A quick look at your raider io shows that’s a lie. Season 3 of dragonflight has you at 2900 while the rest of the seasons have you at barely cracking 2700. I’m 2500 on my main right now as we speak and I’ve barely done any runs.
I’ll repeat that again so you can find within my answer who is the ignorant person here:
We don’t have data of HOW HARD and TIME CONSUMING these milestones costed the player, even if they are reached within the same time frame.
We don’t have data of the depleted and never completed mythic keystones, friend. We don’t have data of how many keystones they had to complete until they got their first timed keystone and how much game time inside dungeons they had until they got their goals.
What I am saying is: We could have a 1,000 people reaching KSH within 1 week, but maybe in Dragonflight they had to play less hours in that week to get the same achievment.
Also, last but not least, don’t ignore the fact that Dragonflight Season 1 had 4x more active players, even though the War Within has about the same number of subscribers* (number of subscribers still speculation and not official).
It also had twice the key range, and it wouldn’t be unreasonable to assume the lower ranges were more populated than the higher ones.
Yes we do cause you can see the dates, time spent and amount of runs done for an individual player. Its all available
What you don’t seem to understand is that theres no information possible on keys not completed. Raider and other similar sites can’t gather information where players leave mid-key.
And that is important because, after the bad tank changes and the tank shortage situation, keys like Necrotic Wake are depleted, and then not completed, within the first 5 minutes. I don’t think I can be your trustable news source, but on my opinion this is the season of the leavers. Never seen that much of it before, and this is also Challenger’s Peril fault.
Which means that we can’t solely rely on the time frame, if it doesn’t tell us the amount of real keys the player had to enter before getting his goals. We only have info on completed keys, timed or not.
I’d say the keys on a base level are easier than they were in DF season 1. 10s were timetable week 1 compared to the nightmare fuel 20s we had back then. The difference is largely that as time’s gone on gear hasn’t enabled players to brute force through their mistakes and push up the ladder in the way they did in DF.
You are mostly correct here. While IO doesn’t have that information we can find it in warcraft logs but I do concede that is a small sample size and not a reflection of the player base as a whole.
an opinion isn’t news but I do respect that you have an opinion and that’s what it is.
I don’t see the problem with this? The key has failed and bricked it happens I would prefer it to happen in the first 5 mins than 20 cause you can just gg go next. My point being is the season as a whole is matching the same milestone points as it always has and those who are not enjoying it or never did enjoy mplus were given a brand new endgame system to play with.
Anyone with a brain knew the new m+ would be a disaster.
Anyway, we need crest and stone discounts for alts. Effective immediately.
Literally already in place. 50% stone discount on alt upgrades to ilvls your main has reached and 33% crest discounts on upgrades using crests your main has outgrown.
Not good enough. I want a bigger discount
Crests should be account-wide.
They should change enemy damage to scale at 8% instead of 10%, leave hp at 10%, and see where that goes.
Revert the squish and reward changes. You have people trying to 9/10s (effectively 18-20s) now that maybe did old 9/10s.
You can prog a 12. You can stay in there as long as you want. You wont time the key this time but youll still learn the key at that level and get something of a feel.
The only thing stopping you is you and your M+ team.
Why try and pug past 10s?
Sure you can, but you can only do so once. I don’t really have any ambition to play past the 11 key range because I don’t have a team, nor the time for that.
However, if the system allowed for me to try higher keys, and retry them upon failure, I’d continue playing.
Realistically I’m brushing up against the top 1% of keys as the moment - it’s difficult enough to pug an 11, and even if the success rate of a 12 pug is something like 10-20%, that means you’re potentially going back and timing 5-10 11s per successful 12.
Imagine if when you failed to clear a raid tier, you were forced to go to the previous difficulty every week before being able to start fresh. It would drive people mad, especially by now when no one needs the previous tier gear.
Personally, with limited play time, I’d rather just spend the several hours trying new strategies in the higher key.
The key downgrade felt fine when each level was linear in difficulty, but with the step change it just doesn’t make sense.
My experience over the years is that my forum experience and in game experience almost never overlap.
I’m 2738 IO, and I personally feel that this season is for these reasons.
When groups disband after just a few pulls, where is the opportunity for players to learn, improve, and grow?
I appreciate that your goal might be to minimize the time spent in a failed key. However, if players are given only brief moments to engage, how can they realistically develop their skills and progress?
The token has floated under 200k for most of the xpac. You’re subscription isn’t affecting the rest of us. Sounds like your loss, /shrug
I think if they insist on keeping challenger’s peril it should be on keys 11+
I’m sorry, what am I losing again? But also, everyone’s sub matters. Sources of revenue is the only thing that matters to blizzard/microsoft/businesses.
And I’m just being real here. These posts will do nothing. If the game isn’t fun, people need to fight the long standing addiction and unsub. If they don’t, then it must provide the value we are paying for it.
Blizzard, and now Microsoft, is a corporate data-driven company so if the numbers look good, it means the content and play is good. They aren’t gonna sit in a room and be like, “hey look at this forum post…maybe we should make changes.” No, its more of - Quarterly KPI(s) has shown x, and those results align with these player behaviors and statistics, so then we should continue or change x.
And also, microsoft/blizzard already got the bulk of the revenue they want…the billion+ dollars in tww sales. They only need to produce content good enough for the addicts to buy recycled content again in a year, add some cosmetics, boost pricing to make up for sub money loss, and viola…
and I’m one of those addicts …it is what it is. I’m being honest with myself though.