Hello! I would like to propose an idea that could improve the experience of Mythic+ dungeons (M+), especially in unexpected situations like player disconnects.
Currently, when someone disconnects, the timer keeps running. This ends up penalizing the entire group, even if the issue is completely beyond the players’ control, such as connection failures, power outages, or even bugs. In the past few weeks, my internet has dropped twice while I was in an M+, and on another occasion, I saw a player disconnect during a dungeon (it wasn’t related to rage quitting, as we were doing very well).
The idea: Pause the timer and cooldowns automatically
The proposal is simple: when a player disconnects, the game would automatically pause the dungeon timer and freeze cooldowns on abilities and items. This way:
The group could wait for the disconnected player to return without losing valuable time on the key.
There would be no room for exploitation, as cooldowns would also be paused.
This would alleviate the frustration of losing a key or failing a dungeon due to something out of the players’ control.
Why this would be beneficial
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Fairness for players: Often, disconnects are not the fault of the player or group, yet everyone is penalized.
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More incentive to participate in M+: A more flexible and fair system would encourage more people to try M+ without the fear of losing keys due to technical issues or unforeseen problems.
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Preservation of the challenge: Automatic pauses would freeze cooldowns, ensuring no tactical advantage or exploitation of the system.
Final thoughts
I understand that M+ is designed to be challenging and require preparation, but unforeseen situations happen. Implementing a mechanic to pause the timer and cooldowns during disconnects would be a fair and efficient way to address these issues.
1 Like
If you remove key depletion entirely, this wouldn’t much matter as you could just re-start the dungeon without having to add a bunch of programmatical code into the system as it is.
Basically… just REMOVE KEY DEPLETION!
4 Likes
How would the game determine if someone is “disconnecting” to exploit the timer pause vs someone truly disconnecting?
No. Removing depletion completely adds more issues than it solves. If anything keys should have limited charges which will also limit the downsides of removing depletion.
And how would they exploit this?
What kind of problems?
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People who are against the removal of deplete or at least a charge system just haven’t thought about this.
There is no argument against it, the deplete is THE MAJOR issue with m+ period.
But honestly the charge is more of a compromise, the goal should be to just remove keys, add more dungeons to the rotation and keep the updated, and give us a torghast like system of unlocking levels
1 Like
If you accidentally pull extra/not enough trash and aren’t sure what it does to the trash bar, have somebody pull out their ethernet cable to pause the timer so you can run MDT on the numbers to get a perfect count.
3 Likes
I understand the concern about possible exploits, but I’d like to suggest another idea: in addition to pausing the timer, enemies could also be made unable to attack or be attacked during the pause. This would prevent any kind of tactical advantage, as neither players nor enemies would be able to act. The pause would solely serve as a way for the group to handle unexpected disconnects without facing unfair penalties.
You don’t need to attack anything to pull up MDT and adjust your route.
1 Like
This will be exploited more with group than pugs, but they can essentially pause anytime they want to just take a break if a pull isn’t going according to plan so they can figure out what to do. There’s no way for the game to tell if you did it intentionally or you are having genuine connection issues.
They could only do that if they seriously nerfed or removed the rewards for failing a key. Otherwise the new trend would be to buy a +10 carry and then fail farm it all season long, as the key would never degrade with each failed run.
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They sell M+ runs today for thousands of gold… like every. single. day. What would be different?
This is a terrible argument. Just because something already happens doesn’t mean it’s okay to open the flood gates. People sell runs, yeah, but it would be so much worse if key don’t deplete.
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Depleting will be gone for key pushers next season. It doesn’t make sense to punish mid level players with depletes while exempting the better players.
2 Likes
No, depleting will be gone for people stuck at +12s. +13 will still deplete to +12, +14 will still deplete to +13, ect.
I don’t get this mentality of “punishment”. It’s part of progression. If you time it you go up, if not you go down. Once you get most keys timed at +12, Blizzard feels like you beat progression in an infinitely scaling system.
Blizzard doing this is essentially confirmation that there would be more negatives to removing depletion completely than positives.
Like I said, if you are going to advocate for anything then ask for key charges for all levels.
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I’ll wait for the day where they do remove the deplete or at least make it way less of a problem, and on that day I expect three words from you.
I was wrong.
Arguing against the removal of the deplete or at the very least a charge system is INSANE.
The deplete is literally N1 problem in m+.
And just because some people might “exploit” the less punishing system, is not an argument for holding the game hostage over this god damned bs.
End of story
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No, being selfish enough to argue for the removal of depletion is insane. All this argument does is showcase how you can’t see past the initial short term gains and all of the issues that will arise mainly for pugs.
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The difference is you would only have to buy it once, then you can just fail farm it for the entire season. The entire point of the key degrading it to stop this sort of behavior from happening.
Lol, I’ll wait for those three words.
One day…
D E L U S I O N A L
To think they the deplete is not a problem that should be solved