People have achieved their seasonal goals now. People who were in that range the last few weeks were farming gear or vault slots in an effort to game the effort/reward ration. Now, it’s full of people who can’t progress any higher.
Keys this season are pretty free up until you get to ones where the mobs outlive the VDH/Prot Paly CC chain. So it’s easy to get to that level without really trying that hard.
And honestly; I think people are having more fun this way. You don’t really have to learn mechanics until you get above 20. You can fully time keys just “knowing your class”. I wouldn’t expect next season to be like this though. 10.2.7, the return to Azure Vaults.
Keys this season are very easy to 3 chest, probably got some good luck with brh or dht keys and got to a 17 fast, but in the case of Rise trust me that place is horrible even in higher keys when ppl know what to do, has the lowest completion rate currently
I think it’s because the difficulty was the combination of being mechanic-heavy with damage checks. People seem to like dungeons where general don’t stand in swirlies and interrupt the casts the game lets you will work a lot more than dungeons where lacking dungeon-specific knowledge has a high probability of causing a wipe. I think that’s why one of the favored dungeons of premades in BFA and last season was Underrot but PUGs below the +20 range seemed to despise it.
You need to know how bosses work, but rarely do you need to execute things with any real degree of precision or skill. Boss fights with You must do X or you will wipe are just hard walls at that level depending who’s in the group.
It’s an old example at this point but trying to do so’leah with pugs in a +5 was an experience.
The worst key I’ve ever experienced was a +4 Everbloom on Tuesday this week. I thought it’d be an easy win for the weekly. The tank started the run by heading towards the council bosses first. He was a brew and grabbed the entire pathway leading up the hill to the bosses. We wipe and make our way back through. The warlock key holder pointed out that he skipped the tree. No response. We go to the council fight and no one is targeting any specific boss or kicking anything. We’re repeatedly stunned, and for some “strange” reason, the bosses’ health isn’t really dropping. Weird!! After about two minutes of this, the warlock/keyholder leaves the group. Seconds later, so did I.
Yeah I guess now that I think back to it the mechanics weren’t much different than what you get from most other modern M+ dungeons. The first boss does have a bit of a mechanic knowledge check with ensuring your group doesn’t miss any trees, but most everything else is pretty bog-standard. So I guess perhaps just needing to dodge orbs and swirlies on the second boss and the damage check on the last boss?
I think it might’ve been the sheer number of kicks / stops needed, especially in the 1st third of the key with all the statue pulls.
Personally though I found the complete lack of group damage taken for the entire key made it a bit of a meme is long as you had the control sorted out.
We do, many don’t as their personal climb has only reached that point this week. There’s also, as has been mentioned, a very real incentive for people who already struggle with the mechanical / throughput requirements of mythic+ to do 17-18s by any means necessary in order to get vault slots and crests. For those people, tyrannical is much harder than fortified.
It’s just the key level you’re doing. You’re 2300 IO so you’re probably mostly running with other people who aren’t way overqualified for 17-18’s, so they haven’t got kicked in the teeth by a mechanic enough to respect it, and learn to do it right.
Once you’re 2500 you’ll find 17-18 groups easier because you’ll be getting into groups with people who are more comfortable with the content, BUT by then you’ll be trying to do 20’s, and the next guy will be making a post about how ‘it’s crazy this 2500 Ret ate a frontal in a +20 key!,’ about you, when the reality is a couple days prior you were doing keys where you didn’t have to worry about it so there’s no realistic reason for you to know about it.
Most people are good enough to reflect their IO scores, but that doesn’t mean that they’re experts, and yes you will encounter people who do stuff that’s so stupid that you can’t comprehend how they aren’t aware of the mechanics (I’ve had people fail totems in 18 AD’s, groups aim Tyr’s slam all over the room in +22’s, etc. for instance). But the truth is I screw stuff up sometimes, so do you, and so does anyone who will read this. I think the real problem people are facing right now is a lot of new people are tackling harder content than they usually do this season and their minds are blown to how impactful a mistake can actually be so we get 5 threads a day about people who can’t believe X person got into their group, or whatever.
It actually puts me in mind of a Dave Chappelle joke. He said ‘white people struggle too, the difference is they don’t feel like it should be happening to them.’ I guess as a healer I’ve just got a more realistic view of how things can go wrong because I have to try to fix it, and when I can’t and a key bricks it doesn’t surprise me because I’ve seen it happen 900x before. It’s just pug life man, most keys won’t be great but most will be tolerable enough to be successful.
World of carrycraft nobody wants to actually learn and work their way up in dungeon dofficulty its much easier to buy a carry or start your own key and invite people with hundreds even thousands .ore io than you. When those people leave then they have something to complain here about.
With two people carrying 3 inexperienced casuals can get pretty far. And someone running their own key can get a 15-16 key without having ever run it.
Personally I like a the lax timers but maybe there should be a greater penalty to dying.
Another thing that could help is a Torghast like progression where you’ll only get keys one level higher than a dungeon you’ve timed. Per dungeon and account wide.