I’ve explained very thoroughly why it matters. You seem to just not be able to comprehend it. Just because something already happens doesn’t mean it is good to make it happen more. We already have people shoplifting, let’s just get rid of all security because it doesn’t stop all of it. Same basic principal here. People already fail upwards now, but doesn’t mean they should enable it from happening more.
They fail upwards from where they start to where gear progression ends, hence +10. It does happen higher up where we see plenty of people in 2700-2800 IO not understand basic things. It wastes everyones time.
LOL what? When you are doing challenging content, what should happen if you fail? I’m not the one calling them a “noob”. You are. Failing is a part of progression at all levels. The only one making it derogatory here is you.
Literally not it and it’s becoming painfully clear that you like to insert strawmans every chance you get.
How am I the one who is being short sighted when I’m looking out for what’s best longevity wise? I literally explained it. It’s not my problem if you can’t comprehend it.
No more keys, no more depletion.
Signed a 2700+ IO score player
Removing key depletions is bad. These all or nothing arguments are not good for the content. Like I said, I’ve offered a long detailed thread about changes, but threads like these stick around longer because they generate more drama. Not because the idea is good.
- Add Charges to Keystones
- Most of the forum discussions revolve around extremes on both ends, never depleting vs the current system. Keys that never deplete would bring additional challenges to the pug community outside of the shortsighted personal gains.
- Never depleting would allow someone to get carried, intentionally or not, into a +10 and now they have a non-depletable +10 key for the rest of the season.
- This means that they will be able to continuously bring in unsuspecting pugs into their key, that they are not ready for, leading to more frustrating experiences than now.
- Keys never depleting would also negatively impact score inflation worse than it is now with crest/vault farmers.
- Allowing Keystones to have two or three charges will allow teams and pugs to benefit from a limited number of retries. Everyone has bad days and some groups just don’t sync well.
- This will give key holders an opportunity to continue progressing while still depleting after a 2nd or 3rd failed attempt.
- This is a QOL change that helps everyone.
- Allow Keystones to work in two or three dungeons at random.
- Blizzard made an official announcement during Shadowlands stating that they are strongly against allowing Keystones to work universally because they don’t want players to farm the same dungeon with one key. Whether you agree or not doesn’t matter, this is their stance, not mine.
- By allowing Keystones to work for a random selection of 2 out of the 8 dungeons you are still introducing randomness in where the key will work, but will help entry-level and top-end players have some level of choice.
- This would also make it much less statistically likely that you end up with the same dungeon pool as your friends or going back and forth between two dungeons of your own key.
- Upgrade Gear Tracks with Crests
- Allow items to be upgraded to the next track with enchanted crests.
- It would also allow you to upgrade specific harder to get items such as trinkets and weapons.
- They could make it so you have to max out the current track 8/8 before upgrading to the next. This would make it so players are deincentivized from trying to farm low keys to upgrade them right away.
- You would still need to run +4-7s for 60 Runed crests to max out Champion Track 8/8 and another 90 Gilded crests to upgrade to Hero.
- This would prevent Shadowlands era upgrades from +2 drops all the way up to max tier rewards by only running +2s.
- The question then becomes if track upgrades via crests stop at Hero or Myth.
- Revert the Change to AOE Stops
- AoE stops used to reset casting CDs for trash mobs. The changes made it so they continue casting immediate after the stun or push effect ends.
- This makes it so people who use their spell interrupt at the same time as someone who uses an AoE stop waste their interrupt CD and can’t use it again when they immediately start casting.
- The Ability/Spell CD not resetting also makes it so every single caster now syncs up and casts all at the same time.
- The change also further divides the PuG community because you now have to stack multiple AoE stops to make up for them not resetting ability CDs. Where before you could be fine with 1, now you need multiple or else the run is significantly harder on the tank and healer.
- Revamp Challenger’s Peril
- What if they changed the Challenger’s Peril to scale up as you increase key levels with a hard cap at 15s?
- The standard -5s would apply to M+2-6, but starting from +7 the time reduction increases per death. It would take 2 full wipes to hit the +15s reduction.
- Under this change, 2 full wipes would cause a total of 110s of time loss compared to the current 150s.
- 1 full wipe would cause a total loss of 45s compared to the current 75s.
Edit:
- Revert the Change to Crest Drops for Depleted Runs
- I’m not sure what the thought was for reducing the Crests from depleted runs to 5 down from 12. It further deincentavizes pugs from completing runs they think are going to be over time.
- Interrupt CD Reduction for Overlaps
- Give players who overlap on Interrupts a reduction in CD.
- The reduction in CD could be done in a number of ways and could even be scaled differently for Melee and Ranged, since overlapped interrupts have a significantly higher impact on casters.
- It could give CD Reductions for Interrupts with =< 20s CD by 50% and longer Interrupt CDs by 75%.