I agree that the hits are really powerful nowadays. This is even more true on tyrannical weeks where maybe groups cannot complete them because they die to mechanics or the healer runs out of mana. I think the best case is fortified week, you can pull slowly so the hard part (the trash) isn’t hard anymore, and the bosses are probably fine. I think most groups of 5 friends can probably complete any fortified 13 in maybe an hour, with good gear and basic knowledge of the boss fights, and their class (especially cc)
For crests, yes people want to time those. The good news is the highest you need to go for crests is actually just level 6 (which I think most groups can time comfortably with decent/500ilv gear)
I think some dungeons might be hard for groups to run completion on maybe 13+ tyrannical, like uldaman, HOI, RLP, maybe they don’t even finish. But it has to happen somewhere and it’s good that it’s higher than all gear rewards end. Otherwise people could theoretically complete 40s with enough time which can’t possibly be an engaging season for healers in 10s.
Well, that more or less was the purpose of this topic. To find out why the Mythic+ keystones (and entirely by accident, I may have done the same for the Mythic+ system itself) never made any sense to me.
I think I have better understanding now… and it has only reinforced my dislike for the system as a whole.
WoW revels in the zero-sum mentality.
I’m starting to think it’s by design.
? I don’t think you’re using “zero-sum” correctly.
Chess is a zero-sum game because there is a winner and a loser, ELO is distributed among them, the overall numbers do not change, they get redistributed
And that is this community acts.
If you’re not “winning”, you’re “losing”.
The exact definition of “winning” varies, but there’s ample evidence for how that applies to Mythic+.
You clear a key in-time? You win, Keystone level goes up. You don’t clear it in time? You lose and Keystone depletes, or even goes down in level.
As for the gear? I mostly look at it as more of a tool, rather than a reward… but eh, that’s just me. Cosmetics of gear can be a different story, but I don’t recall that ever being applicable to Mythic+.
That is most definitely not what zero-sum means.
Zero-sum specifically refers to a certain sum, let’s say 100, being shared across members. 4 users with 25 points each. How the numbers get distributed after that is dependant on which player wins a round.
If a player wins, they get 10 points, loser loses 10. The sum remains 100.
a) the fastest runs in raider io are 34 minutes. even an incompetent group is unlikley to take 78 minutes to complete a dungeon.
b) if you are uber l33t player, aren’t you only running with your competent buds? you shouldn’t be pugging anyway with us pleebs with the chance of failure. l33tchads depleting average player’s keys because it isn’t an mid run is kinda douchey. not kinda douchey; actually douchey
And I’m the opposite. I find raids wildly boring. They take too long, and while yes the time with friends is nice, I can get the same thing in shorter intense bursts with m+.
Especially now with an infant and a toddler, 40 mins of uninterrupted time is the most I can do. Keys offer that sense of progression and power via pushing and achieves while only needing to rally 5 others.
Many of the people I play with are also parents who can’t quite find the time for longer raids and such. And the ones who do: ya gotta give me your secrets lol.
Players are absolutely incapable of figuring out on their own that they don’t belong somewhere. Timer (and depletion) is the game’s way to rein you back when you’re in over your head. Without either, how do you suggest they save you from yourself?