Resilient keys should be 1 level higher than what u did. So u can retry the next higher level, which you need and want to achieve.
I think resilient keys are great and I can help a ton of friends finally engage in the same content because I enable them to play higher keys and we can retry and learn together.
But when resilient keys would be 1 level higher you wouldnt always need to go back to this level u already did and is no more challenge.
Especially solo players who queue their own keys have still lots of time where they deplete with pugs their next higher key, or even have struggle to redo - their already done keylevel, because u never know who u invite.
So what i mean by that as a concrete example is:
If you do all 20s, you should have a resi 21 key, where u can retry 21s and when u dont want it, you can still lower it.
I think especially on higher key levels 19-21 this is a huge QoL for the player and saves lots of time grinding to get the same keylevel back.
I agree but with a delve style system, you shouldn’t need “keys” any longer. All timed 20s and you can do ANY 21 would be better.
It would have the great side effect of removing those bad players i call “keyholders”. As in the only reason they are able to do X key is because it’s say…a 10 and someone wants it or a specific trinket drops but they are terrible at the game. See it often
People would still reach their mechanical breaking point or grow tired of trying, infinite tries or not. It would mean EVERYONE gets the infinite attempts. Not just the the one. As it stands the dedicated group already have inflated score, they aren’t pugging/they are on comms and they have 5 keys. That ship has sailed
You’d push that so much further though. We already have issues with most people failing basic mechanics even in 17 keys, why should these players get infinite attempts in key levels they got carried too? Removing key depletion (which is badically what this is) is awful because it rewards time spent grinding until you luck out and get a group good enough to carry you. It is much better to have a limited amount of attempts so that the only way you proceed to higher keys is with skill.
Those keys all have to invidually be upgraded. You don’t suddenly get 5 +20 keys because you completed one +19 key. There’s nothing inflated about their score, they just utilize available tools to play better and thus proceed higher. They don’t get their rating for free.
Yes it would, I’d have to deal with even more useless players in my keys just because they spens enough time to eventually time their key after 40 attempts, while it would take me 1 or 2 attempts (made up numbers to illustrate how you’d just need time, not skill).
If that means getting DPS that can’t even sustain 4M dps overall in a +15 key, or a healer that can’t sustain 3M hps when needed, then yes I want them to suffer. They can stay in the low keys with people who are equally bad, don’t inflate their rating just because they can spend enough time to find carries. Have them get that rating by actually playing well enough to concistently time keys.
I don’t think you can’t fail constantly past a certain key level, i don’t know about you but if a player failed multiple resets they get a permanent blacklist. Normalize this behaviour.
So infinite attempts, but if you fail enough times you get… blacklisted? How is that an improvement to anything and what do you mean it solves? What does this “blacklist” do, tell everyone you failed a certain key X amount of times?
Just got to turn m+ into solo content and I’ll agree with you.
Addon, not in game. I’m saying get a blacklist addon and just list them if they keep failing. If the community did this those players wouldn’t be getting boosted anything.
People only play with idiots because the key is already sent, we make the best of it. If we had a delve system we could kick and go again.
If i did say Cinderbrew as tank multiple times dying to first pull and it’s my fault i would deserve to be outcast
The problem with this is while it might help pugs a bit, it helps organised groups infinitely more and likely pushes threshold for title completely out of reach of what’s achievable in a pug setting.
You want aspirational goals to feel within reach. This really does the opposite because while it makes it easier to try to reach the bar, it also raises the bar, a lot.
I mean…it quite literally already is a broken race between the average player who has family-responsibilities and who works full-time (other than streaming) vs a dude who streams for a living and plays close to 18 hours a day…or otherwise takes weeks off to play at key moments…
Sure, but at least now the guy that has compentence and pugs 2 hours a day can get title. If you remove depletion that’s just impossible due to score inflation when people keep failing upwards.