I don’t think it’s going to prevent depletion. Now that really would be a nightmare for everyone whether you were a pug or a player in a group of friends.
I think the solution is simple, when a key is completed but not timed, the leader is given the choice to try again, or lower the key by one level. This could be made more realistic by saying “not timed but within 3 minutes overtime” or something that realistically suggests it could of been timed.
If the key is abandoned, it goes down by one level.
Wasn’t this exactly the problem people have with leavers?
It was, but I have other ideas involving deserter debuff, or allowing replacement of people (like in a raid) for leavers.
Yeah but those things don’t work because a leaver will just not leave with those systems in place. Which means you have a group that has someone who is sabotaging the run from there.
The problem is you’ll end up with people kicked and then bring in their mate for the end of the key.
How has Blizzard prevented people doing in raids?
You get loot immediately when you kill a boss in a raid. Not after 3 more bosses.
I never understand when people try to compare two different types of content.
Leader dosent get punished. Making your own key means you make the rules. Which comes with benefits, but also risk. If you time the key, all the benefits go to the leader.
Qweing for a key gives no risk. But also, you don’t get any benefits.
With that said, it seems to me that you are vengeful towards leavers. Regardless of consequences. It is not a good way to see it, it is not good to seek punishment on others above all costs.
Not vengeful I just think they’re selfish scumbags
Is loot not a benefit? Crests?
Yeah but we are comparing it with respect to the key holder. That gets the same rewards.
That is not true. I was a leaver… once… when my kid decided to nibble on the internet cable and got DCd for 15 minutes.
Not the type I’m talking about
Okay but look at it this way the lead is “paying” something to enter. There’s zero risk for anyone else
Depleting needs to go. You’ve already lost time by failing the key. There is no need to additionally punish players by making them do the same dungeon at a lower level.
You give the key a couple tries and if you can’t do it. You can always lower it manually at the NPC.
Isnt jdotb aswell among one of the best m+ healers, atleast when I were doing keys following him in bfa he were one of the best rdruids and seemed smart dude in general. If he say that key depletion is his least favorite mechanics in wow its his opinion but I would say its pretty high experienced one. I would also consider that he might be onto something
I never understand when people try to compare two different types of content.
They have more things in common than not.
Both are group content that involves beating the snot out of thrash mobs and bosses in hopes of getting better drops.
Where they differ is that one of them has to be a 100% Completion Speedrun than can be spammed indefinitely and you cannot just swap people if someone leaves.
True. Remove timer and death limit. It adds unnecessary stress and toxicity.
The timer is a necessary evil.
It would be fine to remove it for your average key level like 4-8s maybe but in higher keys it would be a nightmare to play without a timer.
The reason for this is quite simple - at a certain key level a dungeon would take forever to complete because everybody would wait for their CDs and potentially even BL/Hero for every single pull.
I also think without deplete you’ll just see keyholders keep disbanding groups and starting over with others. It will make it a nightmare.
You know… I’ve been also advocating for the removal of the depletion mechanic but this is actually a good point I’ve never been thinking about.
In pre-made groups, the removal would be cool because you could simply just re-try when you had a really bad start or do more experimenting but for PuGs this could indeed spell disaster.
No the forums and elsewhere will fill up not only ‘I can’t get into keys’ (current complaints), but also keys never run to the end. Constant disbands.
Very true. Currently +11 keys already disband rather quickly after a single wipe or oddity happening because people deem it as “untimeable” at that point. Without key depletion, this could increase a lot, basically leading to a disband after 2 deaths.
While i agree with it being too punishing, i am not sure the average player is doing +7’s
Simple answer - they are not.
According to raiderio, less than 25% of players have a rating of over 2000. 2000 gets you KSM. KSM requires you to complete all on +7 on average (few outliers can happen, like having a few 8s timed or even out of time, while having other keys timed under 7).
Season 1 - Mythic+ Season Rating Cutoffs (raider.io)
Top 40% of players have a RIO of 1670 which is way below having timed all dungeons on +7.
So yeah, the current M+ progression is really harsh on the average players.
25% of player
25% of mythic plus runners, if you check data for azeroth, you can see that equates to exactly 1% of the playerbase including non key runners.
25% of mythic plus runners, if you check data for azeroth,
Correct, I just used M+ runners because those are the people relevant in this context. People who don’t do M+ wouldn’t complete +7s anyways.
1% of the playerbase including non key runners.
Is that accurate though? I mean wouldn’t that also include all the 25 alts people have on their accounts, inactive accounts, etc?