Sorry. I am not sure what the question is. You mean like, killing everything in a dungeon on a difficulty keylevel?
As was pointed out earlier, no other game does this.
If people feel the “price” you speak of is too high they leave and the game suffers as a result. Look at the recycle fest we’re getting and also how well FF14 is doing.
Sure. Try using the duty-finder for current savage stuff and tell me how it plays out. Savage and ultimates are the crusp endgame and people fully understand that that maybe 30% will even step foot in in and less than 30% will succeed in them, yet nobody is complaining and demanding that savage be made noob-friendly, random pug friendly and etc. If anything, there was a storm of criticism when the devs actually nerfed a bit in the last patch.
Same story with m+, raids, end-game PvP. Its the end-game meaning that Blizzard is not obliged to make sure that every random monkey will get +15s done or ahead of the curve achieves.
I went for aotc at the end of season 3. He got completely destroyed. Complete joke of a fight, lol.
Everything is easier at the last days of the patch. And ahead of the curve it self is subjectively not that difficult but I guess thats a question of each skill’s and its just Aotc, not CE. Most heroics(raids) are simple "dont stand in " checks.
Bear in mind, that I consider myself barely medicore since I dont have multiple CE under my belt or anything.
This is complete off topic, but can I say how sick your character looks
We’re complaining about depletion, not difficulty of content. There are plenty of difficult games and none of them have depletion. FF14 included.
There are plenty of games where you stand to lose something if you fail = lose score, get demoted,lose ranking and so forth. The key itself can be of similar mechanic of the key getting “demoted”.
Technicaly yes as m+ got nerfed into the ground multiple times this expansion. And that’s the reason why its so popular.
Unlike raids which are not nerfed enough
I don’t like the M+ system so I just don’t interact with it.
A lot of people seem to enjoy how M+ works and asking to change it because you don’t seems a little selfish to me.
I agree. I don’t see the point of dropping the key level. The point of running the dungeon is to:
- Increase it’s level
- The loot rewards and score.
You dont get 1. if you don’t time it and you don’t get 2. if you don’t finish it.
I don’t see why further punishment is needed.
We just need an interface option to lower the key level if we so want.
When you do not reward loot at the end of an untimed key you know for sure people are running out every dungeon that looks like it is not getting timed. You need to encourage people to overcome new difficulties and challenges.
Being punished for things that are out of your control does feel bad and not what I call good game design. It also doesn’t help that the current M+ system has programmed people into quitting and finding new groups on a regular basis. It’s antisocial by design, way I see it.
I’m not that passionate about it personally since my usual strategy is to rely on other peoples’ keys, but making M+ less daunting to new players would be a step in the right direction.
Who knows, maybe more players would dare to tank/heal.

The old Legion key failing mechanic was too punishing, you had to re-do the same dungeon twice for the reward of one. While the current is not as punishing, doing a dungeon 1 level below, still gives you loot, helps with the weekly vault, even rio score(depending on your current scores).
Yes, of course, Legion one was atrocious. But conceptually speaking they serve the same purpose, in fact, keystone downgrade was implemented in place of Legion depleting system.
They both make you do an extra dungeon just to get it back at where you were, one was worse sure, yet even the current one could use some attention, given especially how many people live in pug.
I play tons of PvE games and none of them restrict ability to access a specific difficulty beyond the initial “Complete the previous difficulty”.
Sure in Halo where opponents are other players it makes sense to have a rank so you’re playing with similar level opponents.
In PvE games like WoW where the opponent is a programmed puppet that exists only to lose to human players, not so much.
Does anybody remembers when weekly keys were bugged at the beginning of shadowlands and you actually looted in the vault the highest key done during the week, before Blizzard fixed that?
EVERYBODY was depleting keys and NOBODY was leaving the dungeon because they all knew they will get the same level the following week.
I don’t mind mythic plus as it is. But I just think removing the timer all together would be way better. The timer isn’t needed they could just time the MDI players with a stopwatch when they do that event.
Instead of a timer have it set at deaths. Maybe 50 deaths and the whole thing is over.
No more death skips, every death is either tank fault or healer fault, resulting in them getting even rarer, dungeons lasting hours because to avoid deaths people pull one pack at the time… should I continue with the negatives?

The timer isn’t needed they could just time the MDI players with a stopwatch when they do that event.
The dungeon does not stop when the timer for upgrading a key is done. I have done plenty of 90-120 minute dungeons.
And MDI is timed with a stopwatch already.
I don’t think it would be a bad idea. 50 deaths is a lot. If I was in a run with about 50 deaths I’m sure everyone would call it. But I don’t mind the timer personally. But a lot of people won’t do mythic plus as that timer gives people anxiety. I’m pretty lucky to not care about it. My cousin hates m+ because of the timer. He keeps saying m+ is the worst thing to come to wow. I totally disagree and I think it’s probably the best thing about the whole game for me.