M+ stop depleting madness

Probably not.
It is like this" You PUG you know the drama around it".
You have guild people and friends you trust? You win.

I have a guild and very few friends.
I do however Pug and it goes smoother then my guild or my friends groups :rofl: .
For fun its better, for gear nononono.

2 Likes

Group finder would probably die… as yo said people would no longer be leaving groups

and no reason to requeue so the amount of people actively looking will massively decrease making longer queues to find people.

With the way M+ is designed at its core - nope, you cannot remove key depletion.

M+ is a rotten mode that needs to be reworked from the ground up, but because a whole lot of players love to rot and equate suffering with fun, it won’t happen.

Without key depletion, you’ll have way more griefing with groups, people being kicked randomly, just like it happens in lfd. More people will drop the group knowing there’s literally zero consequences. It’d be a miracle if you managed to finish a high key with a pug group.

No, it won’t because pugs don’t enjoy farming the same key over and over.

It will increase the amount of high keys held by players who aren’t good enough to do them.

It will encourage leaving.

No, it won’t because in low keys, criteria is loose already and in high keys people pursue rating and upgrading the key, so the criteria won’t change.

A good M+ system won’t even have keys.

Seems like you are in wrong guild then . Time to find one that matches your goals in game. Or accept the price you have to Pay by being really good players in more social guild

Sometimes progress and gear is not worth it

Somebody is quite :salt: to M+s…

3 Likes

You have no idea, Lynlia.

The only way I can enjoy M+ is with my guild.

And the thing is… the mode can be so much better! Why not remove keys completely and tie max key levels to rating? Keep the +2/+3 upgrades but apply them to rating, so good players can farm quickly and get into high keys immediately. Then you won’t have key depletion because you won’t have keys.

Instead of loot at the end of the dungeons, give us loot tokens, which are recharged every week. Let’s say you get 10 loot tokens to spend on any dungeon you want.

Why not remove the % meter? Make it work so that all the trash that you didn’t kill before you engage the boss spawns at the boss. This was an actual strategy during BFA season 3. On some dungeons, you’d skip some obelisks and kill their bosses with the final boss of the dungeon. It works. Sure some dungeons with too much optional trash will require rebalancing and moving mobs around for M+ but it can be done… the mode can be so much better.

But we cling to this trash.

Quite subjective points. I agree the mode can always further improve. But the last point you make would be a total nightmare, imo. For now i settle with the current system over anything you just suggested.

Ontopic;
Non downgrading keystones i experienced on the tournament realm. It is fun for 1 week.

Then we would be stuck with the “best keys and shortest” keys while people wanting to do less popular dungeons would be difficult if not impossible finding good groups for it. Keys in a way force you to do different dungeons than spamming mists willy nilly for the weekly chore.

Then it would require to re balance raids as well, since RNG has always been a factor in PvE.

The rest? A simple % metter versus having the trash come at you at the end? Oh sure. HoA is going to be fun now. :rofl:

its trash for one, while treasure for another.

I will stick with this trash for the time being. :rofl:

or you can - you know - git gud ?

(which in this case is being really average/mediocre player is more then enough till like 17-18 keys when geared ) and 90 % of your problems will dissapear

M+ is fun with my guild. With friends, it’s just awesome. It’s an awful experience in pugs, and Blizzard wants to encourage more pugging. WoW’s endgame is clearly designed around organized guild activities and voice chat. But the game itself actively discourages engaging in these things, while encouraging pugs.

The game needs to pick a path - is it a pug game or a hardcore, organized group game.

so to summ it up - your friends dont mind carryign you while you find pugs toxic because they dont want to carry you for free . got you lad :slight_smile:

also this is why guilds are so good. its true.

It’s veery rarely me ninja pulling. This is not my main by the way. Don’t pay attention to it. Although I may get KSM on this warrior as a tank, unless I feel too lazy.

The reason my friends ask me to come to dungeons with them is that I’m not garbage at the game. I’m not amazing, but I’m not garbage.

It’s not me causing people to quit xD It’s me recognizing how this mode encourages toxicity in a pug setting. Another big issue is communication and how the timer pressures people so they don’t stop to type. The obvious solution here is for the game to put people in a voice chat by default, like literally every other game who expects people to talk does. Then probably pugs will be better.

The only time I’ve had a pug use the ingame voice chat was when I was doing some rated battlegrounds… and to be fair, it was quite fun and functional.

I am supporting the removal of key depletion. The downgrading NPC is enough.

I don’t understand why the key system works as it does.

Why not have a system where when you put the key in, you can do the dungeon at any level from a +2 to whatever it is, but only doing the highest level will unlock the level above.

I also don’t see why keys don’t just work in any dungeon, rather than the random one it drops with, perhaps combine the system above so that if I receive a 20 Streets in my Vault,

I can either:

  • Run the 20 streets, time it and get a 21
  • Run streets at less than 20, but the key won’t go up, but I also don’t need to lower it to run it with friends
  • Run any dungeon at +2 up to the highest level I’ve unlocked for that specific dungeon, but this won’t increase the key level in the same way that running the actual key would.
  • If the key isn’t timed, it doesn’t go down.

All of this seems more fun and flexible than what we have now

2 Likes

If we could, I think it’s safe to say that, we would, but… :man_shrugging:

1 Like

the reason for it is degenerate gameplay that people shown to blizz in Legion - when all they did was 1 x Maw run a week and nothign else.

since then blizz knows that given choice people woudl only run 1 dungeon for unlocks of GV and nothing else.

they had no choice but to counter it.

1 Like

People would be able to buy a single boost for the easiest dugeon then spam it for the vault to get max ilevel.

They could for example, continually do Mists +15 once a week and eventually get max ilevel. Which would kill the boosting market.

Because it removes the challenge of just having 1 chance. It is now or never. It is also more healthy than without limit endless spamming the same dungeon for that 1 try to finally make it.

Actually they have the choice to avoid designing one dungeon both much shorter and much easier than all the others, and then pretend to not understand why people spam this one with a Pikachu shocked face