M+ pushing made easier in S2!

Let’s gooooo!

  • New account wide achievement: The War Within Keystone Legend: Season Two
    • Requirement: Attain a Mythic+ Rating of at least 2850 during The War Within Season Two.

    • Reward: Failing to clear a Mythic+ dungeon within the timer will no longer reduce the level of your Keystones below 12 for the season.

    • Keystone from the weekly vault will not decay below level 12 with this achievement.

    • Keystone can still be lowered below level 12 by speaking to Lindormi.

yet they ignore one of the main gripes, challengers peril, also cleft is gonna be a trash show

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Challenger’s peril is questionable for sure.

But, I will take this to start.

Maybe they will reconsider Challenger’s peril during mid-season like they did in S1.

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you probably just need to use your defensive for once and not die or just blame the healer

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  • Xal’atath’s Guile has been redesigned – Now causes keystones above level 12 to increase health and damage of enemies by 12% per level instead of 10% per level.

That’s going to go over well…

Currently, going from +11 to +12 feels like a wall for many players. I am assuming the intention of this change is to create a smoother key pushing experience overall.

But, we will have to see how the actual tuning pans out.

Wouldn’t increasing then health and damage increase of mobs from 10% to 12% make the wall even taller?

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So I need to hit 2850 to unlock the reward of no depletes on keys under or over 12?

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So they only remove the bad for people who push through said bad to clear most dungeons on +12.
Gee willikers, mister, that sure is a whole lotta nothin’.

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Yes! This doesn’t replace the ramping dungeon modifier it simply adds to it. Blizz is completely out of touch with the player base as usual.

Can I please get a cool mount or transmog instead of a boring achievement please?

The point is to create a checkpoint of sorts for people who are pushing prestige ratings.

Key depletion is a good thing.

I disagree, but far be it from me to argue against your sadomasochistic proclivity.

At the high end, yes, it will be tougher overall.

But, there wouldn’t be as much of a wall at +12. Going from +11 to +12 should be a lot smoother than now.

It does seem like a nice reward for doing +12 but I don’t see it as that big of a gain but might help climb that +12 wall. People doing higher keys will still deplete their keys, people doing lower keys without this will still deplete their keys all the same.

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It’s a good change for people that put the effort in.

100% useless change. Nobody is worried about dropping a key below 12s. The problem is 2 hours in LFG to not time a 14 to sit 3 more hours in LFR for a 13 to push back to a 14 to drop again to a 13, thus spending all day trying to practice a 14 and only timing 13s, while getting back random 14s to not be able to practice more. What an out of touch clown change.

Remove depletion completely OR don’t. Stop w/ this middle ground stupidity.

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It’s not masochistic to have meaningful failure conditions. That’s just good game design 101.

You need to be able to fail, and failure needs to mean something. It further keeps a broader range of keys active at any given time.

Yeah, this is not a huge change, but still a step in the right direction imo.

Personally, I think they should add one more change, which is that all keys (not just +12 and up) should come with 2-3 charges.

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This doesn’t make it easier.

Just is a boredom prevention mechanic.

I just hope the protection only lasts at 12, and not below.