Blargh I can't believe how obsessed they are with chesting dungeons.If your other option on a 22 or 23 King's rest is to turn it into a 18 or 19, then just complete the damn thing without making the timer and get a random 21 or 22 key. It's still likely faster than doing a Kings Rest that you are more likely to chest then having to upgrade the key two more times to get the same exact key from just running it and failing the timer.The only situation that is not applicable is when that key size includes unavoidable one shot Boss mechanics, where trial and error wastes more time, but even then it is questionable if playing the fight perfectly to finally barely beat it, and even then you likely still take less time than 2 more runs after a slightly more doable lower KR.Key deletion was insane when run you rerolled your key into a 1 less one than what you just did. Also Blizzard can't even meaningfully balance it for high play if people don't even touch it. Sure you can extrapolate from difficulties in lower levels but but nothing beats actual data.Anyways Key deletion bordered on abuse to generate preferable keys at an insane rate from a change implemented just to fix a bug. Blizz should have curbed it earlier, but they only fixed it when the abuse became too obvious.
Tyrannical Underrot in the Least Affected section. Never thought I would see this day.
Inability to delete keystones affects all levels of play. As much as the +22 crowd wants to avoid the impossible dungeons, lower level players also have possibly several dungeons they don't want to run.Example, I run a +8 ish motherload as a tank, I know it, I am comfortable with it. But I barely know King's Rest or Siege. The last time I tanked Siege (which I've done only twice in the whole xpac), it took us 2 hours to clear it. 2 hours. And that was with teammates on discord voice. And before you say "go learn it" - there is no reason for me to do less than a +7. Zero progress. I'm not going to spend hours and hours to learn siege, I'd rather play a dungeon I like in the limited time I get. If I can play say four M+ for the week, why should I blow them all on non-progression, painful learning experiences?Now I only PuG and I do it no-voice and no, I'm not going to try Siege+8. No thanks. If I get a siege key now, I am relegated to fishing for someone else's key... all week. Dead keys suck and simply result in my playing *less*. That's not a good thing for the game.As much as it's nice to have 10 dungeons, it's also not nice - tanks have to know every single one, every pull, every path, every option. By the time I've learned half of them, I'm too high level to run the others enough to lean them. And far too many where not part of the 110-120 experience, so no experience right as I roll into M+. Rather have seen them rolled out in stages. Why don't they add a blacklist system like they did for PvP? Would make the experience smoother and also teach Blizzard which dungeons people hate and that need fixing.
Imagine for a second that before you could do whatever you wanted to do in the game you had to do 3 hours of world quests, every single time. Go to the AH? 3 hours of world quests. Go do your +10? 3 hours of world quests. Because that's basically how a dead key feels. You have to spend 3+ hours building that key back up to the level it was previously at because some keys are mathematically impossible at that level while others can be completed with amazing play.You say that "Balance is a scapegoat"? Seriously? That is the most ignorant thing to say ever. If you say it's a scapegoat, try only completing Temple or KR keys on a tyrannical week. Then when you're 2-3 levels lower than your friends let me know how much you like that balance. Not every dungeon should be balanced for every affix, but there should be some balance overall. If ToS and KR are always the worst dungeons to do, no matter the affix, then something is definitely wrong. Unless you're pushing keys at least +15 or higher, I wouldn't say people pushing 20+ are trying to take the "easy way out". Because those are the people who are pushing the hardest, so every flaw in the dungeon design is magnified by multitudes because they break down the dungeon to the smallest pices to beat it. And I'm sure the amount of time they put in would make you blush.
You clearly don't know what you are talking about. If they made King's Rest in line with the others difficulty wise people would run it. You could not delete your keys to get ENDLESS streams of 10s. You could delete some keys that are a real PITA to hopefully get a better one to run with your group. Saying people want the easiest path to high scores is kind of a stretch. Adding a limit to the amount that you can reroll a week seems to be a compromise that a lot of players would like added to the game as it encourages players to I don't know keep PLAYING.
They should make it so you can reroll keys a limited number of times per week, for a loss of only 1 keystone level. Maybe 2-3 times. Also, you can downrank any key as many levels as you like at any time (I don't think many will use that, but why not do it?). Just stick your 18 key in the socket at the start of the dungeon, and then select 15, or whatever you want. Drying up the supply of keys worth running each week really sucks. I only run 10-14 keys, nothing crazy, but the decreased supply of keys that I'm interested in is noticeable. Dungeon balance is an ongoing issue as well. Each dungeon doesn't need to be balanced for each week, but overall after 12 weeks a player who runs each dungeon equally should have a similar highscore for all of them. The higher the key the more you will need to run it with your guild instead of pugging, and that means you may only have 5-10 keys for most people. Below +10 i think the effect of the update will be more limited.
Just an opinion from the midpoint of the ladder, running +10-12 keys with my guild: We're not gonna do +11 Tyrannical Waycrest just because Blizzard won't let us reroll the key. We're just going to make sure everyone's mains get their +10 done out of the four or so good keys we have that week and then stop. With rerolls, we'd often just keep running keys just for fun, but only a few of us are willing to regularly spend two hours in a dungeon doing a key that's way too hard for us for three pieces of 370 gear. The King's Rest nerf made that dungeon doable (even easy?) for us tonight, but a lot of +10s still aren't the same difficulty as the others and it's hard to get people for them.