Oh brother
Nuance is a thing. I can recognize that there is a reason for why keys work the way that they do, while simultaneously disliking how it works today in its current iteration.
Why is it that, no matter whatâs being discussed, the Mythic+ community insists on digging their heels and fixating on the most mundane of details.
I wished Mythic+ worked exactly like Torghast did. Maybe itâs not what everyone wants, but itâs what I would have wanted.
But on the flip side, if I even so much as make the suggestion it seems to really bother a lot of people for some weird reason.
When people start getting on each other like this it drives me crazy. Itâs a video game. Not a job application. No one should be trying to prove anything. Itâs so silly.
I can tell you categorically that removing levels 2-10 from the old system reduced participation at the low end, which reduced the total number of spots for title and in turn increased the rating / level of keys required to achieve it.
What I canât say is how much of that this season is attributed to the change and how much is just it being awakened.
I still canât quite understand why Blizzard - and so many of their core WoW players - believe with all their hearts that simply failing content is not nearly good enough of a punishment for having the gall to try something and not succeed. There needs to be an additional punishment that feels bad. Always.
I mean, heck, why donât we just make it if you were so bad that you started a key you couldnât finish for any reason, your key gets deleted? Try again next week scrub. Letâs make the punishment really fit the crime of being bad.
I anticipate the reverse. Keys will be more consistent above 12 sure, but the difficult jump per key level will increase a lot more than it does currently. Title will require harder keys than it did in DF S1 for sure though.
Affixes that stay the same week after week will definitely help for the whole season. No more 1 week out of 2 months that if you missed, youâre behind everyone.
I donât play the game this way, just rewards for me so I canât comment with experience on this.
But it seems like for people that do, this change effects them all equally.
And I can imagine it is very frustrating that if youâre just trying to push IO and donât care about the rewards, which is what forces the game to down rank, you have to go run a meaningless lower key anytime something silly happens.
The game canât have both no down ranking and rewards for failing. So this seems like a reasonable compromise.
My point is that no downranking might look appealing for high end pushers, but in reality it only benefits those in organised teams as while the risk decreases, the requirement to reach the same relative level within the playerbase massively increases, and that hugely favours those with the capacity to play in organised consistent groups for large amounts of time.
Yeah theyâre just gonna dump the key without any consequence and do pull after pull until theyâre perfect, and reach a level thatâs simply unobtainable for everybody else.
I might get a 20 AV done if itâs someoneâs or my own vault key at the start of the week. But 19s of the other keys in order to get 20 AVs later on is an extremely tall order. Maybe RLP 19 Bolstering Fort is playable, but with the size of the pulls required in 19s timing anything else is very iffy.
Outside of a TGP level push group, which I ofc am not part of.