So people run keys for
- fun
- more io ( title or specific milestones)
- loot
- crests
- valorstones
Problem is, not getting accepted to pugs, and the massive likely hood of failing a run.
For fun, you really just need to get in a key. Easiest solution would be just run your own key. Maybe you prefer the challenge from higher keys which makes running your own key not optimal since they can often deplete.
For loot, there is generally enough ways to get loot (curious how many people consider timing keys as their main loot source) but perhaps there could be an option to guarantee a random drop. Perhaps purchasing a coin from vault to guarantee one extra drop from a time key during the week.
IDK how big of a deal this is specifically, but just coming up with an idea
Crests and valorstones are kinda the same issue. Is it really necessary to have two currencies for upgrading? Often higher io players with queue into 10’s to fill vault + get upgrade currency, or 7’s for similar
Perhaps keys above 10 guarantee upgrade currency prorated by the amount of the dungeon completed + more if you time.
That could give incentive to play the higher keys even if you are needing upgrade currency. It’s harder but you get more for it. This could help open up slots for others to have a better chance of getting picked.
This does play into another issues of, “why shouldn’t I take the highest io for my key”
Now I’m guessing a lot of m+ players like the io gains to some degree. The difficulty of the keys is one factor leading to people being more strict in their selections when forming.
10’s getting both fort and tyrannical and 12’s losing the affix (which I honestly like) but increases by (what was it exactly) 30%
With these non linear jumps in difficulty and less key levels to progress through, there far more pressure on running all keys at a given level to have a better chance at being accepted to a +1 from what you’ve timed.
Additionally, dungeons requiring so many decurses, profession buffs, lists, battle res, dk grip (in necrotic wake), or additional silences from prot pally, or the general perception of Meta classes add an additional layer reducing the chance you get picked for a group.
Lots of people may say “run your own key and be picky with who you choose” and while doing so patiently may help the individual it doesn’t change the issue in the community.
Perhaps reducing the number of dungeon mechanics (I don’t mean a complete purge, just reduction) that become so significantly easier with specific classes. ( Like decurses in grim and stonevault, or dk grips or extra silences for necrotic wake)
Community perception of Meta is also a bit harmful. Perhaps an incentive to take under represented classes could help: % bonus DMG based on difference of representation or paying for on use class buffs like battle res or lust
The difficulty of keys, mostly coming to light from the lower quantity of levels to progress through and the likelihood of failing the key is also an issue. I’ve seen suggestions like, charges for keys before they deplete, or the key being unable to deplete more then 2 from the highest you’ve pushed it to, or allowing a group one chance to repeat the key, perhaps you only get a redo chance if you first complete it ( perhaps that would incentive actually completing the key, and you would still get upgrade currency)
What ideas do you have to help get players to list/run more keys and make getting invited to groups less restrictive?