I don’t think this is the surgical change you’re billing it as, this is going to hit hard for players that aren’t just pushing the highest keys as well. A more smooth reduction would have been ideal, but even with just this change to completely negate score you would have a much more targeted system if it was implemented at +23 keys and higher, rather than +21.
Let’s consider the targets of the change first. The only thing to chase at the “very high end” is the achievement/title for being in the top 0.1% of players in score at the end of a season (and inclusion in MDI, but those players are necessarily also 0.1%). With ~2.3M players currently with an IO score, the cutoff would currently be the top 2300 players. If we look at the 2300th ranked player currently, they’re quite capable of logging timed runs for all dungeons at +22, which as the season progresses will be required to meet that threshold regardless of this change. So they aren’t making that cut with depletes of 21-22 keys, and therefore depletes of 21-22 keys won’t change who ultimately ends up in the top 0.1%. Depletes of 23+ keys might, but 21-22 keys would be regularly timed by the 0.1%. So why do these levels (21-22) matter relative to anything higher?
For everyone else who isn’t chasing the top 0.1%, M+20 is the highest key level for the weekly vault, so it’s the obvious goalpost for people who only care about the weekly gearing side of Mythic+, which is a substantially larger number of people. Anyone who has listed these keys knows that they’re much more scarce than the number of players who want them, you’ll easily get 50+ applicants to the worst dungeons over the span of a few minutes and considerably more if it’s SBG/COS. So the prevailing refrain in response to the “I can’t get accepted into keys” is “just run your own key”. Which is fine, more people should be running their keys, but the issue is that there’s a large number of game instituted thresholds that segment the playerbase, which coupled with player toxicity result in a pinch on the ability to construct successful runs of higher keys reproducibly. This change would add another threshold and effectively “box in” +20 keys to where they’re teetering on a knife’s edge.
These are the current thresholds that segment the playerbase:
- People who can run +11 keys generally don’t want to run +10 or lower keys because they don’t drop Primal Infusions.
- People who can run +16 keys generally don’t want to run +15 or lower keys because they don’t drop Concentrated Primal Infusions.
- People who can run +18 keys generally don’t want to run +17 or lower keys because they don’t count towards a 418 weekly which exceeds the maximum valor cap.
- People who can run +19 keys generally don’t want to run +18 or lower keys because they don’t drop the maximum base item level gear that reduces the amount of valor needed to be invested to cap the item out, with valor being a scarce resource.
- People who can run +20 keys generally don’t want to run +19 or lower keys because they don’t count towards a 421 weekly which maximizes their vault rewards.
With this change, you’ll also be adding this:
- People who run +21-22 keys will be in a constant conflict over whether it’s being run to be timed, but if not then for the weekly and still some score, or whether it’s purely for score and any wipe is cause to leave the dungeon since overtime is 100% worthless to those people (no leaver penalty btw, 2 people die → “sorry about the key”).
This is problematic because 21-22 are still “close enough” to the gear cap that it’s completely reasonable for people who aren’t pushing for top 0.1% to want to run them just for weekly gear and maybe a chance at score. If you time/2-chest a +20 or 2-chest a +19, you end up with a 21-22 key. Logic would dictate that to hit your 8 keys for the week, it makes sense to run the 21-22 key. Best case, you time it and get a nice boost in score as well as the completion. Worst case, you complete it, and it depletes down to a key level that also offers 421 rewards in the weekly. 21-22 keys are lower risk for the people being admonished to “run their own key” because even if not timed, the subsequent key still counts for a 421 in the vault.
Once you get to +20, if that key is depleted (which has many of the same problems due to dungeon ports being tied to timing +20s rather than higher) and people leave before finishing, not only do you not get credit for the weekly vault, you’re also now stuck with a +19 key. Anyone who has listed a +20 key and then a +19 key knows the obvious disparity in the quality of applicants, so weirdly despite the +19 being theoretically easier, it’s often harder because the skill level of the group goes down, and 1 person can’t typically carry 4 other people in high Mythic+.
With this change, the degenerate loop of running your own key to fill out the weekly vault will only get more degenerate, because now you’re juggling whether to run a +21-22 key and potentially waste 20m of your playtime that week only for people to leave in the middle, or lower it to a +20 every time you get a 21-22 and effectively have 1 chance each time to not have it fall below the threshold.
There’s really three types of groups/players for these keys levels:
- We’re only here for the timer and score, if it depletes “ggs”
- We’re capable of timing it and are going for that, but if we miss by a few minutes we’ll take the vault reward
- We’re only here for the weekly vault (AKA we have 1-2 people to carry in the group and it may take 3 hours)
It’s very hard in PUGs to aim for the second category and not get any players who fall in the first category and will happily brick your key at the first sign of trouble. You can’t list it as “for completion” because that calls to mind the third category which scares off good players who don’t want to spend hours. Half the keys I’ve joined which said in the note “going for timer, but if not at least completion” had people leave if it looked like it was going to end 10-20% over the timer.
So pretty much the entire system seems geared for only the super high end players and seeks to punish everyone else, because:
- There’s no leaver penalty, so there’s no incentive to try and complete the key for a certain segment of the playerbase pushing score to avoid that. On the flip side, there’s no reward for that same segment of the playerbase as a positive incentive since things like Concentrated Primal Infusions aren’t account bound, and there’s no equivalent repeatable resource that cuts in at 20+ if they’re already going to cap vault.
- If your key is bricked by leavers rather than simply being overtime, you’re left “holding the bag” with a lower key that won’t provide you any rewards other than a time sink and another risk at lowering it yet again with a lesser skilled group. But you also got nothing from the original key, whereas completing it overtime would at least yield vault credit.
- There’s a huge amount of overlapping thresholds that segment the playerbase based on what content will provide them rewards below the highest end.
- In a world where you can lower your key on demand, depletion seems geared at preventing system abuse by players at the top end, rather than as a system that feels good and respects time for 99% of the player base. Often a depletion isn’t even indicative of the player whose key it was being unable to do that content, since there are 4 other players who can make the mistake that causes someone to leave.
A lot of this is obviously assuaged by having a coordinated group or a guild, but Mythic+ as a system is designed to be more freeform and PUG friendly than things like Mythic raid. And even among groups of friends, the current levels result in major stratification.
I think there need to be more widespread changes to the Mythic+ system, neither of the other forms of endgame (Raid: everyone is there to kill the boss (even parsers need it to die for the parse to count), PvP: everyone is there to win the match) have such contradictory incentives that result in people in the same group not working towards the same goal, while also making it impossible to replace players and impossible to “run it back”. For this change specifically though, it would be a lot better for a majority of the playerbase and not change the composition of the 0.1% at the end of the season with one simple change:
“Now, completing a Mythic+23 or higher dungeon, but exceeding the target time, awards Mythic+ Rating as if the dungeon were a Mythic+22.”