Blizzard has listened. But perhaps who they were listening to were the money grabbers and boosting community instead of the core players.
Why do I think this?
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The gold boosting community has never been stronger or larger, even though keys are easier than ever.
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Some groups in LFG are asking for Tips for each of attempt of their Resil key, leading to a whole mess of problems.
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Players are trying to get M+ vault for their mythic raid team. But they get to the last boss of a key and the team calls the run just because it’s a “few seconds off.” Wasting all their time and discouraging them from even doing keys for vault.
Blizzard tried to help, but instead it has made this content even more toxic. Their intentions were good, but the results have only made M+ worse.
And there are other problems. Healing a +15 is easier than healing a +10. The removal of affix’s has only helped key boosting but leaves more challenging mechs for lower keys where mobs aren’t being kicked, people stand in fire while trying to handle the affix. And some pushing higher keys are a little bored because it’s now old school “Hard Mode content,” instead of “Mythic Plus Affix’s” which is what the Plus stood for.
How can we fix this mess? All unique ideas, not sure what ones are best or if any, and I would appreciate feedback.
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All current season gear scales to a flat max mythic ilvl after a 10 or higher key. When the key stone starts, even your world quest items from the current expansion scale to the mythic lvl cap, your normal raid gear, etc. This would reduce the power creep issues that force players to keep running content later in the season for achieves and titles, and also create more balanced and fair play. And less shaming those who have weaker gear. Gear from prior seasons would not scale. Only current gear. It would also encourage players to enjoy open world content to farm obscure pieces/trinkets with lower ilvls, that might scale the best into M+ levels after a key starts. World content is in a lot of ways more fun, more interesting and could bring people back into the game that the designers are working hard to make better each tier.
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To help control the key cap, and inflation towards EoS, while creating a bigger challenge I suggest we inverse the healing dynamics. How? When you start a M+ run there is a “healing well” for healers to click on. This buff’s all healing in the group by 100%. At keystone lvl 11, this healing buff is reduced by 20%, and every key lvl above this also lowers the healing buff by 20%. Until the healers has zero gains, and perhaps, once they have zero gains, it then deducts 5% healing for each key lvl after a +15. This would help the issues healing lower keys, but also reduce the power creep of healing later in a season.
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Instead of resil, after timing a run a player can choose the exact dungeon they want their key to reroll to, and eliminate the RNG. So instead of resil preventing your key to deplete, it instead gives you guaranteed key you want to push, after timing a run. This encourages people working together and helping others time keys they dont need to choose the exact one they want. “Hey, I’ll join that run, we can change my key at the end if we time it to a Work Shop that you might need. Sound good?” Resil was a fun thing, but how its turned WoW in P2P is not good for the game.
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Not to mention it’s never been more odd for DPS to get into keys. I struggle to get into +13s that I’ve all timed with 3k+ score. I’m not meta. Thats why. We need some type of rebalancing for AoE when a keystone starts. It could even be different tuning just for keys, vs. raid. It’s wild that some classes do 50m on a pull, and others are hard capped. Its unfair.
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Bring back affix’s above a 10, but make them fun, and new. Not toxic. A bit of humor is good for the game.
Thoughts and feedback please. Thanks