M+ training mode

It would be nice to have a M+ training mode, that you could activate without your key getting depleted or changed, but that gives you no score on completion.

For high keys you often try risky pulls at the start of a dungeon, and you only have one try with all CDs up, and perks like NW weapons and stuff. It would be nice to try the pull a few times and then when you feel ready to go into the dungeon fully prepared.

2 Likes

I’d be fine with this as long as it also gives no crests, vault, or end-of-dungeon drops.

3 Likes

Right forgot about this because loot is non relevant for high keys :smiley: I should not drop any loot, all the trash in the dungeon does not drop anything.

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M0? /10char

I kind of like this idea, doesn’t hurt anyone since it give nth and let you test out crazy things that teams come up with on a higher level that M0 can’t in terms of scaling.

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Dislike the concept of it.

It’ll lead to “you can do this, but it doesn’t count.”
Best not to have this system.

same.
i don’t think it belongs in an MMORPG.

While it sounds nice in theory ultimately doesn’t seem worth the effort for if people mastered the basics I can promise you would they would clear 8’s with minimal effort and be ready to try 10’s no problem.

Once you pass certain thresholds you realize just how lenient the system is and that is a good thing.

i think blizz is opposed to this. they want your testing and failure to be live.

I remember for Mythic sire in s1 SL there was an addon (x-perl i think?) you could download that let you practice the 3rd phase movement in game. Blizz nixed that after that patch

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I mean another option is they could just make it so keys don’t go down in level and just stay the same for the week or go to another random dungeon.

Its pretty inevitable that adding disincentives to failure would lead to elitism, sweatiness, toxicity, as well as make it harder to try new things just to try them. The could even make it so your key only depletes if you don’t use it ever week instead (look blizz a way to make more money by forcing play).

Personally… I don’t care. But the effects on the community and game are pretty obvious, pretty straight forward behavior following incentives.

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I think you can use the PTR for this if you like

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that’s why i preferred the older system that went up to high key numbers…there was already an established level that players could dabble in with alts and such, and the punishment system was lax enough that it was almost like a practice mode…but you DID get rewards.

It’s harder to find that level bracket now with the squished keystone levels.

I really wish they’d stop fixing things that aren’t broken…

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Yeah I get the intent they were going for, but it was very poorly executed. They said that “affixes aren’t adding difficulty”, but all of the design changes don’t really corroborate. I think it’s clear that they misspoke by saying that because clearly Bolstering, Raging, Explosive, Sanguine, Necrotic, Inspire, ect all added a layer of difficulty.

If they truly believed that affixes didn’t add to the difficulty then it doesn’t make sense why they increased key to key scaling while also removing all of the previous affixes.

Overall, I think M+2-10 are fine, but I wouldn’t say the experience was better than SL S1 or DF S1.

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M0 used to be this trainning mode with +2 a first step into the system.
Good old days…

Not really, people don’t learn mechanics unless there is actual danger. Previous M0s were far too easy and encounters didn’t last long enough for all the mechanics to be seen.

I recently saw that players doing +12’s and higher refer to the players in the bracket below them as “affix noobs” or something along those lines. And to me that brought up a good point…

I don’t think the current system does the less experienced players, or people climbing for their seasonal journey any favors for the next level.

I really think the old system prepared players for higher level play in a much more friendly environment by gradually introducing the seasonal mechanics to them, and slowly allowing them to master those.

Then when you felt confident, you could even skip a keystone level or two, to get into that next skill bracket and continue your journey. There were so many keystone levels, that it felt like there was always something going on in LFG, instead of this cherry picking graveyard we have now.

This M+ system lacks vision, and threw away what I thought was a fair, and fun way to learn how to play.