See, my point is - it's up to Blizzard to solve it.
How I would solve it? Kicked player would still be eligible to all completion rewards, including vault, key upgrade, items and currency and would get it by mail if he would have won. The final reward would be split 6 ways instead of 5.
There you go. Can now kick all day long.
What Blizzard did? Herpa derp can't just kick people because you can't replace them! Problem solved hurr durr.
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BTW, in case you did not notice, these easy solutions with restrictions are good part why M+ grouping is so toxic and pointless restrictions as a whole are partially a reason why WoW is in the gutter.
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As per post above - this problem is up to Blizzard to solve. Which they can by fully crediting kicked player and splitting end rewards between 6/7/8 people and however needed.
If people want to switch mid run to make it easier - up to them, they just have to split same rewards between more people and clock is still ticking while they do this.
Same goes if there will be another meta of kicking and inviting to get completion bonus for many people in one key - Blizzard can address that specific issue if it arises too. Instead they went the easy and bad road that produces threads like these.
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Won't be toxic if person who is kicked is fully eligible to all end rewards and would get them by mail if run was finished. I personally would not give a damn - saved me time there, thanks buddies!
Blizzard should solve issues coming up from lifting restrictions as they go and they could do it, but instead they decided to make it easy for themselves.
See, that's the thing - it's a problem for Blizzard to solve when it actually becomes a thing.
You don't need to go defend shit decisions by Blizzard by trying to make up weird scenarios that might not materialize.
The fact is - M+ limitations on party composition are easy mode solution by designers who don't want to put effort into this. And this is what led to this current issue where people need scores and be meta to even get into groups and then you get destroyed runs over one ragequit/dc - because failure and everything less than perfection is so heavily penalized.
WoW needs to stop trying to penalize and limit players - it's unnecessary handholding that only creates more toxicity.
You do realize scores (Gear Score) existed back in WotLK? And that we had 3rd party sites where you could organize PuGs and get reputation there in at least MoP? Game design has nothing to do with the fact that players just want to evaluate others before teaming up. And "problem for Blizzard to solve" is bullshit statement, when you propose a "solution" that is even more prone to abuse and toxicity than current system and go "lol just fix it Blizz". Rage quitters will always happen in ANY on-line game, and you will never be able to punish them too hard, because there is no way to differentiate between your average quit due to rage, and quit due to an emergency.
Sometimes, the light of the moon is a key to other spaces. I've found a place where, for a night or two, the streets curve in unfamiliar ways. If I walk here, I might find insight, or I might be touched by madness.
Sometimes, the light of the moon is a key to other spaces. I've found a place where, for a night or two, the streets curve in unfamiliar ways. If I walk here, I might find insight, or I might be touched by madness.
Yes and do you also realize that every PvE mode ever allowed replacing teammates midrun too?
And somehow the game did not blow up over it. So pray tell why M+ should be such insane outlier that literally is the only mode ingame where you can't replace teammatess.
And, you simply are not getting it - yes, gearscore was a thing and meta was a thing, but this is exacerbated and multiplied in M+ because failure means dead key and failed run.
What dead key? They removed key depletion ages ago. If you don't complete a run, your key drops down one lvl. And you all blow quitting issue of out of proportions, this is vast minority of players that do that. Clearly not enough, since Blizz didn't implement any penalties.
Last edited by Makabreska; 2021-08-14 at 07:11 PM.
Sometimes, the light of the moon is a key to other spaces. I've found a place where, for a night or two, the streets curve in unfamiliar ways. If I walk here, I might find insight, or I might be touched by madness.
As it is often said (this thread included), any penalty system would turn against players in a way or another - but they (Blizzard) somehow care about this issue, as they added more and more incentives to finish the key: valor, same number of loots even if depleted, and some "buffs" to help with finishing the run.
Anyway, noone wants to leave a good M+ run. And if the run is bad, you would like to be the first to leave without any penalties. Why struggle when there's dozen of other keys to run in LFG?
Incorrect.
By that logic, there should be an option to do it via mission table so you don't have to even leave town. Or an option to do it via the cash shop. How about an option to scale to down by level so you can do it on any toon at any level, even level 10. More possibilities right?
Designing around convenience before gameplay is terrible and very unhealthy for the game. There's already WAY to many difficulties currently that the game is so watered down and fragmented.
Running through a watered down version of something solo is not the same thing as coordinating a group. How would that even work with like tanking mechanics? Healing mechanics for classes that can't heal. I don't even know where to begin on how dumb that would be.
Last edited by Calimon-ZJ; 2021-08-14 at 10:34 PM.