They should’ve emphasised it as a group type content while allowing it for solo play. I rarely see anybody forming groups in premade groups.
Think of it like Mythic+. Your keys are limited (sort of) and if you group with someone who doesn’t know what they are doing, they might ruin it for you entirely.
Best way is to go in with the only person you can trust (usually). Oh, and never, ever, ever bring a healer into those. Apparently that is what breaks the game and makes it think, “Oh, you’re running a standard dungeon comp, let’s make these mobs… Do damage that immediately threatens non-tanks…”
It’s too expensive to enter to form groups. I run two Rune of Razorice enchants. You think I’m dragging someone else down with me? Dream on.
Why would I want to post a group in lfg when it scales to however many buddies I have on atm?
If I post keys in lfg it’s usually because we have 3/4 and are just after a random dps to fill us out. No need for visions.
I think it’s meant more for friends and guildies who know how to work well with each other.
Pugging is always a crapshoot. You don’t want that with only three tries.
I actually like them more solo, but that triple stack talent that adds 150 sanity to all group members is too good to pass up
I’m all for grouping with randoms.
But when you introduce a gate + key system, the key costing a hefty fine, time investment, and an irreversible loss there is no way in absolute void infested sands am I risking stepping into an instance with randoms.
Oh wait… I just remembered, group members can literally troll you. “Oh, I’m at 50% sanity, better pop this shared, finite resource bubble…”
Why would they? Tuning wise it’s easier to solo than it is to go with a group. The only reason I could see people grouping is to run with friends.
There is no fine, the time investment is pretty light (and consists of… playing the game), and there is no irreversible loss.
Seriously, GD is ridiculous with this.
Go lose every single Key next week.
Tell me how you were able to recover every single one of them.
On top of that, with my cape being capped for the week I see no reason to help others and would rather hoard my precious keys.
The number of weeks that you have to rank up your cape far, far exceeds the total number of ranks of the cape (even once it starts taking more than one week to rank up).
The 3 ilvl difference for a week really doesn’t matter. At all.
Do we share hidden chests? Does everyone get loot or the first person who loots it?
Sounds like the key is ungrindable outside of a set guaranteed number per week. If you lose one, you are out 10K, and have no way of grinding it back besides sitting on your hands and waiting for the reset.
They did. They just didn’t design it around being a party endeavor then leave solo players to fend for themselves. They learned this lesson in Cataclysm when they made 10 and 25 drop the same items, but it was clear from the first week of raiding that the fights were designed around 25 man and horribly imbalanced in 10 man. I.E in a 25 man, Halfus Wyrmbreaker was the easiest boss on Heroic. In a 10 man he was one of the absolute worst bosses unless you were running a lot of classes that could break his stun or immune it to get an interrupt off yet requiring the same amount of interrupts.
I’m going to let you in on something that isn’t secret. The Premade Group Finder is largely filled with AWFUL players and it’s a detriment to even bring them along because if they’re too inept to solo it. You do not want them in your group where they buff the whole instance then proceed to die a ton and make your run much harder than it needs to be.
It sounds like this might save you a lot of angst, so read it carefully and internalize: over the course of 8.4, you will get many, many more vessels than you need to rank your cloak up to 15. In the meantime, the tiny difference in ilvl doesn’t matter… at all.