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 wonât happen.
Without key depletion, youâll have way more griefing with groups, people being kicked randomly, just like it happens in lfd. More people will drop the group knowing thereâs literally zero consequences. Itâd be a miracle if you managed to finish a high key with a pug group.
No, it wonât because pugs donât enjoy farming the same key over and over.
It will increase the amount of high keys held by players who arenât good enough to do them.
It will encourage leaving.
No, it wonât because in low keys, criteria is loose already and in high keys people pursue rating and upgrading the key, so the criteria wonât change.
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
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 wonât have key depletion because you wonât have keys.
Instead of loot at the end of the dungeons, give us loot tokens, which are recharged every week. Letâs 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 didnât kill before you engage the boss spawns at the boss. This was an actual strategy during BFA season 3. On some dungeons, youâd 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.
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 âbest keys and shortestâ 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.
(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, itâs just awesome. Itâs an awful experience in pugs, and Blizzard wants to encourage more pugging. WoWâs 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.
Itâs veery rarely me ninja pulling. This is not my main by the way. Donât 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 Iâm not garbage at the game. Iâm not amazing, but Iâm not garbage.
Itâs not me causing people to quit xD Itâs me recognizing how this mode encourages toxicity in a pug setting. Another big issue is communication and how the timer pressures people so they donât 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 Iâve 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 donât 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 donât see why keys donât 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 wonât go up, but I also donât need to lower it to run it with friends
Run any dungeon at +2 up to the highest level Iâve unlocked for that specific dungeon, but this wonât increase the key level in the same way that running the actual key would.
If the key isnât timed, it doesnât go down.
All of this seems more fun and flexible than what we have now
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