I don't do keys this high, never really did. My highest Key ever was a 28 or something in SL S4, and we all know how easy that was even without being a pro. I watch streams of 19s and 20s and always think those keys are insane. But 23+? Wtf? How do they manage to do this? Seriously XD
Augmentation evo going from mandatory to 0.3% at +2 is really the only way things could have gone, lol
It was completed already 2 weeks ago
Unbelievable how people still playing retail, content ended like 1 month ago, nothing for ~4 another months. Even Legion Remix "grind" is more interesting than TWW, but hey, Metzen needed 3 expacs to tell the story se here we go with content-less patches just to fill the void in their precisious 3-expac saga that has 1 expac content.
do they get some kind of power boost in MDI? why is it possible in MDI but not the rest of the time? genuinely asking.
Title:Critical Issues with the Resilience Key System and Competitive Integrity in Mythic+I am writing as a passionate Mythic+ player. My team and I dedicate significant time each season aiming for the 0.1% Seasonal Title (the "Title"). While we love the challenge of pushing high keys, I feel compelled to share critical feedback regarding the current "Resilience Key" system, specifically how it negatively impacts the competitive landscape for legitimate push groups.The Intent vs. The RealityI understand the design intent behind the Resilience Key: to reduce player anxiety and allow for practice at the highest level without the punishment of a key depletion. On the surface, this looks like a positive change that respects players' time.However, for players aiming for the Title, this system has created a massive, unfair efficiency gap that effectively incentivizes Real Money Trading (RMT) and punishes legitimate progression.The Core Problem: The Efficiency GapConsider the following scenario, which is the reality for my team and many others:We have timed 7 out of 8 dungeons at level 20. We are missing just one specific dungeon at +20 to lock in our Resilience Keys.The Legitimate Experience: To get that specific +20 key, we have to grind numerous +19s or re-roll other +20s. If we finally get the right key and fail the timer (which is a normal part of progression), the key downgrades. We are then forced back into a loop of farming unrelated keys just to "earn the right" to attempt the difficult dungeon again. We might spend 4 hours a night playing, but only get one meaningful attempt at the score we need.The "Boosted" Experience: Conversely, we see many players who have simply purchased a "carry" service to obtain their initial set of +20 achievements. Once they have the Resilience Key, they bypass the RNG and depletion mechanics entirely. They can attempt the hardest dungeon 20 times in a row with zero downtime.The Unintended ConsequenceThis dynamic has created a sentiment in the high-end community that "playing without a Resilience Key is a waste of time."The current system creates a disheartening disparity:Without the Resil Key: 90% of game time is spent farming keys/repairing depleted keys, 10% is spent pushing score.With the Resil Key: 100% of game time is spent pushing score.This efficiency gap artificially inflates the score cutoff for the Title and forces legitimate players into an agonizing grind that has nothing to do with skill, but rather with key RNG. It feels as though the system punishes those who want to progress naturally while rewarding those who bypass the initial hurdle via RMT.Proposed SolutionsTo restore competitive integrity and improve the player experience, I strongly suggest one of the following changes:Option A: Adopt a "Delve-style" Selection System (Recommended)Remove the physical Keystone item entirely. Instead, adopt a system similar to Delves. If a player has timed a +18, allow them to simply select a +19 difficulty at the font for any dungeon.This removes the RNG of "rolling" the right key.It ensures that difficulty progression is based on skill.It places everyone on equal footing regarding practice efficiency.Option B: Revert to the Traditional Key SystemIf a selection system is not feasible, I would prefer a return to the traditional depletion system for everyone. While punishing, it was fair. Every group faced the same risks, and buying a boost didn't grant a permanent, distinct advantage for the rest of the season regarding attempt efficiency.Thank you for reading. I truly love Mythic+ and want the competition for the Title to remain a test of skill and teamwork, rather than a test of who has the "Resil Key" privilege.P.S. If you are reading this and agree with the sentiment, please help visibility by reposting or forwarding this feedback to the Community Council, the official "Dungeons" forums, or r/CompetitiveWoW. It is crucial that the developers see this.
Woo.... a 23. Wow so cool.We going to celebrate people who are in boosting communities next? Maybe people who buy gold for raid and key carries huh?Games going to !@#$, you cant tell whos 3k io is legit / AotC, CE being legit anymore.Ive played for 18 years and raided for 15. Ive " quit " in the past due to boredom.... Recently ive actually considered dropping the game for something else b/c of how Blizz refuses to grow a spine and get rid of boosting completely like China has.These bandaid fixes to their own issues is just sad at this point.Thanks Mike Ybarra for green lighting boosting. The games never been in a better spot.....