, by the time you left midcore, you stopped being rewarded. Casual access was still well and truly there. You just didn't get the same rewards for doing a run no harder than a Normal raid as one would get from a run at least as hard as doing a Heroic one. That's not "exclusive" or "anti-casual"; that's merely proportionate and allowing for progression.
- The "gatekeeping" was unchanged. Do your +13s and you tended to get invites to +14s, perhaps even 15s, regardless of spec, so long as the party you applied to hit its bases (access to useful CC, Bloodlust/Heroism, etc.). Have only an average of +7s, and no, you weren't likely to be invited to anything above a +10, but why would you be?