Blizzard lowers the barrier to M+ but guards the top: the top 1% is under review
Midnight Season 2's +10 and +11 keys were completed in time more often during opening week. Blizzard is also reviewing Season 1's top 1% rankings before awarding the rewards.
Midnight's Mythic+ sits between two objectives. Blizzard wants to make the key levels that unlock the highest Great Vault reward more accessible and reduce the pressure felt particularly by tanks and healers. At the same time, Season 1's top 1% reward must remain genuinely competitive, so the season's rankings are being reviewed before the rewards are awarded.
These goals are not contradictory. More players should be able to pursue their weekly gear reward, but the value of a limited reward for the very top depends on credible leaderboard results. Data from Season 2's first Vault week offers an early indication of how the more accessible side of the system is working. Blizzard has not yet published the outcome of the ranking review.
Season 1's top 1% rankings are being reviewed before rewards

World of Warcraft game director Ion Hazzikostas told PC Gamer that the team is conducting a thorough review of Season 1's M+ rankings. The interview was published on August 31, when the top 1% rewards had not yet been awarded. Blizzard plans to explain later how the review was conducted and what results it produced.
What has been confirmed at this stage is the review, not a completed list of removals. Blizzard has not disclosed individual runs, exact indicators, or how many placements may be disqualified. It would therefore be unfounded to promise that every purchased run will be removed, or to conclude that every suspicious-looking key is a rules violation.
Europe's final Season 1 cutoff was 4,008 points for the top 1% and 4,236 points for the top 0.1%. The first threshold awarded the Umbral Ashes mount, while the very top 0.1% competed for the Umbral Hero title. Cutoffs were regional, so the European figures should not be presented as global thresholds.
A percentile reward makes an ineligible result everyone else's problem
With a reward based on a fixed rating threshold, one player's additional result does not necessarily cost someone else a reward. In a top 1% model, the number of reward positions is instead limited in relation to the participant pool. If an ineligible result remains on the leaderboard, another player may fall on the wrong side of the cutoff.
That is precisely what makes this review more important than usual. The question is not only whether an individual received an unearned reward, but also whether the percentile cutoff placed the entire upper end correctly. For a player near the line, a few points or even a single placement can decide an entire season's goal.
Hazzikostas also said Blizzard is exploring specialization-specific top-end rewards for the future. The idea could reduce situations in which different specs are measured against the same cutoff, but the system's details have not been decided and the change is not coming in Season 2.
This does not mean a blanket ban on gold boosting
The ranking review should not be interpreted as an announcement that every carry purchased with gold is now prohibited. Blizzard's current service policy distinguishes individual players and guilds from large boosting organizations.
Individual players and guilds may still use the channels provided by the game to buy and sell in-game activities for in-game currency. Multi-realm boosting communities, escrow services, and other organized brokering structures are prohibited even when payment is made in gold. Real-money trading is separately against the rules.
Blizzard has not yet publicly explained how those boundaries will be applied to this particular Season 1 top 1% review. The accurate form of the news is therefore this: the rankings are being reviewed for ineligible runs. Claiming a new ban on all gold boosting would go beyond the sources.
Blizzard wants Vault-level keys to be more approachable

The second strand of Midnight's M+ strategy can be seen in the Great Vault. According to associate game director Paul Kubit, Blizzard deliberately lowered the barrier to higher difficulties and their weekly rewards slightly in Season 1. He said that greater accessibility encouraged players to try tanking and healing when the mode's baseline pressure did not immediately become overwhelming.
This does not mean that the whole of Season 2 was designed to be unequivocally easier. In Blizzard's official Season 2 design post, the objective was to keep the overall dungeon difficulty similar to Season 1 while distributing responsibility for success more evenly across the group. Enemy health was increased slightly, with more emphasis placed on DPS target prioritization, cooldown use, and damage checks.
At the same time, Blizzard addressed old pain points in returning dungeons, overly dense interrupt requirements, and poorly telegraphed attacks. The idea is not to remove the challenge, but to shift it away from isolated spikes of tank and healer pressure toward a shared group performance.
Opening-week data supports the Vault-tier change but does not prove its cause
According to an opening-week analysis based on Raider.IO data, 54.75% of all recorded runs took place at level +10 or higher. During Midnight Season 1's opening week, the corresponding share was 45.96%.
Success rates also changed at the key Vault levels:
- the share of +10 keys completed in time improved by 3.34 percentage points compared with Season 1's opening week
- the share of +11 keys completed in time improved by 2.11 percentage points
- more runs were recorded in absolute terms at levels +11–+18
- the combined in-time completion rate across all key levels was nevertheless 87.00%, slightly below Season 1's 87.66%
The figures support the interpretation that the first week was more accessible specifically at the Vault tier. They do not show that the entire dungeon pool or every key level became easier.
Overall activity fell by 22.61% from Season 1's opening week, while the number of active characters recorded on Raider.IO leaderboards fell by 17.05%. Major Altar of Fangs nerfs also improved the success rate of one initially difficult dungeon during the measurement period. For these reasons, the data alone cannot establish how much of the change came from design, tuning, the player population, or the timing of the season.
Midnight's new dividing line sits between participation and competition
Blizzard's current M+ direction is neither "make everything easy" nor "ban every boost." Instead, the system is forming two distinct levels of ambition.
Play leading to the Great Vault is intended to be approachable enough for more groups, and more players interested in support roles, to take part. The percentile-based seasonal summit is different: the credibility of its rewards requires results to be reviewed and competitive boundaries to be clear.
The next essential piece of information is not another tier list, but Blizzard's report on its Season 1 review. Only then will it be known which runs were disqualified, how far the cutoffs may have moved, and how Blizzard intends to prevent the same problem in future seasons.
Sources and scope
This article is wow-anniversary.fi's own analysis of two PC Gamer developer interviews, Blizzard's official M+ policies, and an opening-week statistical analysis based on Raider.IO data. Interview statements and observed data are kept distinct throughout the article.