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MDI Rules that Would Improve Class Diversity (Opinion)
Moderna
Publicado
23/08/2019 a las 02:06
por
tettles
It may come as no surprise that the meta in the Mythic Dungeon International can be fairly stale from time to time. However, it is important to note that rarely is the MDI meta defined because of the rule set, it is normally defined due to class balance and more aggressive class balancing would be more of a way of changing metas for MDI. At the end of the day you are playing against the dungeon, and not really against the other team. People just want to see their class and spec represented in some form or fashion, but in a game where you are speed running versus AI, that is not realistic.
There are some rules that could be added or altered to change class balance, and in this article we explore some of those rule-set changes that I feel would affect class diversity.
About the Author
Hello, my name is
Tettles
, and I am currently a Balance Expert in the
Dreamgrove
. I am a top Mythic+ player, competed in MDI #2, and am a raider in one of the top NA guilds, Might - Zul'Jin - Horde - NA. You can find me in the
Dreamgrove Discord
, on
Youtube
, or on my
Twitch
.
No 2 of the same Spec
Pros:
More diversity.
No more x2 and x3 Rogue.
Limits the effects of balance discrepancies.
Cons:
Lower maximum play.
Probably still seeing the same compositions run to run.
Requires more flexibility on the players.
Still have x3 Melee.
I see not allowing multiple copies of the same spec or class offered up as an option to some of the recent things we have been seeing in the MDI. Whenever I hear no 2 of the same class, that instantly becomes an issue due to tanks and healers being so limited in pool that it hurts the other dps specs that are associated with that class (Fury Warrior, Unholy Death Knight, Windwalker Monk, etc).
However, no 2 of the same spec is an interesting proposition. It definitely increases the diversity across all 3 DPS members on the team, but you would probably still see all 5 of the same specs locked in run to run due to it just being the best comp available. It would instantly kill the multiple copies of Outlaw Rogues and Windwalker Monks we have seen from MDI thus far. It could be a good change, but in a world where the game is a bit more balanced, it is not necessary.
Map Picks and Bans
Pros:
Makes the games more head to head competition wise.
Can ban out niche picks if you believe that a team would just automatically win a dungeon.
Potential for innovation.
Allows teams with limited practice time to increase their chance of winning via upset.
Cons:
Does not really change spec picks.
Significantly less 2-0’s.
Concern that it would make maps 2 and 3 vastly worse competition wise.
Without you being locked into a composition for all 3 maps, it does not really allow you to all in on 1 strategy or niche pick, which would increase the class diversity. (I’m not sure if this is a pro or a con because in theory it should allow every map to be competitive somewhat, but I seriously doubt that happens.)
Map pick and ban is an interesting concept, as it would require a full redesign of the dungeon system. We have seen dungeon picks work themselves out before with a map pool system. It was something that was used in MDI #2, but there was a bit of a difference in the form of you also picked the 3rd affix that was present in the dungeon. If there were just map picks for games 2 and 3, my worry is that you would only practice a few maps very heavily and then just don’t bother with the rest of them similar to what we had in MDI 2. Basically people would only practice the first map of the set and their pick of map, and they would just pray that they did not lose.
This seems slightly better for teams with more limited practice time, but overall I think it is worse than the current system and does not affect class diversity. The only reason it affected class diversity in previous MDIs was because your comp was locked in and there were some maps that some classes just automatically won on (Mage in Blackrook Hold, Rogue in Eye of Azshara, or Warlock in Arcway). Now, the dungeons are far more balanced where not one class is just an extreme outlier due to niche utility rendering other specs and classes useless.
Spec Bans
Pros:
Increased class diversity vastly.
Really shows off the skill of some players.
Makes the teams play against one another a bit as opposed to solely playing vs the dungeon, increasing the strategy of the tournament.
Cons:
Lowers the consistency and quality of the runs.
Rock, Paper, Scissors banning.
Requires all players to play multiple specs, and increases the practice time required for the runs by some ridiculous amount.
Is not really practical for the players.
I see class or spec bans as an idea that is tossed around quite a bit, but has a few major flaws just by design. Spec bans are one of the most direct ways that you could affect the meta, but at the end of the day it would devolve into some terrible back and forth. Basically with only 36 specs in the game, you would end up just banning out the most impactful role, which under normal circumstances would be the healer or the tank. Taking the current meta, if one team bans out Prot Warrior and the other team bans out Brewmaster Monk / Vengeance Demon Hunter, you better make sure that you have some pretty in depth tank strategies developed, because these T2 tanks can sometimes make the strategies work, but the consistency and frequency is just not there. The upside for something like this is that you would never have a world where you would have 3 Outlaw Rogues again, but I think in a more balanced DPS meta then spec bans just become worse.
Forced Spec Picks
Pros:
Highest class diversity present.
Everybody’s class / spec will get played
Will really see some unique strategies from time to time
Cons:
Would be detrimental for participation in the MDI.
A boat-load of practice is required.
Lower quality of runs across the board.
Now we’re getting into a world where there is no meta and the MDI is an adaptation game as opposed to strictly a speed run. How I envision this is that the teams would know ahead of time which maps correspond to which compositions and are forced to practice that map with that comp. This increases the required character pool heavily of each individual member of the team, forcing a ridiculous amount of preparation time. With dungeons the way they are now, you have a rough blueprint of how every dungeon will be done, however if you have to change your composition so drastically week to week that is kind of thrown out the window.
I suspect this change would have very few people competing week to week, as it does not seem very fun for the players. On the upside though, the likelihood of us seeing super niche strategies due to these weird compositions is pretty high. I think it may increase the viewer experience a bit, but it still has to be a major concern that it would just tank the player experience making them decide to not participate.
Engineering Gear / Mechagon Gear
Pros:
Chance to increase diversity (Mistweaver Monk, Holy Paladin, and Fire Mage).
Minimally intrusive on the integrity of the game itself.
You have access to these things on the live game even if it is at an item level loss.
Cons:
You would not have Mechagon dungeon gear at 445 on live realistically.
No other cons????
For this specific MDI, the absence of
Controlador de tiempo inestable
and the
Cubremuñecas de hiperhilo
from
Operation Mechagon
dungeon significantly decreases the viability of a few specs. Only Warlock, Death Knight, and Druidhave access to Battle Rez in the current state of the game. This is pretty detrimental as Death Knight is a pretty niche pick and Warlock is pretty much dead for MDI content. This leaves more or less locked into Restoration Druid. They added the Engineering Battle Rez to the live game to help alleviate this issue, but it is not available on the Tournament Realm. This significantly reduces the opportunities to play Mistweaver Monk or Holy Paladin (also
Fusión de las sombras
for Paladin).
Hyperthread Wrist Wraps and Mechagon gear in general is not available on the vendor on the Tournament Realm. Hyperthread Wrist Wraps make Mage insanely insanely strong increasing their chance for viability by a significant amount. Not having them is not the only reason why we are not seeing Fire Mage, but it definitely hinders the opportunity to see a Fire Mage. I do not believe the Punch Card with the Cyclotronic Blast should be on the Tournament Realm, but I do believe other Mechagon gear should be.
Conclusion
The meta in the current MDI is defined by things such as
Fusión de las sombras
, ridiculous amount of on demand multi target damage, Crowd Control effects, and amount of kicks required. At their core, these issues are game design and gameplay issues that just bleed over into the MDI. There are some rule changes that would instantly effect class diversity, but how much of it is on the MDI and how much is on the base game. At the end of it all, MDI is just a very niche scope into a very broad and dynamic game.
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