Despite Blizzard’s lack of action, and my reluctance to recruit with permissions being the way they are, my guild has been growing a bit lately. People have been inviting their friends. Which is totally fine, I don’t have a problem with that.
We had someone new come to our raid for the first time yesterday. After the raid, we were putting together some m+ cache runs. We do this thing where we take keys we have and ignore the timer just to get weekly caches for as many people as we can. The new person was so excited to get in a dungeon group, and we were happy to make sure they had a spot.
It was their first m+ ever, and at the top tier item level of 375, we plopped them directly into a +14 Motherlode - fortified, bolstering, skittish, reaping. Now, we don’t do carries. We expect people to participate, do the mechanics, and help as much as they are able with their gear. But we did warn them that death would be a thing that happens, and we don’t care about the timer. We talk them through the fights over Discord, and the idea is that by the end of the run, they will know the dungeon a heck of a lot better than they did going in.
With a mix of alts, off specs, mains, and our trusty noob in tow, it took one hour and twelve minutes to clear the dungeon, a mere 33 minutes over the timer. Pretty dang good time, imo.
This is so much more fulfilling than any time I’ve +2 or +3 a key. Presenting a challenge, struggling a bit, working together to rise to the occasion, and ultimately completing the challenge…that’s good gameplay. And having the pleasure of introducing someone new to something they haven’t tried before? That’s just the cherry on top of the icing. And yet, according to a great many players, this is a failure of a run.
Why does the game not nudge people towards this type of cooperative gameplay? Why does it reward the assumption that “this group can’t do this dungeon” leading people to abandon the group after the first wipe? Even though we choose to not care about the timer, it does feel like the game is punishing us by downranking the key. It’s like the game is saying “You’re not good enough even though you rose to the challenge and finished the dungeon.”
Frankly, if I wasn’t in a position to tell others that it’s okay to abandon the rules the game presents and all of the community perception around M+, I probably wouldn’t do them myself. (I often say RIO is for the weak.) Some people see speed as the main challenge. I disagree. Finishing the journey should be the main challenge.
The runs where I have the most fun are rarely the ones where we beat the timer. I have the most fun when it takes an hour or two, but we work hard and get there in the end. The journey and that sweet sweet Tuesday loot make it all worthwhile.
Blizzard, please revitalize guilds and encourage cooperative gameplay. It really is the glue that holds this game together.