Proposed Resilient Keystone Change

Resilient Keys are good, but I’d like to propose a change.

When you time all +12’s, now your keystone can no longer deplete lower than +13. In addition, if at any point you attempt to instance reset, your key will reroll to a different 13.

I think in general having pseudo-tournament realm access to keystones is not particularly healthy for the game. Being able to run at a key for hours until you finally get it isn’t’ particularly enjoyable, even if the enjoyment might be there when you time it, but sometimes it is a grind with no measurable improvement, either due to fundamental misunderstanding/misplay of particular mechanics, poor play by a specific role, ect.

I think the key remaining resilient, but rolling into a different dungeon would be a great change. It allows for greater variety in dungeons played, and perhaps a chance for the players to look at a situation differently and understand something that could be improved.

And don’t even get me started on re-running the same key and watching someone die to the same RNG mechanic over and over-- praying for RNG to push your key for you is not healthy.

4 Likes

Anything that make you grind less or reduced play time to get where u wanted = what blizzard don’t want. They want u to spend all your life, your energy, your time grinding, so making your life easier is and will never be their goal.

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This proposed change would increase seasonal playtime, probably.

Just less repetitiveness.

The problem with this is it almost completely removes the need for consistency in order to progress in score, up to a point, and then massively favours organised groups over those forming in lfg to the point the upper echelons of m+ would be so demanding as to be impossible to achieve in pugs.

3 Likes

But there’s one fundamental flaw: there’s nothing preventing someone from rerolling the key endlessly until they end up back at square one. At that point, why bother having this limitation?

I was just thinking about this the other day and I agree. I have resil 12s but held onto my 13 cinder all week waiting to form a team with a group I met that ended up falling through due to life circumstances. It’s one of 3 left that I need to time and would have been more risky with it if it was resil at 13. The concept of practicing keys is kind of moot once you get resil, and if you brick the key that you are trying practice, it just changes to a different key once you time it after bricking it.

I think the pressure of having 1 shot at it and pre- planning around that is one of the fundamental aspects of mythic+ that makes it more its own thing.

It’s different than say a raid boss where you just pour attempt after attempt after attempt at it in a given night practicing the same thing over and over.

Except blizzard stated the purpose for resil keys was to practice the keys when they get harder, not one shot them.

By still dropping 1 key level it still applies.

If you have resilient 14s then trying a 15 us your “one shot”

Having the first pull bricked and having the key roll into a different dungeon would be absolutely horrible. I’d want to go again everytime.

How does it remove consistency? Youre just stuck progging on the same key if youre not consistent. Its not like the random chance that all 5 people will go 30 min without making a single mistake is something thatll just happen by chance eventually.

resil should be 1 key up. if you time all 15, you have resil 16. Practicing a 15 to do a 16 where you only have 1 shot is worthless due to scaling, 1 key up can feel way different, it doesnt make sense. Its like practicing a normal boss to kill a heroic boss

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I’m inconsistent, but m+ only needs you to succeed once.

And if you can retry the key infinite times, that makes it way easier.

This is true of everything. Youre not going to fluke your way through a 15 or 16 key.

I’m pretty sure i have 40% chance of dying on Mordretha. Does that make every TOP key I do, a fluke?

Pure gibberish. Watch out for trains.

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