TLDR: SYSTEM shouldn’t punish you for not timing a dungeon for N reasons. or even better you should be able freely too choose dungeon level because no matter what you do at the end it will be skill capped.
I play only M+ as a tank and it’s the only content i enjoy. And the higher in difficulty/rio you rise the harder it becomes to get into a group or just overall to finish the dungeon timed for MANY reasons. This thread is not about the players because it’s not relevant and a different story. The most WTF thing about the dungeon system right now is the downgrade of the key if you didn’t finish it timed, it seems like it’s just a legacy design before people pushed the keys really high and M+ became a game on it’s own. Because YOU as the key owner get punished for not completing the dungeon timed (and if you played for a decent amount you know it’s kind a lottery, even if you are really good on higher keys things can go wrong and it’s gg) it forces you to take measures against failure, this mean:
- be more elitist by choosing the party (overqualified players with much higher rio than you could get by completing this key level)
- try to pick composition which is “meta” which should provide a higher chance too succeed
so this things gate players a lot and you just waste time trying to find party and hope that the stars align and you will do the dungeon in time. and creates artificial toxicity forced by the game mechanics because if you don’t do the dungeon in time you as the key holder GET PUNISHED (stupid yo-yo effect). wow is a game of time waste and punishment and players seems to enjoy it…
HOW THE M+ SYSTEM SHOULD WORK:
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change which can be made in 1 day - just remove the keystone downgrade, thats it. it can be only upgraded and changes weekly.
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remove the keystones at all as an item required to start M+ dungeon. just make an another interface where the lead sets the dungeon level and you play it. thats it. so if you are a group of omega blasters you can start from +20 right away (after patch release). NO MATTER WHAT YO DO, you will be capped by your skills and gear/stats. (yea and group composition) this is the most important concept to understand, you can cheat your way up only so much after you will just crumble and ruin all runs. (i see this all the time)
and one thing to slow it a bit down i would place a 5-10 minute debuff on player after the dungeon is started so you couldn’t insta queue after a leave, and just prevent some system abuses.
those changes will improve overall skill level of players (because they could do more higher level runs and just practice and not wait 1 hour in queue) and make the game experience better (less toxic community, because if you failed a key it won’t cost you anything other than time, but you could also learn something in this run).