The problem is that it “happening more” is just your assumption on what would happen. I’m not interested in what if’s. I just want to be able to start my own group and not be worried that something is going to go wrong and someone is going to leave and deplete my key the entire time I’m running the dungeon. Theres no way to prevent my time from being wasted, because as you said people can still leave/get kicked, but at least now as the key holder I don’t have to worry about needing a 10 for the vault for the week, listing the key as “completion for vault, probably won’t time”, and having someone leave because an int gets missed, 1 wipe occurs, someone with 3k IO doesn’t actually understand how the dungeon works despite their score, the healer is doing less dps than the tank (all of which are reasons I have personally had my “weekly no leaver” 10 keys get depleted).
If a key fails it wastes everyone’s time regardless. Its just that in its current state it wastes the time of the key holder at least twice over, because if the group disbands they have to build the 9 back up before they can even attempt the 10 again. If the vault didn’t work the way it currently does, and only gave you credit for timed dungeon, I’d see your point, but as it stands thats not how the vault works. I don’t care if someone in my group is bad when I post my “weekly no leaver key”, I care if theres some guy I invite who ignores that its a weekly no leaver key and leaves, leaving me with a 9 and screwing me over.
If you fail you shouldn’t get pushed into a higher key level. It doesn’t mean you need to go back and do a key level you’ve already done just to have another chance at running a 10. Imagine if raiding was like this, “Sorry, you’ve wiped on Broodtwister too many times. Now you need to go back and kill the prior bosses again to earn the right to challenge Broodtwister some more.”
Why do I care? Because I pug and it would negatively impact my experience and everyone elses when score inflation happens exponentially faster than before.
What else would this possibly mean then?
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.
Except it literally would not. Do you not know that if you don’t time whatever the highest key level you completed for the week that your vault rewards you with 1 key lower?
Which would also invalidate the following point
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.
As someone who doesn’t care about score pushing, I don’t care if score becomes inflated. You can also buy score with real money because the WoW token and MDI players exist.
- 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.
I will say that this is something I could actually get behind. I’m simply fine with keys not depleting if you fail to time/disband more.
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.
Again, Blizzard changes their stance all the time. They said they didn’t want to make legendaries moggable because they didn’t want everyone running around with Thunderfury or Warglaives. They said they regret giving players weapons that were super important to lore when they mentioned not bringing back the Corrupted Ashbringer, then in Legion every paladin had an Ashbringer. Blizzard being against something could change at any point. Also I disagree with this stance anyway. People will target farm a key if they want to target farm it regardless of if they have that dungeon for their key or not. Having keystones only work for 1 dungeon doesn’t prevent this, it just adds a little friction to doing it.
- 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?
They just nerfed it to give an extra 90 seconds to dungeons, essentially giving you 6 free deaths in comparison to before the changes.