I have been pushing keys for years and i can safely say that the situation is worst than ever, the number of keys above 14 is very low. Just making the 12 dont deplete is not gonna solve anything.
I love this game but i will not play another season where i have to be 45 minutes waiting to play a key i already have timed, this will be my last if things do not change.
I think M+ is a very important part of the game and developers and managers value it as a core of the game, MDI and TGP prove it, you need to come up with adjustments to this system or its gonna die.
Several raw ideas, just a brainstorming to fix things:
Make tanks and heals not suffer that much, keys could deplete on timer for a lack of dps also, not to random tank deaths and absurd amounts of healing checks.
I believe in a M+ solo queue, with the proper algorithm it can be done i think that successfully, put people in a party of 5 with all neccesary things (dispels/BL/ all have that key timed in the next level).
DO NOT let a class make 30% more dps than the next in line, like enha is doing atm, this needs to be addressed quicker.
I dont want to bore you, but i fear M+ is gonna die for people that likes to push keys unless you do something.
Thanks if you made it this far.
P.D. Save the âlook for a teamâ or âmake friendsâ usual stuff, i have friends, just they dont push, i cant commit to a team, can play for 6 hours per day but due to personal issues cant play nonstop, i need breaks almost after all keys.
Agreed with all the above! In addition Iâd like to mention my routing issue. Give me a tool as a Tank, something like TomTom with a wee arrow which guides me through the optimal route and packs. Then instead of spending my time on YT watching guides, I could actually play tank in a m+ group.
Problem about M+ is actually about players. It is not casual content and people enter these dungeons without knowing details about them. There is little room for mistakes, and without knowing what to do, people do tons of mistakes and runs doom to fail. People need to learn about classes they play, they need to learn what âinterruptâ is, and they need to know dungeon mechanics well. It needs preparation and also lots of practice.
Possible solution to this is tier unlocking system. You canât do 3+ without clearing +2 and such.
I have keymasters from past seasons and I used to be competitive, but I didnât do a single M+ run this season so far. I didnât like mythic dungeon pool. Also Iâm happy with Delves.
add solo shuffle problem solved. I had so much fun doing RBG and solo rateing stuff start of the expack getting done in one day not having to wait in a 7 day + 123213321 days quee for m+.
now i only do 1 m+ cus its not worth it. Time wasting 8 dungeons is too much.
when blizzard learns we want solo stuff be the day the game wake up from coma state.
remove the lfg model and make it solo shuffle instead.
And you expect 14s to be happening at this point? No single tank or healer will join that queue, and even if they did the queues would be much much longer than something like a random dungeon queue because of all the added constraints to forming groups.
Do you not take into account the squish - in that 14âs are the old 24âs effectively. These were always low - not to mention its end of the season. Donât get me wrong, M+ is a super hard, but 14âs is high end, so you need a premade to be honest. Even pugging 12âs is almost impossible.
I personally think M+ participation is very bad âcause people have gotten too crazy for having just a full or almost full meta group, setting the barrier of entry to 12s too high for anyone that doesnât want to play a meta spec thus people just give up on pushing, specially this late into the season.
Blizz also has to stop having tanks, e.g. Blood dk in PvE, in such a pitiful state for the entirety of a season.
There will always be a meta and thatâs fine but imo you canât have such a big difference between performances when it comes to tanks.
Bdk right now feels like [insert The Rock meme here] and is just sad.
Yeah the only 12 and above keys not gonna deplete thing is utter bs, the majority of the playerbase will not go that far.
Then comes the class/hero spec inbalance on top of the bad state of healing and tanking.
Blizzard tried (tries?) to seperate the âcasual M+ enthusiastâ and the âhardcore keypusherâ. That is why there is a big wall from +11 to +12. And with downgrading +12âs to +11âs they mix it again. So they try to avoid it with this non downgrading of +12 keys.
But the segregation was already there at +10 where you stop getting item upgardes + achievements. Hardcore players need no help, they push high keys pretty much the second or third week of the season already, lol.
They need to help the average/casual andiesâŚ
And thatâs exactly why the keys deplete because else everyone would just mindlessly be repeating 10s despite being hilariously incapable of doing so, just repeating it until they finally find a group that can boost them to get a single vault slot. It is a good thing that the bad players get their keys demoted.
I think that Blizz needs to help the semi-harcore playerbase tbf.
The average or casual Andyâs will not step out of their comfort zone as they have no interest in pushing at all; the hardcore player most of the time has a network, theyâre usually very good at the game and they can flex their achievements/titles.
Semi-hardcore players are probably the one that struggles the most when it comes to getting into groups as they donât have big accomplishments to show and they want to push.
I might be wrong but I think this is the population of players that fuels most of the M+ LFG pushing environment âcause theyâre the ones running those keys that give nothing but score but they are not getting into the .1% of the total population.
Key depletion exists to waste the playerâs time. It is an international design choice that artificially extends the shelf life of each season by having the player repeat content more than they would otherwise wish to.
If keys did not deplete, then blizzard would have to produce more content to occupy the playerâs time, such as by making more than eight dungeons per season. This additional effort would reduce the gameâs profit margin, and is therefore, undesirable.
This business model will persist for as long as the player base tolerates it.
The more clever your algorithm will be, the more will some specs struggle. The opposite of what you want to accomplish. In other words: thatâs gonna be too bad for Fury, Arms, Havoc, Shadow, Windwalker, Assa/Sub/Outlaw, âŚ
So itâs gonna be there for the specs which currently already donât really struggle to find a group?