It is time for M+ keys to go away

The challenge modes were fun, interesting takes on the dungeons, normalizing iLvl and adding timers. Iterating gets you the modern M+ system. But… the keys.

How many problems are caused by the key system? Looking through the forums finds almost no positives on having keys that 1) are RNG to get, b) are RNG to get a particular dungeon and level, and III) can be depleted by ONE PERSON leaving a group or ROT because you have bad luck making a group. LFG is going to be hit or miss and is rife with pay for boosting groups.

I propose an overhaul building on the tier unlock system:
ANYONE who has heroic dungeon level gear can run M+ 0 - 5 baseline, meaning you run straight to 5 if you want. Fail badly, maybe a 2, buddy. Then hit that 5 when you are ready.

M+ 0 - base heroic, bumped slightly, with a timer and bonus chests to find - Want to speed run? Timer. But… have extra chests randomly throughout making a full clear attractive too.

M+ 1-5 - affix 1 for the week. Levels and difficulty scale appropriately. Clear +5 and levels 6-10 unlock.

M+ 6 is just 5 with a second affix, then scales appropriately.

If you cannot quite pull off that 10, just run the 9 or 8 until you can.
Fail the timed run? Go for the clear and not feel like you wasted time, and do not lose the run with a rotted key because the tank rage quit for healer not being able to out heal you eating three Tyrannical slams and an orb KEVIN. coughs where was i…?

Give the clear gear and the racers their mount or title for gold timing.
But get rid of the keys. They are a barrier to entry for new and returning, they are a weapon for the toxic, discourages learning and experimenting, and it just feels bad to have one rot if you have trouble making a group this week.

BONUS THOUGHT:
Here is a thought on challenges: 6-10 is the same level scale as 1-5 but with a second affix, then 11-15 same with a THIRD, and so on. Make them challenges with managing 5 affixes. Or even add them as you go through a dungeon or … raid. 5 man version of the raid with affixes being added as each boss is downed.

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Very rarely will you see positives on any forum. Most people don’t come here to compliment the state of the game lol. This is YELP for Warcraft. One star! I can’t believe they didn’t have anymore croissants! Never coming back!

All jokes aside, FWIW I like the key system!

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Under your proposal, you’d have to make a 5 a 15 equivalent. A current 5 is absolutely free unless you’re brand new or terrible. Not really a challenge.

While there are certainly tweaks I’d make to the way keystones work, (maybe a 2 charge system that would allow for a mistake or routing change/practice) I wouldn’t remove it entirely and have mediocre be listed as a “challenge”.

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I think keys are fine. I don’t have a problem with them.

Your bonus thought just doesn’t sound fun at all. 15’s in their current form are very easy to just pull huge and destroy everything. If it was even easier I can’t see the point.

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I invite you to look on raiderio and sort the leaderboard by lowest to highest

It’s no secret that the majority of wow players are absolutely god awful. But alas, it’s because they cgaf.

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they should make the M+ system be 10man instead of 5man raiding.

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Strongly against that, the healing experience would be different, and not in a good way.

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you would be able to heal again, and not be forced to do dps. the Trinity would be well-defined again, and give room for much more fun combinations.

highly motivated for dps is the allure

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I love the current iteration of M+. I have run over 600 keys this expansion, just counting timed/completed runs. Having a depletable key adds to the progression and it gives the run a stake.

If we remove the key and can just run any level and any dungeon, it wouldn’t be as meaningful. Someone can easily reset the dungeon after the first pull for numerous silly reasons.

5 man or 10 man, the mobs would be rescaled and healers it would be beneficial for healers to DPS regardless. Healers don’t need to dps until high keys. Which makes sense in an infinitely scaling system where the dps will be required eventually.

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this reminds me of the RWF for M’uru. Nihilum claimed that you can’t 5-heal the fight because the boss does too much damage. You must 4-heal it to beat the soft enrage.

truly, trough fight design, sometimes you might have to add dps, other times you might have to add hybrid healing (like the 2.5 heal 10man Sinestra kill).

The room for interesting design grows.

We probably need a sub forum that is dedicated to people finding new ways to destroy M+.

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The room to destroy M+ also grows. People struggle enough as it is to get a group of 5 competent players together. Many times, 1 person in the 5 ruins the key. Now double the group size and you have even more variables. More people to face pull, not know mechanics, ect.

No thanks.

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Raid bosses are sometimes like this too and there are still lots of guilds raiding.

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This would be super fun! I hate asking guildies to sit out on m+ runs.

This is false. There are normal, heroic, base mythic, and then 1 subsequent higher level key as you progress. It’s not a barrier to entry at all. You can spend all day in a normal if you want.

You can’t expect to jump into high keys without any experience, same goes for raiding. A new player can’t complain they cant do a heroic or mythic boss, they need to start with LFR->Normal->heroic

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I don’t know, it would be nice to just run the key I wanna run though.

Not a single raid boss has ever lasted 43m.

That is right. Thanks for the updated.