Paid boosting was particularly controversial in this instance, because it pushed legitimate records out of the top-1% reward category.

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Blizzard is scrubbing through its new World of Warcraft Mythic Plus Dungeon top-1% rankings for people who paid for carries, World of Warcraft game director Ion Hazzikostas says.

The timed dungeon mode offered its first-ever rewards at that level this past season in the Midnight expansion, which ended August 11. Unlike similar high-end rewards in PvP combat, this ranking level in Mythic Plus dungeons was a flat percentage of players, rather than a set score they had to achieve.

Some players paid for the privilege, and the glowy red-and-black bird mount that came with the title. These boosts were particularly controversial, as the percentage cutoff meant that every successful carry removed a player that legitimately earned the score.

"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," Hazzikostas said.

"I hit 1% M+ rating yesterday and it lasted for 5 minutes," wrote one typical person on Reddit just before the end of the season. "The 1% cutoff is going up by about 2 points every day. Ninety percent of +21 [level] groups in the group finder are 'note' keys where you need to pay the keyholder to be invited. People are also buying actual boosts en masse because of the new 1% title and resilient keystones making it possible. Playing organically is no longer possible."

The 1% rewards have not yet been awarded in game. Hazzikostas and associate game director Paul Kubit said they are popular and will continue.

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Blizzard recently removed the Mythic raiding mount from the accounts of players determined to have paid for them in the game's large-group content, primarily with real-money transactions, which are forbidden by WoW's terms of service.

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Carries paid only in gold to specific guilds or individuals appear to be legitimate, based on past Blizzard posts and enforcement actions, but some players caught by the corrective wave in raids say they paid in gold and had their mounts removed anyway. (That's happened in the past when the sellers who got people a ranking or reward took in-game gold in some cases and real money in others, or when cross-server boosting communities were involved.)

Sales are not the only part of the new Mythic Plus rewards that players are heatedly discussing. The decision to make the cutoff a percentage rather than a fixed rating means that people near the cutoff had to play nearly continuously at the end of their season to keep their ranking.

Kubit, who is in charge of the Midnight expansion, said making the cutoff percentage-based keeps people playing even as their numbers increase over the course of a season.

"This is aimed at the 1%, which is by definition pretty elite, one of those people who really like to push the upper end of what mythic plus gameplay is all about," he says. "We want to make sure that you do truly feel like you can do that, as opposed to laying off the gas."

Numbers suggest that goal may not have entirely played out as expected, however. Raider.io, which tracks Mythic Plus Dungeon statistics, shows that more people played Mythic Plus dungeons at the start and end of Midnight's first season than did the first season in The War Within expansion (about 5.2 million, compared to about 2.5 million), but the drop-off at the end of the season was actually steeper in Midnight than it was in War Within.

Just 12.3% of players were still doing the dungeons at the end of Midnight Season 1, versus 16.8% in War Within. Those numbers of players remained fairly static for the six weeks at the end of both seasons.

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Players' reactions were decidedl...Read more: Full article on www.pcgamer.com

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