When it comes to key depletion, I’d rather just have a window of time where it does not deplete if you finish in that window. Personally I’d set it at 10% over time.
I don’t think anyone that is over time due to say 10, 20, 30, etc deaths should be able to even repeat the key at that level, but at the same time if it is just like one mistake that sends it over time, why not allow people to try again?
Truth be told though, I’d really rather have key completion score be something like:
a from time + b from mobs-c from deaths=d score
As an example, 50 points each for time and mobs (so 50+50=100) - 5 (or 15 for peril) so final formula would be 50 + 50 - 5(c)
a perfect run (100) would be a 3 chest, 75-99 would be a 2 chest, 51-74 would be a 1 chest, 40-50 would be a no deplete run, sub 40 would deplete as normal. If one wants to increase the points from time and mob count, fine, but the idea is that if a group only gets time OR mobs, they don’t progress.
I’ve found that running raids isn’t very beneficial for me, as the gear upgrades are minimal at my current item level. Additionally, my guild doesn’t push for Mythic raids, and I’m not particularly interested in them either.
So, I switched to playing my Restoration Shaman, which has made a big difference. My experience has improved overall, and I’ve encountered fewer issues while playing.
Even with my Mythic+ key dropping to lower levels, I can still easily find groups.
I also don’t need much practice to avoid mistakes, as healing on a Shaman is relatively straightforward.
When I want to play more casually, I’ve been doing some Blitz runs as well.
However, despite my personal improvement, the larger issues with the environment still persist.
Is MMR loss hurting LOL growth? If I lose a game my rating goes down, but weird the game has 150M players. Almost like this is just idle complaining by people bricking their keys and people don’t really care about things like this if they enjoy the gameplay.
MMR is different.
First, teams are randomly assigned, so no one will be left out.
Second, if you lose, the entire team loses points, not just the keyholder losing their keystone.
Additionally, it’s still the same game. When you want to challenge the same level of the dungeon again, you don’t have to worry about your key dropping to a level where no one wants to play. You also don’t need to worry about your key jumping to a different dungeon after leveling up.
This sense of penalty feels quite different.
You can’t compare things that are different.
Using an exam as a metaphor:
Is it a punishment when the exam gives you a low score?
Not really. You just need to work your way back up.
The current situation is like your teammates messing up the exam, but only you lose points.
You have to find new people to enter with, take a preliminary exam,
and then draw a new entry ticket, which may not even be for the same exam venue.
Delves did it better, just make a life system and unlimited time, disable bloodlust so that cd cant be just be waited on. And give each pack a single relatively simple binary pass or fail mechanic. Also rather then a key for a set dungeon, make it like the delve where you can do any dungeon at the highest level you have completed. And if you run outta lives you just dont get as good of loot but no backwards progress.
Lmao absolutely not. You want untimed content do mythic 0s. The whole purpose of m+ is to test yourselves and those who cant hang are sio butthurt they would rather destroy the game than admit they arent good enough
Right, but then you’ve got people like the one I quoted saying that guilds are bad because they have “dead weight” mediocre players that might just be trying to learn. That the guilds are bad because those players don’t get rejected and kicked.
See, if keys didn’t downgrade, you get a lot more “oh we made one small mistake let’s run out and reset and go again” like people do on tournament realms.
This isn’t a big issue in raid because a boss fight is 1-10 mins where a dungeon is 20-40 mins.
Also smashing an easier key prevents people from tilting and raging.
This has been happening continuously now.
A small mistake at the start leads to leaving the team, and then the Keystone Holder has to climb back up from -1.
I just received my key for this season, it was only a +2 yet came with a sense of accomplishment. One which would not of been earned if the difficulty was not set to this level. The game needs to progress in difficulty. Grinding is a part of every game it’s a vital part of real life. Blizzard does a good job of making participation trophies. But shouldn’t focus solely on making a trust fund. Wow, player babies.
It’s not just lust or any individual cooldown, though. It’s the entire strategy around how you pull the dungeon. With no time limit, there isn’t any reason to pull more than one pack if there’s any risk that will result in you dying. The times when teams will pull 2 or 3 packs together with cooldowns largely exist because you need to employ such a strategy to make it more likely you will time the key, and you are deciding the added risk is worth the potential benefit. That will be lost except for times a team is in a key that’s below their skill level.
Such a system could still present a challenge and I’m sure many players would enjoy it. But it is unequivocally a different challenge from the one posed by M+, which includes the timer. Advocating for removing the timer from M+ is akin to advocating for replacing M+ with a similar but distinctly different mode. And anyone who would prefer M+ in any situation over this new mode would lose out on that way to engage with the game.
I’m all for an untimed scaling dungeon mode to be added. The more ways players can engage with the game, the better. But I should not be expected to give up the mode I enjoy the most within the game so that an alternative way to play the game can be added. The two should be offered together and players should be able to choose which variant they want to play. Some players would likely choose to play both.
Timers and key downgrades should be removed purely because I do not want them.
This is a video game I am paying for. There should be nothing in here I do not want because the purpose of this game is providing entertainment, not testing to see whether I can successfully perform open heart surgery without killing the patient.
Just as raids should not have timers for the same reason. It is an entertainment product that I play for FUN.
If people want to spend five hours killing a boss they should be allowed to do so.
But the problem here is that I am not the only player. There are many different types of players. Some players enjoy being punished for not being perfect. But I am not one of those. Why should I be subject to a system that is only enjoyable by masochists if I am not a masochist?