Tettles and dratnos this week are streaming the highest keys.
You should watch and then you can find streamers from there.
They have been streaming about 10-12 hours every day
I guess it is all relative. There are also in my guild some people still having the goal to once time a +15. I just checked rio and they seem to make 14’s now, and they are 470.
We also advertised this weekend a couple of times in failtrain-community for 1 random dps with a random key, and they all seem to have 14 keys. So we runned for example 14 KR → Siege 16 → Temple 18. And these guys are with us on voice and are ‘flabbergated’ what happens, where we all the time keep talking about next pull, who takes what stun/interrupt, blood lust, etc.
It is all pretty relative, like you said it is experience and knowledge. And for us +20-21 is pushing (missed +21 freehold on 30 sec yesterday with our full group).
Problem is that it’s a speed competition, so they will always have to optimize and do those crazy things, and an increase in key level would mean that we see more wipes, rather than slower keys, unless you go up to like 25 keys, but still.
It’s a really hard balance to strike, and it’s never gonna be relatable, they will always find crazy strats unless you make the keys so high that they have to play it slow, but that’s not something you want in a competiton like this (live event with packed program).
I think you’re misunderstanding.
Those depletes are not because the stars didn’t align, but rather that they made a mistake. It’s just that mistakes are way more costly, and things that might not be too bad on lower keys (overlapping defensives) can mean deaths and depletes at higher levels.
Last season we got to a point where for some groups dps was the limiting factor, rather than it being one shot city, but tbh, last season is pretty universally hated amongst pushers.
The only reason it got to that point was because blizzard some things in the game (beguiling) that really slowed your progress through the dungeon, adding massive time.
In an infinitely scaling system, it’s pretty much always gonna come down to one shots and not being able to live.
Also the reason it’s so out of proportion this season (where you have time to go 1 or 2 keystone levels up but will just get one shot) is because corruption was not intendede to be how it is when they balanced it.
No amount of luck in the world could realistically get you the type of gear we have now, but since vendor was added everyone got massive damage boosts, and blizzard at that point just let us play around with it, instead of scaling dungeons harder.
Tettles and Dratnos has started there stream now if you want to see those big keys
True but i think more variety or more rules will go a long way. Afaik keys are always tyrannical, no fortified even if it’s largely know that some fortified + other combo are a no go in some dungeons. Or they could add class limit to prevent nonsense stacking.
Etc etc
No i get it, stars align is also when you do everything perfectly. If i do 100 runs, how many time i can do it 100% perfectly? Few, to be multiplied by every other team member.
If you have no breathe room and a single mistake is a deplete, i personally think it’s too hard of a balance, to me planning and strategy should matter more than perfect execution that is very difficult to achieve.
No it is also fortified.
Just some examples of mdi runs that i can find on youtube
That atal is just still insane to watch
Waycrest with fortified bursting explosive. That is pretty ouch, especially bursting with big pulls of MDI. And then explosives on top of the big pulls
You make a route for what you can execute. Obviously in MDI is a lot of risk
That is not the case, both fortified and tyrannical keys are in the affix pool for the MDI.
We did have a tournament with this, called keystone masters, during the MDI downtime.
Looked through the bracket and we don’t have info on all matches, but on the ones we do, there were only 3 maps (out of around 20) that did not just run the same comp on both teams. And that is in a not so serious tournament, if that was MDI level, both teams would still just run the same comp.
I personally don’t mind, and i don’t think the competitors would mind either, to not have spec stacking allowed, but you still have the exact same problem of seeing the same comps over and over.
Difference is, instead of seeing tripple hunter, then sometimes a rogue, a DH or UHDK, you would just see 3 of those in every maps, but overall it won’t have more variety.
When the stars align refers to when something happens in your favor that is not in your control and is synonymous with being lucky, but alright if you meant it the other way, then it makes sense, it’s whatever.
It’s not really when it’s an infinitely scaling system. You can’t expect to always be able to push higher in a system like that, so ofc you’re gonna have no room for mistakes when you’re literally playing at the highest possible level.
If there were room for mistakes at any key level then we would never reach a max, and i think it’s pretty ridiculous to expect things to be balanced so that you can infinitely push when your strength doesn’t scale.
Growl(idk if i can name his YT name but he also live stream) he play druid, doing 27/9s with his team, pugs a lot of 20s, i dont play healers, but i like this guy cuz with his pugs he get to different situstions which are usable by everyone, he is also kind of funny.
True, unfortunately the dungeon design doesn’t offer that many options. Even if you create different affix combo than the live rotation, it’s still way too much melee friendly and the usual utilities matters the most.
no there should be a limit, ofc, but i’d rather have the limit being determined by my strategy and planning rather than a wrong click or a 2 second lag.
something like “i’ve used my cd at the wrong time/pack/boss, i’m done”, rather than “ops i clicked A instead of B and now it’s instant wipe”.
An option is to make damage mostly avoidable, and they have been much better with this than in legion, where one shots were way more prevalent.
Problem then becomes that if you tune it so you can play perfectly and take no damage, then the healer has nothing to do, which was already something where legion was notorious, with BDK, for having the healer having to do very little, because everything on high keys where infrequent one shots, with lots of time to heal, or mechanics you could just dodge.
Problem then in a world where you don’t get one shot and the wall is from not having enough damage to get through quick enough, is that that feels horrible aswell.
I personally prefer this now, where you rip the key via a mistake on a mechanic that causes you to die, rather than messing up a damage CD and now suddenly you don’t have the time anymore, that feels way worse.
So you’ll have to chose in a theoretical high key setting. Is it worse to get to a point where things kill you so that you can’t time it, or to get to a point where you can play machine perfectly, and still not time it.
I am not so sure myself, but those are mostly our options, and i don’t think one is necessarily so much worse than the other.
Strategy and planning is a huge part, but execution of that is always gonna be more important. It doesn’t matter how good your strategy is on paper if you don’t execute it, and the high keys we see depleted are usually due to failing the strategy.
This is pretty what i mentioned before, i don’t think this is necessarily better, but there is merits to both systems, and both have a hardcap to them regardless of how skilled you are, and i think if we had the limiting factor be the damage we can dish out, then people would also complain, just how they do that it’s not possible to live stuff.
MDI is not boring, I love seeing the massive pulls that make you sit on the edge of your seat and I’ve watched so many close runs my heart was pounding in my chest. It’s ten times more entertaining then the AWC if you ask me and I can’t wait for the next MDI!
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