Can we please remove keystone depletion in M+?

I would love if we were able to completely remove keystone depletion from the game.

I’ve currently completed 2 14s and the rest at 13s and am trying to push my io score as high as possible. The issue is that doing some 14s (or any level) a lot can go wrong which bricks the key. At this point you’ll have to take about another hour if everything goes right by doing the 13 then to try again for a 14. This is such a time-wasting mechanic. Why can’t we push keys as many times as we want without fear of depleting it? The resilient key change does not do enough imo and we need to remove depletion altogether from the game.

I know I’m not saying anything new here but its really frustrating a system like this literally designed to waste your time is still in the game.

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Resilient keys.

Just time it. :dracthyr_nod: Dungeon score in general is a waste of time.

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Infinite attempts would be problematic unless you’ve proved you already can handle those keys, I.E. resilient keys. 2-3 charges would be a differenr thing though, there’s a middle ground there.

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Since we don’t lose rating for failing keys, I think depletion is fair. The resilient keys is a huge bonus to help from tanking super far down. Since doing some resilient keys, I’ve noticed groups can do fun homework and experimental pulls before doing the bigger version of the key. I don’t think Blizz wants us resetting keys constantly to push IO though.

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But why? Do you enjoy doing the content you’ve already done? Some people have limited time and for myself I only ever PUG. Its called “homework” cause its not fun lol.

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First time playing an MMO?

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I think that without depletion, a lot of score keys would simply disappear.

I do noob content but mostly satisfied with how keys work.

But relativity is what matters here.

If your keys go up by 1, and others go up by 3, it’s a net negative.

And if you want absolute number, argue for old system back and you get an automatic +10.

And there needs to be a form of punishment for failing. Thats key depletion

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Twice I ended up a group with a resil keystone… we did not time the key lol. People think with resil you can invite anyone I guess.

For that to be widespread… pass.

this is exactly how i feel. i am experiencing this constantly, even right now as we speak. its nice not having it deplete below a previous level, but only a little helpful. key depletion makes absolutely no sense in a competitive environment, which is what the game mode is supposed to be. it also very negatively affects pugging. i know that i personally invite people i normally wouldnt now for my resilient homework keys that i normally wouldnt to give them a shot. this would work up and down the board if it were all key levels

there is perhaps a case to be made to not allow it at 10 and below at the beginning of a season, and i respect that. i dont agree, because again, competitive game with gear standing in the way? but anyway, set it at keys above 10 dont deplete

You need a fail state condition. Depletion

Youre supposed to be trying to actively avoid pugging anyway. This is a good thing.

12 is the last tuning point, and no help from afffixes (lust windows every 2 minutes is a huge boon).

12s make sense and is a good point

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One thing is for sure, the gap between what premades/consistent teams can achieve vs pugs is going to massively widen if depletion was removed.

Agree. Its a net waste of time.
Made sense in legion and bfa, but barely makes any from SL onwards.

Let ppl try and fail, instead of pushing them into difficulties they can easily complete, but dont need.

What’s fascinating is if the system worked the way you’re asking and someone was asking the opposite, everyone here would be arguing that it shouldn’t work that way instead.

Okay, by that logic I don’t like wiping in raids, failing keys, losing in PvP, and I really hate not getting loot. So if we’re designing strictly to avoid things that are disliked what’s the point of gaming anymore? There’s a fine line between letting people cheese and making people really master a level before advancing. I don’t think the system is bad.

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It’s to prevent excess risk.

It certainly makes sense. Rewarding consistency rather than excessively risky pulls that only work out 10% of the time.

I get your point but there’s a difference in doing 13s you’ve done repeatedly to trying for 14s. There is a difference in the challenge there.

if you wipe on gallywix, you don’t have to go back to kill mugzee before you can pull gallywix again