A lot of players are talking about removing M+ key depletion. But why stop there? Not only depletion, but the whole concept of needing a key to do M+ should be removed.
Keys serve no purpose but artificially limit players’ choice of dungeon and levels. Players shall be able to do any dungeons of any level they unlocked.
M+ urgently and eventually needs a Torghast/delve format. Players unlock each M+ dungeon by dungeon, and level by level. Players can only enter a +(N+1) after they have completed a +N in time.
What is the purpose of a key? Why do we still need it?
cool idea but there are not enough players to sustain that. They’d had to figure out how to create more tank and healer players in general. Or how to bypass 1/1/3 group formation.
with your idea, we might find ourselves in a situation where there are zero tanks/heals available for the current level, which would be even more hopeless than it is now (sometimes)
removing the key deplete system would be enough of a solution for now I’d say. Put a cooldown on the key instead of depleting it.
Maybe once you have completed a +10 anything over that you can continuously run. There is nothing more off putting than failing a 13 and then getting the same key as the last one but a level lower when you have already timed it.
Something needs to change especially after the key squish. Maybe after a 10 or 11 the keys scaling is the same as the older system. The jump is too much for pugs.
The keys could possibly have 3 charges. But something really needs to give. Everyone loved S3 DF and now everyone hates S1 TWW. They need to design it all around that season.
they just need to stop punishing people for mistakes twice, or more and reward for good(intended) gameplay instead. For if we fail to time a key it’s not only failed, now it’s also depleted.
If we die, we are not just dead, the feast buff/rune is gone, we also stole time from the whole group.
people then complain about pugs not kicking, but everyone knows DPS in M+ is about numbers so as a DPS myself I believe a successful kick/stop cast should reward bonus damage, and standing in aoe should reduce damage dealt instead. That along with swapping the deplete system for a simple cooldown might solve most of the frustration we are facing now
I sometimes get exhausted about how people are trying to “fix” m+ …
That I just want Blizzard to just remove m+ and go back to loging back once a week for a raid clear since m+ causes such great suffering to some…
Could make it like diablo where you select level and no key is required, you need to clear 9 to do 10 for example so on.
Making loot far more consistent as well for finishing the dungeon.
We got Torghast/Delves for that already. And if you want specific changes in those formats, then go complain about that. Dont transform M+ into a Delve.
Sound argument, but wouldn’t that also be “good”? Blizz will see the numbers… and be forced to actually balance their dungeons / adjust mechanics. Same goes for loot. Now you have a few dungeons with BIS items for a lot of classes (Grim, Ara-kara, DB for example), those keys are “in demand”, while others get avoided none the less. So, I’d say it would be the perfect opportunity to finally move away from RNG drops all together. Instead of items, we get currency per boss kill to buy items from vendors. That should take care of certain dungeons getting run overly often because of their loot table, then the rest is left to finally proper balancing.
What is the difference between that and current system? Current system always have a difficulty tier list and different loot table. The participation rate is always different depends on dungeons.
If players don’t like a certain dungeon, don’t need loot from a dungeon, or find it is too hard, they will avoid to do it, even if they have the key.
And they will pug other dungeons they want to do, with others’ keys.
Keys achieve nothing.
And what is wrong with players only want to do certain dungeons? If some people only want to do specific dungeons, avoid others, and dont care about rating, let them be.
There is no point to limit players’ choice and freedom.
Adjust health dmg as well the frequency of abilities of the npcs so they could easily mats the adjusted number .
Adjust number of npc/bosses with abilities that needed to be interrupted-cc or anything related to the new number of dps .
Not only this will create a better environment since more players are able to play but further increase the social aspect since what we lack now is the social aspect of MMO that wow has lost with seasonal gaming.
They already did this with 10=25 man in cata-mop so i doubt is hard to create this for the lesser format that is the dungeons .
But to suggest that the solution to M+ problems is to turn it into Delves is what I disagree on.
Change your discourse then. Because it seems that you want Delves instead of M+. Which is OK to be honest, just play Delves and enjoy the content that best fits your play-style.
I believe that delves offer content for like 8 weeks max.
I reached 618 ilvl in less than 2 months and playing casually . There is no further point of playing since is impossible to bypass the 619 ilvl in delves and having the hero-gear .
The 10 and 11 delves requires way better gear since npc has 45 million health and bosses from 130 to 170 million even the requirement are 10-623 and 11-636 ilvl . So why should create an environment where the provided gear is 20 ilvl lower that the recommended gear ?
And let’s not say that you get 1 vault item per week and many times the champion gear is way better optimized than the Hero gear . With hero gear obtained i had near 10k versatily=worse stats and need it to change to champion 619 to perform better .
Since there is now way to upgrade the obtained gear that you obtain from delves the mode itself is basically a dead end .
People play for gear like majority and everyone and same apply to every aspect . There is a reason why people chose to farm the m+8 to obtain 636 gear rather than doing 10-11 or even higher .