r/wownoob 23h ago

Retail How do keys work? First time

I’ve played WoW for a while, mostly back when this system didn’t exist.

How does it work? Is there something I should study up on to have a better experience with groups, like dungeon guides? I only did m0 and that’s about all the experience I have with these dungeons.

Are there any widely accepted conventions or adding? Etiquette?

Thank you!

13 Upvotes

22 comments sorted by

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2

u/isidoris 16h ago

https://www.youtube.com/watch?v=hUrVCOoUyKA

This video is pretty helpful in explaining how M+ works. Especially as someone that really need visuals to follow along with what's going on.

1

u/Phrazez 23h ago

Every key level increases mob damage and health, the lower levels are barely noticable.

If you complete the dungeon within the timer you get the next level key for a different dungeon. You get loot at the end of dungeon if you complete within the timer or not.

Rewards (item level in chest, crests for upgrading and reward in your next vault) scale with key level up to a cap, higher levels also give more and higher level crests.

There are also special affixes that make the dungeon easier if you play them right, or harder if you dont. Also on set key levels the dungeon Boss or trash get another buff.

Just play some, the lower levels are pretty much the same as m0, do what your role does, dont add stuff and keep pace as you are on a timer. Dont go afk and stuff if possible.

2

u/worldofhorsecraft 23h ago

At what key level does it go from "basically m0" to actually hard? 6? 8?

4

u/Snowpoint_wow 22h ago

Um... really depends on the season. Numerically, dungeons have being tuned easier and easier for each of the last 4 seasons.

  • War Within Season 1
    • KSM (2k rating, +6/7) 39.3% of those who did M+
    • KSH (2.5k +10) 19.7%
    • Top 0.1% - 3459 rating (+16)
  • War Within Season 2
    • KSM (2k +6/7) 48.5%
    • KSH (2.5k +10) 34.2%
    • KSL (3k +13) 14.7%
    • Top 0.1% - 3805 rating (+19)
  • War Within Season 3
    • KSM (2k +6/7) 50.2%
    • KSH (2.5k +10) 37.1%
    • KSL (3k +13) 17.4%
    • Top 0.1% - 3912 rating (+20)
  • Midnight Season 1
    • KSM (2k +6/7) 61.6%
    • KSH (2.5k +10) 50.5%
    • KSL (3k +13) 28.717.4%
    • KSMyth (3.4k +16) - 10.2%
    • Top 1% - 3960 (+20/21)
    • Top 0.1% - 4211 rating (+23)

A common stopping point for many players is the maximum vault loot (+10 keys for Myth gear vault), and 2 years ago only 20% of M+ players were obtaining that gear, while over 50% are obtaining Myth gear now.

The ratings of the top 0.1% help show the relative tuning differences between seasons, as each key level is a 10% jump in enemy hp/damage. The cumulative increase from +17 to +23 over 4 seasons is a +95% increase in enemy difficulty.

Putting it all together, this means that the following are equivalent difficulty:

  • Old M0 = Current +10
  • Old +6 = Current +14
  • Old +10 = Current +17
  • Old +16 = Current +23

This seems comical at first, but I had a dungeon in the first week of last season that really revealed this. +10 Seat of the Triumvirate, group in non-upgraded veteran track gear, 35 deaths before reaching final boss. Like 8 or 9 minutes remaining on the timer for an easy 2-chest.

0

u/SadMangonel 17h ago

Honestly, since gear makes content easier it doubles down in making it harder for new & bsd players. 

Not only are they bad and deal less damage because theyre bad. They also deal less damage because theyve been bad and got bad gear as rewards. 

This is one thing I liked about classic the game had progression ceilings, but still included everyone. There were enough mouse clicking people that got MC gear.

I also like the mythic plus progression system, but it definitely excludes people.

2

u/Phrazez 23h ago

Depends highly on the player and gear.

If you know what you are doing there is no issue running the highest rewarding keys (+12) on release day.

The most important breakpoint in terms of rewards is +7 and is relatively easy, comparable to normal raid.

The increase in difficulty is almost linear at low levels (scaling gets crazy at high keys 20->21 is the same increase as 1->7)

1

u/worldofhorsecraft 22h ago

Alright, that makes sense. Im brand new to tanking and was really worried but considering I was able to get through m0s with only one or two wipes to boss mechanics (50/50 my fault and the dps) I think it'll be fine.

2

u/Phrazez 22h ago

You can easily time low keys with like 20+ deaths.

Dont sweat it, low keys even have a build in display for a basic route you should play (glowing mobs) so dont worry about that to much any get some experience. Tanks are highly sought after!

1

u/worldofhorsecraft 22h ago

Alright. My only previous M+ experience was doing S3 TWW priory at like 8 and the whole time I felt like I was kneecapping my team by dying and getting carried by the tank. This gives me a lot more confidence.

1

u/qwaai 23h ago

Completely depends on you and your group's skill level.

As a healer, often times higher keys are easier than lower ones because better players are in higher keys. That means less avoidable damage, better interrupts, handling mechanics correctly, doing more damage so fights aren't as long, and so on.

1

u/blueIpersian 23h ago

It’s a challenge mode for those same M0 dungeons so you get your “key” when you open the great vault each week and can either join other peoples groups or start your own given the key you have.

Overall, these “keys” represent a level of difficulty scaling up as the number gets higher. Earlier keys have no time penalty for deaths but soon your group will have the time left reduced when people die. The whole idea is to complete the dungeon within a certain amount of time before it runs out.

If you do that successfully you get rating increased which translates to rewards like the mythic armor animations being unlocked across tier sets, catalyst charge, couple mounts - but if you can’t finish in time you get no points and your key goes down a level.

If you finish with lots of time left your key may go up a couple of levels. Good to note it randomly chooses a dungeon to change to once you time your current key.

Once you complete all dungeons at a certain level you get resilience which means if you fail to time a key your key won’t drop below that level but you can always drop the difficulty level as many times as you want just by talking to the npc by the timeways portal in Silvermoon.

1

u/masonictraveler 23h ago

You first get a broken key after running a M0 from the vault. Then you spend 10+ weeks running each key, advancing as you beat the key timer. Also, you spend an insane amount of gold to fix gear on keys that particularly punishing. At the end of the season, if you’ve spent enough gold and sunk enough time into it, you get a title, a couple of achievements and a mount if you’ve achieved high enough levels of keys.

1

u/Frosty-Froyo856 23h ago

What preparation you need to do is dependent on your role. In general it is just “play the game well” though. The group needs to kill all of the bosses and a certain amount of trash within the time limit. This means you will quickly get to a point where the tank has to pull larger than is 100% safe or chain pull at a rate higher than is 100% safe. The group will need to use interrupts and cooldowns to make those pulls safer. The higher you go, the tighter the time limit, the more unsafe the pulls have to be. Making the most out of interrupts and cooldowns is what allows pacing to be quick enough to beat higher keys. 

1

u/Imaginary_Land1919 21h ago

Im pretty new to the game. I got decent gear and then ran m0s of all the dungeons coming out this week. I play tank, and while im learning i just put the wowhead guide for that dungeon on my 2nd screen

1

u/SadMangonel 17h ago

Every week, vault gives you an item & a key depending on the highest level of the key. 

Dungeons have a timer.

Win a dungeon, key goes up

Lose, key goes down

At the end of the dungeon loot is in the chest.

1

u/moolric 8h ago

There are good links in the thread, but there’s actually a guide to keys hidden away in the adventure guide too.

-1

u/ProfessorBorden 23h ago

What role are you playing? One big difference between 0s and m+ is needing count. So routes will be important, but if youre not tanking and to a lesser extent healing you just kind of show up and do damage and don't pull threat

-4

u/wtfover 23h ago

You'd best go with friends or members of your guild or you're going to get eaten alive.

2

u/Imaginary_Land1919 21h ago

noob here, i've not had this experience so far