Making all keys resil would fix alot of issues with this game

Making every key resil and never deplething would fix alot of the issues in this game i feel.

would people sit afk in lfg for 2 hours finding the metaest of the meta if their key couldnt deplete? probably not.

would people post their own key more often and increase the key pool ? yes.

would the game be more fun if you didnt have to clear already timed level keys to perhabs get a key you could get score from? yes.

what exactly is the point of key deplete at this point.

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It’s a way to artificially increase completion rates by people completely overpowering the content they’re doing, because it incentivizes cherry-picking. I wonder, if that was Blizzard’s goal, because that’s certainly the effect.

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Been a topic of discussions for many expansions now.

I also don’t see the purpose of key depletion. Hell, I don’t see the purpose of keys at all, just let me do the dungeon I want at the level I want it.

It’s a time sink implemented by Blizzard, nothing else.

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Because you should still go level by level, as your gear grows with the dungeon usually. It’s like with Pits in Diablo, you also can’t just do a tier 100

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If I can do it, I can do it, and vice versa. Gear is not an indicator of a player’s capacity to time a dungeon.

should be like launching delves. in order to launch level 10 you have to complete a 9 and so on.

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Theres really good ideas from player base every now and then but these devs are so stubborn theres no even words to describe it. Account wide achievements, reputations and transmog collecting without armor type restrictions were begged 10 years before devs decided to go for them. Its unbelivable

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yes. making resil keys was a good first step, but it only highlights the core issue with the system and why all keys should be resil even more in my opinion.

I think this is an experiment and we’ll see what they do with the system further.

Who knows what they’ll do.

I would prefer if they tweaked it so timing a 12 gave you a resil 13 because that’s the next level you’re trying to time.

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that would effectively be what im suggesting in some ways ye.

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The problem with the end game is that it assumes most players are in a static team but I’d wager most high end game activity is done in pugs where this causes issues with rage quits and co-ordination etc.

Blizzard need to re-enginerr some the game like M+ to work with PUG’ging if that’s what most players do.

Well, keys +2 to +6 are already resilient, because if you have two working brain cells and a pulse, even in Adventurer gear you would 2 chest them minimum.

So we are only talking about +7 to +11.

For +10, since the jump in difficulty is so much, you need to make sure that players aren’t failing upwards. The highest vault reward shouldn’t be spammable by players who can barely clear a 7.

+12 is also “end of the line”, so to speak. The last difficulty to have an impact (albeit small) on the reward track. Everything after that is only being done for bragging rights. IIRC it’s also the point at which you stop getting points for untimed keys. So in combination the factors make bricking a key at that level hurt more than at +8 or so. IMO it makes sense to put the starting point for resilient keys there.

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