Mythic +: revamp the key system, bring back the fun

The current mythic key depletion system sucks all the fun running mythic plus.
Wow is a game, fun (and retention :)) should be the main game designers focus

Issue

Ripping a key is too punitive:

  • You prob lost 20 to 30 minutes in the dungeon
  • You will spend 30 minutes in a lower one to upgrade again (provided you make it) with no reward nor fun

As consequences players are afraid of listing their own keys and when they do:

  • search for meta classes
  • search for people who have already completed the key and/or with IO higher than them

This leaves a lot of players who do not play in teams on the bench and makes progression a nightmare as you will rarely be taken into a N-level group if you never did N, but you just can’t except if it’s your key.

If you have done all you 11s, want to try 12, you should be able to try the content you wish on the level you wish; and on a regular basis, even with limited playtime.

The current system leads to user frustration hitting an hard cap (may it be 8, 10, 12, …) and stopping the game until next season (if ever).

Solution 1 - Remove the key system:

  • A bit like dvelves, provided I have done a dungeon (or any?) at level N i can list N+1
  • The RIO serves as a reference to know the player level

Booosted (payed or by gridding ) will still exists but it will be less a punishment to stumble on one in your keys as you can simple redo it.

Drawbacks

  • We might end up with too many listing, people prefering creating their groups with ppl they can check rather than applying somewhere. It might lead to frustration for non meta classes
  • People might get kicked if performing lower than intended for the key level. From my point of view it’s natural (happens in raids) and will simply replace people leaving after 5 minutes at the first failure.

Solution 2 - Don’t deplete keys

I like it less because I feel I should be able to do the content I want and not rely on some rng to get the proper key.
That said there should be more key listed which may solve the issue and the first drawback from solution 1.

It could be mixed with an other possibility to change the key I want without running a whole instance and rolling with hope :slight_smile: (maybe doing a 12 alllows rerolling a 13 key, maybe a currency)

Solution 3 - Charge keys / Recharge currency

  • Each key could be tried N times before depleting or you could have a currency to recharge a key

This system solves a bit of the problem but still will be very frustrating when you have to upgrade your key. When trying to push content (may it be 6 to 18 based on your level) it’s classic to fail many times as learning.


PS : I’m playing heal in the 12/13 keys level. I’m surely not the most affected by this system but it is still getting on my nerves (and I’m a cool guy). Can’t imagine for some other classes.

Would love to hear other people feebacks; maybe in another level Tier and/or playing other roles.

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May the light be with you

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PPS: While you are at it, remove/upgrade the 5 queue limitation

2 Likes

I have been supporting 2 or 3 charges on a key since forever.

I agree just remove the “key” system. It’s been said many times.

But you can guarantee that after the first pull if one guy dies twice/doesn’t interrupt or kick he gets booted and go again. I’m all for this though. It’ll punish the bad players that stink up keys, as it stands you have to endure it and hope you can carry.

The forums will be “waah I got kicked” just like dungeon deserter cry posts now lol

Well i’m up for it too. In your example

  • the key is bricked anyway
  • the player does not have the level for this key