Crest drops should be scaled to dungeon length and level

A lvl 11 should not give the same crests as a 15, a dungeon that has a timer of 45 min, should not give the same rewards as one that has a 20 min timer.

People already tend to prefer shorter dungeons, but not necessarily just because of mechanics, it’s more about efficiency.

It’s more efficient to do a shorter dungeon if you get the same rewards.

If you wanna make longer dungeons more palatable, at least have the insight to make them drop more resources.

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If you can complete 15s easily, go do 16s. 11s drop the same crests so that people can upgrade their gear to be able to do higher level keys. If you are doing 15s for the crests, you are doing it wrong. You should be doing 16s for the better gear or 17s for the better crests.

People will always go for efficiency.

Even if a 40min dungeon gives x2 resources as a 20min one, if the 20min one is more efficient to complete twice than the 40min once, they’ll run that.

Stop wanting to micromanage player behaviour.

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Wtf are you talking about? Did you even read?

Micromanaging player behavior? What?

Making bigger dungeon more efficient to run to match the time/reward effort of smaller dungeons is not micromanaging player behavior, insane take.

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You trying to scale dungeon rewards based on length IS micromanaging attempt.

Imagine this: 40 minute dungeon has huge skip possibilities and easy bosses
20 minute dungeon is very linear, can’t skip much, can’t chainpull, bosses HURT.

Suddenly you are giving x2 reward for an easier dungeon purely because you looked at one number.

There will ALWAYS be a ‘most efficient’ dungeon.
Those that want to run the most efficient dungeon will always run that.

You wanting to scale dungeons based on what YOU think is relevant is micromanaging.

Let’s say I play a ST god class.
I’d want the dungeons with hardest bosses to give better rewards
Let’s say I play an AoE god class
Well now I want trashheavy dungs giving better rewards

You picking ‘time’ as the sole arbiter of reward scaling is the same.
Shorter dungeons at a high-ish level are tighter. You can’t wipe in a 20min dungeon and still make it, but you can in a 45 minute one if you then take 10% extra risk per pull. In the 20min one that would need to be 100% extra risk, pulling double packs every time.

The goal should be (and this is something blizz is actually quite good at at the moment) that all dungeons are roughly the same length and difficulty.
Dungeon lengths vary between 30 and 35 minutes and highest lvl completed varies between 28 and 30 (2x28, 4x29, 2x30)

You are trying to micromanage community perception based on your flawed logic.

1 Like

What are you even talking about?

Longer dungeon don’t necessarily mean they have easier bosses, or shorter dungeons have harder bosses to make up for the shorter time. I honestly don’t even know wtf you are talking about.

But if you keep repeating nonsense like that i will probably just slap you on ignore.

“imagine this” Your post is a whole lot of assumptions, imagine this because you don’t have any actual example to point out.

Sometimes people come with the most outlandish garbage, that doesn’t even fit the argument, as if they are some kind of higher lifeform that just understands everything, while in reality you’re just making a whole lot of assumptions, you’re literally pulling stuff out of your butt, stuff which doesn’t even fit the initial premise.

If you are putting more time in a dungeon you should get slightly more crests because otherwise people will just run the shorter dungeons, AS WE SEE. Remember maw of souls? Or look at the most ran dungeons in this season, are they the longer dungeons? Or the shorter ones? Usually if a long dungeon is run is because there are really good trinkets in it, otherwise it’s almost always the short ones on repeat for farm. I am trying to lessen the problem by making longer dungeon have better incentives to run them, so you don’t just do something like maw of souls on repeat 24/7, and if you get the “wrong” key good luck making a group in the same time. Which ironically is something they also did in the past, but at blizzard they apparently suffer from short term memory loss.

Just as an example. Shrine of the storm was a really long dungeon, were the bosses or pulls easier that shorter dungeons in the same expansion? Riddle me that sherlock.

YOU don’t know wtf you are talking about, and you should probably get out of here before you embarrass yourself.

2 Likes

It’s good as it is. No need to overcomplicate stuff that works. As people say “why fix it if it ain’t broke?”.

Yes, maybe dungeon like Uldaman will take 5mins longer than Underrot, but I don’t everything to be in super balanced state. Some stuff is better, some is worse - and I like it.

Do you account for how quick a dungeon is actually run in this?

So if I can 3 chest a say 30 minute dungeon would I still get more crests than if I 1 chest by a second a 20 minute dungeon?

Because if my maths works out technically 3 chesting a 30 minute dungeon is quicker than a 20 minute dungeon done just on time (within 2 minutes?)

More for higher key level? Yes.

More for a longer dungeon? Lol.

The time disparity is relatively small this season so the 20 min example is kinda poor.
Whats next though? Asking for more drop chances because we spent longer in a dungeon?

It’s always low rio players that come up with ridiculous takes about content they are ‘‘playing’’. :frowning:

Its fine as it is, I’ve quite ebjoyed this season in terms of gearing since you’re always working towards something and its really chill to do with friends 1-2 times a week instead of waiting on extreme RNG. I hope they keep it like this going forward.

I don’t think Dungeon length should be taken into account, that’s just over complicating the system. If you want to farm crests and dislike a specific dungeon then just don’t do it.

When it comes to farming +11s they are all pretty quick tbh.

Nice logs you’ve got there.

Aside that, your argument… I mean it’s frankly non existent, so there isn’t much to work with.

Very briefly, ill explain it again so children like you can understand, i’m gonna use simple words, don’t worry.

Longer dungeons should give slightly more resources in terms of quantity, not quality, quality drops come with higher level content. Otherwise people will tend to gravitate always to shorter dungeons, because of efficiency. The way to rectify this is to make it so, both are about as efficient to run. Remember maw of souls?

They solved the problem by making longer dungeon give you slightly more artifact power, relative to their length.

Some people seem to think that all dungeons should be about the same length, i disagree. I like some variance, otherwise everything starts to feel the same, but there are some problems that should be solved.

I explained it in the simplest way possible, if you struggle to understand this, or anyone else does, frankly, it’s not my problem, i wash my hands with you.

Also, bozoh, no, how fast you personally run the dungeon is unimportant, i’m only accounting for how long the actual dungeon is, not how fast you personally run it. So basically something like shrine of the storm, which is a really long dungeon would give proportionally more crests that something like maw of souls, since it’s shorter. But if you manage to run shrine of the storm in like 10 minutes, that has no relevance on the actual crest drops.

In my oppinion it is already a bit too complicated. I do not need other modifiers on it.

1 Like

It’s not complicated.

Well, speak for yourself :slight_smile: Like i did too.

How many replies do you need to get, so you’ll understand that your idea is bad? :slight_smile:

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Lol imagine roasting yourself. 5head

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Could you answer my query please? Not an argument genuinely asking but I think this would allow for exploiting resources by gathering some friends or even boosters

Not only that, but it would be exploitable too. Blizzard would then have to intervene and reduce the timer, hurting all players overall in their progress.

Probably the way he thinks - all other poeple must be stupid except me. He just makes it harder for himself :smiley:

While current crest system is not perfect (for one - it allowed way to fast gearing at the start of the season), I believe it’s good enough for now and it is a good base to build on.

1 Like