Encourages failing upwards and being carried non stop. Its a reward level. You dont want to encourage that behavior in a reward range
12+ is the end of tuning and when running for the sake of running comes in to play, so it makes the most sense as thats what Resil was aimed at. Pushing, not farming rewards.
When M+ was introduced back during Legion, this was the common thing everyone was doing regardless of whether people spoke or not. Folks relied on each otherâs knowledge and⌠just went with it. Sometimes a tank had a weird path, but if it worked, it worked, if it didnât it didnât.
The same thing is true to this day. The introduction level to M+ is still âmake a group and go.â If it works, it works - if it doesnât, it doesnât; regardless though, you go again. Collective knowledge and information is very much so a thing in M+ as well as it is in Diablo 3.
People who like MOBAs, likes MOBAs; and people who donât, donât.
People who like chess, likes chess; and people who donât, donât.
People who like painting, likes painting; and people who donât, donât.
People who like studying, likes studying; and people who donât, donât.
People who like M+, likes M+; and people who donât, donât.
People who likes X, likes X; and people who donât, donât.
Making the group and taking note of who you invite is part of the gameplay. Some folks put way too much attention to it in the wrong place, and others too little. Others go with the flow, others like to plan things in meticulous detail. Regardless of however you want to do it, making the group is still part of the group leaderâs responsibilities.
Thatâs part of the gameplay, and if one doesnât like that⌠best thing you can do if you still want to participate is to queue for it. At which point it is on your head to do what you can to stand out; either by what you play, how you play, what you say, what you do, what you can show, or anything else.
⌠or you donât participate in this portion of the activity and opt to focus on making a friend or community group where this becomes easier to the point of being negligible. Otherwise the only option you have is to not participate.
They arenât in the majority, at least not in any majority of people who participate in M+. So⌠no. I donât feel sympathetic towards their experience that they have to participate in an activity to participate in an activity.
Also, just as a thing to let you know⌠About 1/5th of ALL WoW players across all versions of WoW use M+ as their primary form of endgame. Might be a bit lower now since this figure was calculated and tested when Delves werenât part of the equation, but I have seen no evidence that points towards M+ being in any real sense noticeably affected by Delves.
So⌠no. I donât wonder why the same number of people who have been pushing keys since Legion, still push a similar(ly proportional) amount of keys each season.
They should look up the answer in that case.
Keys deranking is a netpositive for people who do not consistently push and succeed in their keys. If you regularly try to finish or âsucceedâ in a key (or keyrange) that you arenât ready for, thatâs extremely draining for players and causes immense amount of burnout.
Putting the requirement at +10s means that 10s become the default for ALL players who participate in M+ regardless of whether players are ready for it or not. Anyone who is doing keys below that wonât have anyone join, and anyone who is doing 10s âjust because the key wonât derankâ will go at it until they succeed or everyone in the group is burned out and stops playing the game.
Putting the requirement at a +12 means that players need to demonstrate that they can regularly do +10s and succeed at them consistently by succeeding at keys (relativistically) quite a lot higher than a +10. The only question isnât âWhy +12 instead of +10â but rather âWhy at +12 and not higherâ to which the answer is⌠it still has to be reasonably achievable for players. A +12 is a step above timing a +10 (a timed +10 = âyou should do an 11â, meaning a step above timing a +10 is timing a +11 thus landing at +12), and it isnât as ridiculous as heading into the category of +14s or +15s.
I dont get D3 as your example. Diablo 3 and Diablo 4 are SOLOABLE. Grouping there is a joke. When you group there, it means more of one guy carrying everyone.
If you rush group composition allowing incompetent players on your group, if it fails becoz of a leaver after early wipe, donât blame Blizz. Blame yourself. You are the one who did total lack of respect on your key by bringing in incompetent player/s for the key.
Like a +8 I just did last night. I saw Tank at 2500 and 3 DPSâers all at 2100+ M Rating. But we lack a Healer. The group leader decided to get a 1200 M Rating Priest. For some reason we barely made it to first 3 Bosses. The healer failed allowing someone to die but good thing, the Bosses still died. On the 4th Boss, freaking multiple wipes until the group gave up. The healer died so fast.
If you are doing +10 and all applicants are just with +9s, you should still get the ones who 2 or 3 chested +9s on that particular dungeon. If you get someone who hasnt done ML or has done only +4 on ML but did all +9s on other dungeons on your ML+10 key, GOOD LUCK. You could get lucky.
But if you get those who 2 or 3 Chested +9 ML on your +10 ML key, you would have better chances.
Personally, I would have made resil keys start at 11s or made it is keys at the 11-12 range had charges to enable people to practice some before downgrade. But this is coming from one that does not do +11s without a timed 10 in the dungeon unless with a community or guild.
The issue some overlook is each time Blizzard adds an achievement or reward to chase, the ones happy with the old one (KSH in this case) will now try for the new one, (KSL) and that means we will likely beat our heads against it, some of us in better ways then others (I.E. try for x dungeons complete in the span of a week),
Ive watched 2800io players eat back to back frontals on ToP last boss
I watched a 2100 io tank reset first boss in ML on +3 by dragging boss out of room chasing a bomb
Ive watched DHs fel rush to their death on last boss in Rookery
This is entirely different than taking the guy with all 9s into your 10. You took someone who probably didnt even have every dungeon run on 4s into an 8
Again, i never mentioned anything like this. But wasting an entire dungeons run worth of time waiting for a carry when a perfectly capable candidate is ready and willing is stupid
Everyone could have a bad night. I donât think the guy with 2800 io would always have bad nights.
Exaggeration? Even if the 2100 io tank reset the first boss on +3, he would still be able to carry the group and time it⌠could still do 3-chest on it depending on the DPS.
I never see a 2100 tank the main reason why a +3 failed. I saw a +3 failed but not becoz of 2100 tank.
My formula is simple. If you want competent group for +12, get people who 2 or 3 chested +11 on that particular dungeon. The MAGIC WORD is 2-Chested or 3-Chested. If you donât get such applicants, you would would have higher chances of failure⌠and you would have a reason why leavers have to leave.
And the DPS were 650-658 ranging from 1500-1800 io. I was a 639 healer that out healed the DKâŚ
And this again is why people complain about waiting so long to form groups.
In the time youre looking for that super duper elite carry, i could have completed my 10, half way through my 11, and onto my 12 by the time you finished your 10 key.
Most of your +2 or +3 is going to be based on your tank. Thinking the Rogue is exceptional because he +3 his 9 key is a fools mindset for multiple reasons
So whatâs the problem? You could have completed your 10 and half way through your 11. But donât cry if you get an unlucky group who wipe early near or at the first Boss and someone leaves.
Yes. But if you have DPSâers and Healer competent with 2-chest/3-chest under their belt on a good group combo, it would be better than having party members who barely timed it.
Having a ++ or +++ in a key says just next to nothing about your performance in that key though. Sure, if they got several ++ or +++ in all their keys at similar levels you may draw some conclusions. If not, they may have just lucked out with a tank that does a great route, positions properly, and uses his cc and interrupts to let the DPS go full zug zug brain.
There is no problem. I wasnt the one complaining. And i dont think ive ever complained about someone leaving? I strictly pug. Ive accepted the risks that comes with
Youâll never know if theyre competent or not. See previous examples
I already explained why 11s doesnât make sense. The point is that at the point where players can trusted (yes, trusted) with resilient keys - the type of practice required to timing keys should be over. At that point you arenât practicing to time keys, you are meant to be practicing to push keys.
Two entirely different mindsets. Resilient keys is a component that should only exist when pushing keys, not when folks are still at the default of timing keys (for gear, achievements, vault progress, ânon-pushing scoreâ, etc.).
Thatâs why you have to get a 2-chested and 3-chested Tanks too who would drive the party to efficient route. And the DPSâers and Healer who has many 2-chest and 3-chest on that dungeon are familar with the efficient route⌠They wont aggro unwanted mobs becoz they have done it before many times at fast speed of 2-chest/3-chest. Whereas the DPSâers and Healers who hasnt 2-chest/3-chest it before, they are not familiar with the fast efficient routes and they aggro unwanted mobs, thatâs why they would never 2-chest or 3-chest it.
Yeah but then you may as well grab one chest DPS rather than waiting for 2- or 3-chest DPS, as it will be thanks to the tank that the run gets 2- or 3-chested. All DPS need is to know the mechanics.
This sounds like youâre mostly spending time in low keys (12s and below), where people generally donât know mechanics. The ++ or +++ for healers and DPS doesnât indicate the things you think it does.