I don’t usually post on forums… it’s not my thing. Today has been first time in 15 years of playing I’ve ever felt the need to post here. But having read the Feedback: Class Sets in The War Within Season 2 (awful btw) and now the latest Undermine(d) Development Notes
I figured I’d engage instead of just complaining for change. So I dunno if this is the place for this. But seeing as changes to do with key depletion are coming I wanted to share my thoughts. I don’t even know if this place gets read or is used for feedback. But I’ll shoot my shot I guess.
New account wide achievement: The War Within Keystone Legend: Season Two
- Requirement: Attain a Mythic+ Rating of at least 2850 during The War Within Season Two.
- Reward: Failing to clear a Mythic+ dungeon within the timer will no longer reduce the level of your Keystones below 12 for the season.
- Keystone from the weekly vault will not decay below level 12 with this achievement.
- Keystone can still be lowered below level 12 by speaking to Lindormi.
Does not go far enough.
2850 score for a short-lived no-deplete bonus is pointless and seems to benefit very few other than premades and for a very short time.
It’s somewhat welcome… but not really… it’s such a small consolation prize it’s not even worth the time taken to implement it.
The changes suggested simply do not go far enough.
- Firstly on insist on completing a key out of time.
- Secondly cutting off at +12.
This might be great for all of a couple of days and then you’re back to the -fest that is M+ today.
The system might well be fine if you’re premade. But seems to have little benefit to people that run pug groups or join pug groups.
Just remove bricking full-stop past +10 across the board or whatever the equivalent score that is. You should be rewarded for playing and wanting to play. Not punished because you dared to try harder or do better. You should be encouraged to push, if that’s your thing, not discouraged.
Foreword
Sorry if this ends up sounding repetitive or ranty, but it’s an amalgamation of several discussions I’ve had with people on various platforms about the state of M+. Edited a bit and parsed through several diff/merges. But I’ve tried to rephrase as much as I can to avoid that.
The issues as I see it:
Failing a key already incurs a large enough punishment. Through reduced crests, repair bills, consumable costs, low value rewards, time lost, etc etc. Those are the stakes. The depletion is just salt in the wound. All your practise and hard work has now been shelved until next time you acquire the same key by RNG.
The fact that the key holder has to waste more time to get it back up. Some do, some will. But many simply don’t or won’t, they’ll just be added to the hundreds of players queuing and competing for a spot in someone else’s key and as the week gets later and later there eventually becomes less groups to sign up for.
This only compounds several issues whether it’s the meta issue or the queue issue:
-
People are already taking classes that will maximise their success rate,
-
Add to that the huge time spent in the M+ that’s wasted upon failure
-
Add to that the time waste that comes with re-upping your key, it’s not respectful to a player’s time and it shouldn’t be necessary. So they’re just another player to compete with in the Dornogal queue simulator - instead of being one of the many that could be hosting a group.
-
Add to that the new key will be random (not the dungeon you’ve spent the last x amount of time in and practising) and could in theory be completely useless and not one you need.
-
Add to that the reroll if you have bad luck - (potentially multiple times)
Why take the risk? Where’s the incentive for people to take a gamble? Even if the gamble high score non-meta or anything relatively unknown. Your time and practise are not rewarded for any of this.
This doesn’t happen to Mythic raids, you aren’t made to replay HC just to reattempt a Mythic boss and being straight up denied progress on a boss after X wipes hasn’t been seen in a raid since like… MoP? So why is it considered normal for M+? Raiders can chain bosses for hours and hours, days and days until they get the outcome they desire. But M+ers are made to jump through hoops to get back to where they started.
The key system as a whole doesn’t allow for mistakes and does not reward learning from mistakes or practise because so long as you can only acquire a single key you get ONE shot where the outcome of failure means you must play something either beneath your current level or something you may not need until fate to gives you another shot, or queue simulator for another 3 hours. Instead of cementing the knowledge gained, you’re left forgetting the lessons that could have been learnt.
Mistakes happen, and that’s fine. Everyone is trying to push their limits. Sometimes they are seeing the damage profiles for the first time and learning how to navigate mechanics that didn’t that hurt before but now do, is it magic or physical, packs that you can skip, double or triple and scrape those extra few seconds, but the punishment is already the time you just lost among the other’s I’ve mentioned above.
Removing depletion completely:
Could encourage groups stick around more often, knowing they’re fully capable, but just missed one vital kick or had one death too many and will nail it next go around. In my experience so many high keys you can be easily OoT by 10-15-30s due to one or two extra very easily preventable deaths that you can learn from and do better next time.
Could encourage using the time to make an attempt over sitting in a queue waiting for whatever the patch’s Exodia comp to sign-up.
Would encourage learning, practise and perseverance.
But the system simply is not fit for purpose. You get one shot or you must go -1 and roll the dice at getting a random +1 back. Oh and it could be one you don’t need. Great!
The system as a whole is outdated, unrewarding and disrespectful towards player time.
My Suggestion:
-
Put keys into spellbook after +10, like dungeon TPs.
-
The spellbook version increases in level by +1 independently for each dungeon you complete in time.
-
The spellbook version does not deplete.
-
The spellbook version cannot be downgraded in any way that encourages boosting and is practically locked without beating the timer.
-
Replace the brick with a simple timer-long party-wide CD on attempted dungeons (again independently, but nothing too oppressive).
-
Party members should consent to the CD, much like a raid lockout.
-
The CD should reset upon completion of the key or any other M+ instance (on an individual player basis).
-
Players can still receive invites above their current spellbook max but must be grouped with a player with the spellbook keystone they intend to do, much like it is today with keystones.
It would be both rewarding towards practise, more respectful towards player time, while encouraging completion. If you complete everyone’s CD is reset.
You can practise one or multiple dungeons that you need being restricted only by the CD and that in itself is more rewarding than rerolling a key or being subjected to queues for hours on end.
It could encourage reattempts. If you’re out by 30s well… the group clearly capable with a few less deaths or a tweak to the route, move a CD here or there… why not go again immediately with the same group.
If you’re out (or gonna be out) by a mile no big deal. The CD is either already off or you can complete it to reset everyone’s CD.
Everyone has learn something and you can take experience with you when you try again whether that be immediately or at the very least in 30-40m time or whatever.
All these people competing in queue simulator can now instead choose to host and know they can play for something that they need and will be beneficial to them, especially if you’re a non-meta class that get invites 1 in every 50+ signups.
Players should be encouraged and rewarded for their time, for their practise, for playing the game and not punished or beaten into accepting and out of date system that is no longer fit for purpose.
The Keystone:
I can see maybe a use for the proposed system (and continuation of the current) with keystones capping +10 or whatever.
This would permit people to run their weeklies.
But I’m biased because I’d not fill a vault with Myth track when 14s+ are my only option and currently I’m queueing for 5+ hours per invite (that might not even complete).
Final Words:
Mythic+ is on its last legs. The community is worse than it’s ever been, the queues are worse than they’ve ever been including DF S2-S3 Exodia (somehow), hostility and toxicity has been getting worse and worse, the meta-slavery because of fear of failure has been breeding resentment and driving people away. All-round it has gradually brought out the worst in people. The system needs reform. It needs to be better. It needs to encourage players not drive them away.