Blizzard does not collect this data, so it’s not available through the API.
However, if they did start collecting it and making # or % runs left, they should also make available the information on completion of groups you started. If someone has an exceptionally high number of groups they started that failed, it’s their own fault, and not information that should be kept from potential applicants.
That boss is a key killer and I’m surprised it hasn’t been nerfed or at least had them change the position of the mobs and urns so that you could get stacks.
I think that boss in particular is balanced around lanterns so if you go into it with no stacks, it’s going to be rough. Doesn’t help that the mobs around that boss are hard to bring to lanterns and are just nasty packs
Wonder how people would feel about a change where you can have ‘progression’ keys and ‘completion’ keys.
Progression keys act as M+ always do, but Completion keys let you run with no timer, you don’t receive IO rating for completion of the key, and you can have players leave and join the key.
Something along those lines maybe to give the casual community more breathing room to enjoy keys without the Esports aspects.
I don’t think people should be punished for leaving because there may be genuine reasons why someone needs to leave half way. Although in your case, I acknowledge that it was definitely mean-spirited.
Tbh, I think a key should just be restored if someone leaves the party. The entire down grading thing + time/social pressure is why there’s so much ill feelings involved. I find it more effective to target the game design than to force people to do certain things.
There’s a host of reasons why blizz likely won’t do that, but it’s 5 am, I haven’t slept yet and I’m on my phone so I can’t go into detail.
But what I’d like to see happen is keys have a number of charges before they deplete. Say, 3. So there’s some Padding built in but keys still deplete if hard failed.
I rather have tmog, mounts, battle pets, titles, etc be tied into being competitively ahead other players. Having a playing field where everyone can reach the highest iLvl and letting a player’s ability show the difference between one another is healthier for the game.
No love for FOMO either, but using it as a tactic where you can get a current expansion mount and ride it around all expansion showing that you’ve completed that content and the meta-achievement tied to it should be plenty rewarding for players. Shouldn’t block it off forever though like the mage tower appearances because it pushes away potential completionists that might’ve spent a year’s worth of sub money to complete the game if they got even a chance to get older content they want.
Casuals are the majority of the playerbase, and they’re the ones that will keep this game alive for another 10 years if you treat them with enough respect, the elitist mentality has led us to this point where we’re in dire straits now for the sake of being competitive.
This is irrelevant information, ilvl doesn’t equate to skill or experience.
4 People dying on a boss is pretty bad and means people were not ready for that key level or don’t understand the mechanics. It sounds like the tank was there for time and you were there for completion.