Does the 9.1 M+ Scoring System fix RIO's biggest problem?

I mean, if you’re not willing to talk about what exactly you disagree with, or what you see differently and why, there really isn’t much conversation to be had. About all you’re going to be left with is “We have different experiences”.

Like … for example, where I said this, if your personal experience is more like “Well, actually, I get 15 of these every time I list a key on the Group Finder”, that would clearly have explained some difference in opinion, and then we might have explored why, hypothetically:
That’s clearly a different scenario, but frankly from everything I can tell, this is not common at all to the point of being an absurd consideration.

If what you’re about is trying to hunt someone’s history/logs or whatever to sidestep the discussion, or insert an agenda you think they should have, *shrug

You make wild assumptions that competency in one dungeon translates to others. It does not. Clearly based on how many people are complaining about SD.

Well, no, that’s not an assumption I was making there at all. In the next point, I specifically even went into the different dungeons aspect. That simply set a baseline to get into more complexity from, e.g. that we’re talking about a player who has hands and can do damage/plan routes, has experience with the dungeon’s mechanics, whatever baseline expectation is required for their class or role. It served an appropriate starting point to then go down difference scenarios in the following bullet points, that’s all.

If anything, the actual assumption there is “Players shouldn’t be learning in +15”.

You wouldn’t know since we have no experience, but tyrannical is actually easier to get KSM. It is only higher keys where it swaps to fortified being push weeks.

The point there wasn’t Tyrannical vs Fortified, it was variation in affix combinations, and dungeon difficulty, making some “runs” mean more than others.

Incidentally, in my experience, I’ve seen more runs struggle/brick on handling harder bosses on Tyrannical than anything else. Not that the entire run is harder, but that the pass/fail becomes starkly focused, and that then creates a setback.