The Devs just revealed their plans on a first massive overhaul of the Mythic Keystone System. Although the changes are still in testing on the PTR the future goals are quite clear.
No More Depletion; Less Loot
So here is a quick overview of what will change according to Blizzards plans:
- Keystones will no longer deplete. Instead:
- If you do not complete the dungeon at all you will get the same Keystone but 1 level lower
- If you do complete the dungeon but not beating any timers, you will get a Keystone for a random dungeon, 1 level lower than the one you’ve played
- Nothing will change if you complete a dungeon in time: random keystone, 1-3 higher levels depending on how fast your run was
- There won’t be additional chests at the end of a run, regardless how fast you rushed through the dungeon. Instead:
- One Chest with two items guaranteed for your group if you finish a keystone dungeon
- An additional third item if you beat any timer
- Of course their will be Artifact Power as well
Update: More Loot on +15 And Higher
Blizzard heard our feedback and brought back some loot for higher keys:
One additional change we’re making that should hit in the next PTR build, with the goal of providing some extra incentive to run difficulties past the item level cap.
For every Keystone level above 15, you’ll have an increasing chance for the final chest to contain additional loot. This chance scales linearly, will roll over past 100%, and accumulates pretty quickly: at level 20, you’ll be guaranteed 4 pieces of loot, plus a 5th if you beat the timer.
Possible Effects on Our Daily Game
So let’s think a moment about the effects on our daily routine. How will these changes impact our activities in game?
- You now will be able to run more dungeons in a guild group without pugging as there always will be some keystones available because they no longer deplete
- In terms of itemization, raids become more important again. You won’t get as much gear from keystone runs as before
- Boosting groups will make a lot more money in the future because people will try to run a keystone as high as possible every week
Blizzard already confirmed, that the difficulty cap will be raised to +15 and we suppose that gear and Artifact Power will be raised as well, once the Mythic ID for Tomb of Sargeras opens. After all you still want to try completing a +15 (now +10) key every week.
FatBoss TV on Mythic+ Changes
The guys from FatBoss TV are discussing Patch 7.2.5 in their latest episode of Laps around Dalaran:
We’ve been thrilled to see how positively players have responded to Mythic Keystone dungeons since Legion’s release. However, there are a couple areas in which our original design for the system hasn’t quite matched up with how things have worked out in practice. In an upcoming 7.2.5 PTR build, we’re going to try out a couple of changes to how Keystone runs work.
The first big change is that we’re getting rid of the depletion mechanic. We’d originally imagined that getting ahold of a Keystone would be more of a barrier than it is, but in reality, there are so many players participating that it’s generally not too difficult to find someone with a Keystone you’d like to run. In that environment, depleting a Keystone is more of an annoyance than anything else – especially when it happens for reasons outside of your control (such as a player disconnecting).
Instead, we’re going to try the following:
- Completing the run on time will have the same results it currently does in 7.2: you’ll get a new Keystone for a random dungeon that’s 1-3 levels higher than the one you just completed, based on how quickly you finished.
- If you complete the dungeon but don’t make the timer, you’ll get a Keystone for a random dungeon that’s 1 level lower than the one you just used.
- If you don’t complete the dungeon at all, you’ll have a Keystone for the same dungeon that’s one level lower than the one you just used.
The other thing we’re looking to change is the way that rewards are given at the end of a run. Currently, when you complete a run that upgrades your Keystone by 2 or 3 levels, you’re also given a 2nd or 3rd chest. This is because, when we believed that Keystones would be rare, we didn’t want you to miss out on any of the loot you might have collected from the runs you were “skipping.”
However, because of this, players tend to look for lower-level Keystones that they can easily stomp through, instead of higher-level Keystones that are appropriately challenging for their gear and skill. That, in turn, affects who they’re willing to invite. AOE damage output is preferred over everything else, because the only concern is how quickly you can clear through easy trash packs. And gear requirements tend to outpace what actually drops: if you could find upgrades in a Mythic 6, you’ll have a hard time finding a group, because the Mythic 6 groups are full of players who are capable of clearing 10+ and are just looking for an easy 3-chest.
With that in mind, here’s the changes we’re planning to test:
- You no longer receive additional chests at the end of a run for completing it quickly.
- When you finish a Mythic+ dungeon, the chest at the end will contain two items and an appropriate amount of Artifact Power.
- If you beat the timer, regardless of how quickly, there will be a third item in the chest.
- Keystones can still upgrade by 2 or 3 steps, so you can quickly get to a difficulty level appropriate for you.
Our overall goal with these changes is to incentivize groups to take on dungeons where they know they’re likely to see upgrades, instead of preferring keys that are far too easy for them. Once the Tomb of Sargeras raid is available on Mythic difficulty, we’ll also increase the maximum rewards from Mythic Keystone runs to level 15.
To clarify: with these changes, the chest at the end of each Mythic+ run would contain a total of 3 items (2 if you don’t beat the timer). That’s split across the group, not per-person.
So yes, it’s fewer total items than a 3-chest finish in 7.2. However, it’s an increase in items for players doing 1-chest clears at an appropriate difficulty level. This is also why I mentioned that the difficulty cap for M+ will be increasing to 15 once Tomb opens on Mythic.
Source: Bluepost on the forums