Please Add Early Key Protection & Reduce Abandon Timer – M+ DPS Experience Is Brutal

Hey Blizzard team,

I wanted to share some feedback on the current Mythic+ experience from the perspective of a DPS player, specifically a Warlock. Right now, running M+ as DPS feels like an exercise in patience and disappointment. The queue times are absurd—log in, wait 2–3 hours just to get into one dungeon, and 8 out of 10 times it fails on the first pull. It’s disheartening.

So like many others, I’ve resorted to putting up my own key. But that comes with its own risks. Just today, I posted my +14 key (which I’ve already timed) hoping to push score. On the first pull, the tank disconnected. Not only did the run instantly fall apart, but my key was depleted before we even got going. And because the tank was still technically “in the dungeon,” we couldn’t reset or leave—we had to sit and wait for the abandon timer to tick down. It was a complete waste of time and effort.

This experience highlights two major issues:

  1. Early Key Protection

Please consider implementing a grace period at the start of keys—say, the first 5 minutes or first boss—where the key won’t deplete if the group disbands or someone disconnects. It would go a long way in reducing the risk for players who put up their own keys, especially when you have said you want to incentivise that behaviour.

  1. Reduce the Abandon Timer

Why do we have to wait so long to leave a failed run when someone DCs and is stuck in the dungeon? It punishes the rest of the group for something out of their control. A shorter timer or a manual override would be a huge quality-of-life improvement.

I love Mythic+, but the current system feels stacked against DPS players and key holders. Please consider these changes to make the experience more fair and less punishing.

Thanks for reading.

10 Likes

If you wipe fast in key for ex 1st pull in halls after going left someone miss kick and whole group wipe you dont need to wait for vote just go out and reset dungeon

reread it, the tank dc’d so you cant do that as the tank was “still in the dungeon”

imo resilient keys should start at 10 and be account wide

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Hell to the no.

thats the best way to add protection to low keys, if u dont want resilient starting at 10 then you dont want low key protection

Keys just shouldn’t downgrade unless the player chooses to do so.

I’ll take you 1 up, it should be for every key level, and it should be +1 from what it is now.

I’m not talking about low key protection, having resi start at 12 is perfectly reasonable. I’m talking about protecting your key from depleting within the first 5 mins because the first pull falls apart

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This sounds interesting. The 1st pull of Arakara and Priory make me feel like this stuff is necessary.

I’m fairly sure such mechanic means people will just do 100 pulls to go as big as they can at the start.

Just make every key resi unless it’s +2 or more compared to your lowest timed key.

And how is that a problem. People will quickly realise what is impossible due to casters and ranged/chargers, also, it is still not “free”, you will lose gold for dying and time for every single attempt.

2 - 3 hours before getting into a key lol dont believe that or u are one of those guys that did a +2 key and then u instantly Qeu for a 10 and expect an invite hahahaha

I don’t consider this as problematic, but a portion of the community does for the same reason “the timer shouldn’t be removed because then people would just wait for BL for every pack”.

I really don’t care if people decide to spend their time like this, and it might actually make for more interesting gameplay for premades.

Why is it perfectly reasonable? By far the most keys ran are +10, if you are a DPS offering your own +10 key and lose it the same way you lost your +14 key, i would argue it is FAR worse:

  1. Nobody wants to run +9 keys. That is just the most unrewarding level to run. So GL even trying to get a group together for that.
  2. The rewards are most likely completely useless at +9. You going from +14 to +13 lose a chance to push score - running +13 will still at least be a valuable run for the vault.

Having said that, i still agree with everything you said in the OP.

That’s not what the community sais.

What the community sais is this:

  • A dungeon with out a timer is called a Raid, or a Delve. Depending on the party size. Do those if you want more “interesting gameplay”.
  • The content is designed with a purpose. Dungeons are MADE to be done with a timer. Raids and Delves, are MADE to be done with out a timer.

So you cannot have dungeons with out a timer. It would be horrible. Unnatural.

you literaly have atm tazavesh hardmode which is a dungeon without timer awarind hc drops.

so yeas you can have them lol

And its boring as hell. Especially if you try deathless. 2h of playing pack by pack. And waiting for BL after every boss.

Its horribly boring.

That’s… Not even close, what are you talking about?
Having no timer means you can prioritise survival over damage throughput, so you just need much much less damage.

How does “losing time due to attempting a difficult, large pull” equal to “losing time due to playing the game in completely different tactic”?

Again, the timer isn’t there to simply make sure that people don’t spend 3 hours in one dungeon, it is there as a challenge for the damage dealers.

Also, you can do what you describing right now. Just ignore the timer. That’s all.

But people can’t practice that first pull, since the key will be depleted.

I must disagree with you on this one. Tazavesh M0 in it’s current for is pretty good as end-game content. I just wish I had some friends to do it with.