Its a great change but please dont do this just for +12 keys. Remove depletion from keys all together and a lot of currently expierienced toxicity will go away. Least you could do (if you wanna just gate it based of achievements) KSM perhaps could not drop below +8 (but would require at least 1 x 8 key timed) and KSH could not drop below 10.
Why cater only for like few % who actually do super high keys and ignore like 90% of the playerbase in that regard.
I think the key-depletion change hits the mark quite well. The 1-11 process and content is a different thing from the 12+ content. The goals and purpose are different. Having them both part of the same system, yet allowing the player to naturally transition is great.
1 to 11 (well, 11 is a deadspot) is the gearing process, were you are learning the basics and where most will play. It should have the word FUN in focus to even a greater degree than +12. This is where the casual gamers will dabble, and they want a challenging, rewarding and goaldriven experience. So I hope that blizzard will double down on that, make the affixes positive and try to give people a positive impression of every key they do!
The +12 experience is the Push. No longer is the goal gear or portals. It is simply to play the game in its purest form, pushing the limit of yourself and your class. The challenge is forever scaling, there is no true ‘end game’ here. The worst part was when you want to be part of this playerpool and fall down to the 10-11 range again.
Why is it that problematic? Because you then mix players with two different goal states. The Pusher don’t care about the loot, is (selfproclaimed) a lot more experienced and got hugely different standards of play. I seen this happen with my own eyes a lot as I fill my weekly vault. You get these almost entitled players, who demands no misstakes or timeloss: In their mind they are pushing the content! They are frustrated as they have fallen down. That frustration boils over to the other demographic, the 1-11 range, who simply are here for the loot and a good time. Their goals don’t allign and expectations clash.
There are often heated words and the frustrated pusher turns the whole run sour. Ruining the fun for everyone.
Splitting these two parts off from eachother will be a net good for the gameplay enviroment. I really like this change. I support it 100%.
If nothing else, this change will mitigate the toxicity fallout experienced by the playerbase. It will take a while, but I do believe there will be a mental shift over time. Not immediatly, as ingrained habbits are hard to get rid of. Yet, slowly the players will just notice and conform to this new reality of the content being split from eachother.
You will still have the up and coming pushers, grinding away at 1 to 11, yet now they got a set goal of the promised land. +12. Now, I will just mention this: +12 key boosts are going to become very popular
I fear not the man threading the path of 1 to 11, I fear the man threading into the realm of hardstuck boosted +12 players. Who no longer naturally fall down to their keyrange. The impact on how putrid this place can become is a bit scary to give thought. We just got to have to wait and see how it pans out.
Maybe it wont be as bad as I fear to expect
This. Depletion needs to go. Full Stop. Period. I’m fine with it being earned after your first +10 or on a per instance basis or something. If a requirement must be set. Though I disagree with it.
Depletion just makes everything worse whether its meta slavery, toxicity or the queue simulator this game becomes after 12s.