Blizzard doing ‘a thorough scrub’ of illegitimate World of Warcraft Mythic-Plus dungeon rankings, with more changes to come

Blizzard Entertainment is currently undertaking a meticulous review of its World of Warcraft Mythic Plus Dungeon rankings, specifically focusing on instances where players may have purchased carries. According to Ion Hazzikostas, the game director, this initiative follows the introduction of the first-ever rewards for the top 1% of players in the timed dungeon mode during the recent Midnight expansion, which concluded on August 11. Unlike the fixed score requirements typically seen in PvP combat, this ranking system operated on a percentage basis, creating a scenario where each successful carry could displace a player who legitimately earned their score.

Hazzikostas stated, “The team is doing a thorough scrub of this for Season 1 and will share more with the community soon about how we approached that review, as well as the final results.” The stakes were high, as players vied for the coveted glowy red-and-black bird mount, accompanied by an exclusive title.

A constant grind to keep a reward in sight

The competitive nature of the rankings led to a surge in discussions across platforms like Reddit. One player lamented, “I hit 1% M+ rating yesterday and it lasted for 5 minutes,” highlighting the rapidly increasing cutoff that rose by approximately two points daily. The community has observed a troubling trend where a significant portion of +21 level groups in the finder required players to pay for invitations, further complicating the organic gameplay experience.

While Blizzard has taken action against players who obtained Mythic raiding mounts through real-money transactions, the situation remains complex. Players who paid in gold to specific guilds or individuals have reported losing their mounts despite adhering to what they believed were legitimate practices. This confusion stems from past enforcement actions that have blurred the lines between acceptable and unacceptable methods of obtaining rewards.

A percentage cutoff to keep things exciting—but did it work?

Paul Kubit, the lead on the Midnight expansion, defended the percentage-based cutoff, asserting that it encourages continuous engagement as players strive to maintain their rankings. Data from Raider.io indicates that participation in Mythic Plus dungeons surged at both the beginning and end of the Midnight season, with approximately 5.2 million players participating compared to 2.5 million in the previous expansion, The War Within. However, the retention rate at the end of the season was notably lower, with only 12.3% of players still active, compared to 16.8% in the prior season.

Community sentiment regarding the new rewards has been mixed. Some players expressed that the uncertainty surrounding the percentage cutoff added stress rather than excitement to the end of the season. Others argued that the percentile system correlates with seasonal difficulty, making it a necessary evil to maintain competitiveness.

Players enthusiastic about a new reward, but mixed on how it was awarded

The introduction of “resilient” keys, which maintain their level after completion, has facilitated higher-level pushes and boosted the market for timed dungeon sales. Historical context reveals that World of Warcraft initially employed a percentage-based reward system for PvP, which was later adjusted due to player feedback regarding the grind and rampant sales. The current system aims to mitigate these issues while still rewarding top performers.

Class balance makes earning the bird tougher for some players

As players navigate the competitive landscape of Mythic Plus dungeons, class balance has emerged as a significant factor. The data shows a trend toward a homogenized group composition, with the majority of successful teams relying on a select few “meta” specs. This has raised concerns about accessibility for players who prefer other classes or specializations.

“You shouldn’t feel forced into any particular meta spec,” Kubit emphasized, acknowledging the need for variety in gameplay. “When we’re thinking about world record folks, some of the fun is identifying different strategies and character combinations.” However, he noted that the top 1% of players tend to gravitate toward specific specs, which can create barriers for others.

Dungeons are designed for all classes to play, but 1% mounts may get more specific

Blizzard is committed to ensuring that dungeons remain accessible for all classes, even as they explore the possibility of implementing specialization-specific cutoffs for future seasons. Hazzikostas mentioned that while the idea is exciting, it requires careful consideration to maintain fairness across the board. “We are trying to serve the largest audience possible,” he stated, indicating that the development team is keenly aware of community feedback and eager to share updates as they progress.

AppWizard
Blizzard doing 'a thorough scrub' of illegitimate World of Warcraft Mythic-Plus dungeon rankings, with more changes to come