The real solution to M+ problem - Keys should not deplete

Apparently, so many people are angry about M+ leavers that Blizzard decided to publicly announce they will be banning repeat leavers.

But, why were people angry in the first place when someone left? It was mostly because their key has been depleted. Of course, people were not happy about the time wasted as well. However, I believe most people would be far less angry if they could at least try the failed key again at the same level.

Although I understand why devs decided to ban players who “intentionally left Mythic+ groups a great many times”, this policy and enforcement for it are so vague that it is impossible for me to support despite not being a leaver myself.

Whether intentional or not, this policy gives the impression that devs believe players should be staying in keys even if the run is going terribly. Although what is a “bad” run is highly subjective, I do not think anyone should ever be coerced into staying in keys for any reason.

The true solution to all this is that keys should not deplete. Key depletion is a self-created problem by Blizzard and it is obviously making many people unhappy. So, it should be removed.

Besides, if a player was good enough to raise their key to a certain level, why do they only get one attempt to time the key at that level? If the run fails, why do players need to spend time again and again to raise the key back up to the desired level?

People are upset about leavers wasting their time. But, people should really be upset about being forced to waste time to raise their key back to the same level they already reached before.

Of course, keys not depleting will have various consequences as well. But, I think issues that may arise from keys not depleting are far better than the current issues that are due to key depletion.

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This may be true in the higher keys, but as a low key enjoyer the frustration is more just in the wasted time.

From the time you start looking for or listing a group to the time the key starts is often 10-20+ minutes. Then 5-10 minutes into the key some minor thing happens that isn’t a big deal and won’t effect completing or easily timing the key, but somebody leaves.

Just like that; there goes 30 minutes of your night and maybe you only had like an hour to play, so now you probably don’t even have enough time to try doing another key.

Now, there are also plenty of times where the group is just a terrible mess and will drag what should have been a 20 minute run into a 50 minute run. This is an equally frustrating situation in which I think its perfectly fine for someone to leave once it becomes apparent that’s how its going to go. Which is why I’ve never been in favor of a penalty for leaving. Its not always an issue with the leaver.

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Imagine if sports teams like baseball or basketball could simply walk off the court and not take the loss.

m+ has 1 fail condition.

key depletion

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Leaving is a very complicated issue.

Someone can leave within the first few pulls. Someone can leave right before last boss when there is still 5 minutes left on the timer. Not to mention, why people are leaving vary greatly.

So, I don’t think there is a magical solution to fix the leaving problem.

But, if at least keys do not deplete, the key holder only lost their time and can try the key again at their convenience.

While removing key depletion does not solve the leaver problem, it does mitigate it. At least, I think it is a far better solution than arbitrarily banning leavers, which is apparently what Blizzard is doing.

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bruh.
this is not an esport.
even if it was an esport, which it isnt, we the players are not on any team. we play for fun. as a hobby. drunk while gaming.

wrong. failing the key because you arent good enough is already the fail condition. like wtf. lol.

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People don’t leave good keys.

And making group finder a hazard to use because key depletion doesn’t exist is unwelcome

Two charges could be something to experiment, to protect against disconnects.

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By that logic, if the players must take a loss because the key depleted, who is winning? You can’t have a loser when there is no winner. But, in the current system, that is how it is.

M+ is not sports. You are not competing against another team. You are only “competing” against the timer. Key depletion is merely a penalty system and it is unnecessary, especially when it is causing so much public anger.

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key depletion only makes people who think keys are sacred angry. Normal people don’t care.

Keys are plentiful, and you don’t have to run your own.

I say this lovingly, the solution is to give LA folks their own servers. Then at least we can communicate with each other.

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correct

m+ is supposed to be hard with gear and rewards commensurate to that difficulty.

remove all the fail conditions and you’ve got 5-man LFR rewarding mythic track gear.

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Just don’t play with those servers? The option for grouping exists, and I don’t see the benefit of removing it.

I love this. When the common refrain on this very forum is “rUn YoUr OwN kEy” for anyone who posts an issue they have with m+, this guy tells it like it truly is. You need to run other peoples keys to actually play m+.

The duality of man. :crazy_face:

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You can run your own, you can run others. It works either way.

If you go down one level, just time it and get back up.

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Of course, people never leave good keys. But, it is impossible to control all factors so that all keys will be “good”.

Group finder will not become any more hazardous to use because keys don’t deplete. Pugs are already completely a crap shoot right now when keys do deplete. But, at least key holder will be able to hold on to their key when a random pug leaves their key for whatever reason.

But, I can understand completely removing key depletion is going in the opposite spectrum. So, I would support adding a few charges to the key as well.

Run as tank or heals and get insta invites. No 30 min qs for meeee

No key depletion would make it very much feel like the MoP challenge mode dungeons. Which isn’t a bad thing, and which I personally enjoyed.

In the old CM dungeons, if a pull went sideways, you could reset, talk about what went wrong, and then try again. I know the system was different, but it encouraged a group to stay together and try to hit the target. You could keep trying until you got it, but it wasn’t guaranteed success.

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Person buys carry, lists +10 in perpetuity for a carry.

That won’t make it hazardous to use?

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No. Because you can simply leave in mid run when you realize someone is item level 590. And you can even leave guilt free because the key will not deplete.

But, if you do that now, Blizzard might ban you.

I’ve said this before - keys just need ONE mulligan. This can be per key, or could be per week - whatever balance Blizz wants.

This maintains the stakes of key depletion, but allows a redo if there’s a fluke like a goof or a disconnect.

Most casuals are running only a couple keys a week, this will solve for most people.

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?You can check ilvls before run starts.

Just because people have the ilvl, doesn’t mean they have skill to perform.

Yea two charges sound great. Allows organized teams to apply what they learned too.

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