The american mentality of Blizzard - part of the rat race - wont allow this.
The american mentality of Blizzard - part of the rat race - wont allow this.
I have done it before, so I cannot relate.
A lot of people will do a key 15 or above timed or not just for the fact that it gives the maximum gear level in the weekly chest.
The only reason to do above a 15 is for bragging rights, targeting 475 azerite, or pushing i.o. None of which matters to the majority.
Honorary member of the Baine Fanclub, the only member really.
I don't think just the option is enough. I think Mists Challenge Modes had a better grasp on the situation: Timers as a one-time thing you did for some pile of more superficial rewards like achievements, titles, pets, mounts, and cosmetic appearances was at a much sweeter spot. People didn't "have" to do them if they didn't want to, but they could if they wanted some cool stuff. As someone who doesn't like to do timers I don't like feeling forced to do so.
Last edited by Razion; 2020-02-24 at 02:46 AM.
That is how it already is; no matter how late you arrive at the end, you still get loot. The only difference between what you propose and how things stand is that you want to be able to upgrade a key without beating the timer, which in itself defeats the point and purpose of M+. Time is an essential component with which M+ execution is evaluated. If that were to happen, then the rewards should be nerfed drastically to match the amount of effort poured into M+ completion; the effort is much bigger with a timer to beat.
M+ a challenge that always slips some rewards your way, while also scaling the number and quality of awards depending on your performance and difficulty. Taking the timer out, while keeping the rewards as they are, would definitely take away from the system.
For someone that likes to try and sound clever in their replies, you really don't have a grasp of what you're talking about. The timer IS the scary thing and it has nothing to do with skill.
For the majority of players, it boils down to human psychology. Even if you all agree to ignore the timer, there's still that little voice in peoples heads that dislikes being told they've failed at something, even if they weren't aiming for it in the first place. Sure, there are some people that don't have that, but most people do. So seeing the timer run out still feels like a failure, even if you weren't aiming to clear it in the first place. It's an additional little stress that really doesn't need to be there.
The whole thing could easily be solved by adding a checkbox to the key when you put it in the pedestal. "Do you want to do a timed run?" If you check yes, you get the timer, the chance of bonus loot and key upgrades. If you check no, you get the difficulty, but without the timer and only the chance of one chest (which is what you get if you fail the timer anyway).
Honestly, from a development point of view, it wouldn't be that hard, all the mechanics exist to do it and it would provide more challenging, but enjoyable content for a lot of players.
Honestly,if mythic + was harder,but non-timed,I'd probably actually enjoy them.
I care more about actual,raw challenge than artificial stuff propped up by an arbitrary clock.
Give me 4 hour long,extra hard dungeons rather than timed stuff where the difficulty is entierely related to the fact there's a clock to beat
You’d have to add enrage timers to all the trash and bosses to keep people from running them with just tanks and healers.
If you fail a timer, it's for two reasons; either your execution was very lacking (and we're talking 10+ deaths, or hugely overpulling), or your DPS is sub-par for the content. Often both. Timers serve the same purpose as Enrage does in raids, it stops overly cheesy or time-consuming tactics dead in their tracks and keeps a semblance of structure in the whole mess.
You still get loot when failing the timer, and I always see groups going for completion in the finder. The gameplay experience people want exists. It's not the most rewarding, but it shouldn't be given that a dungeon without timer has no real failure state beyond giving up because you're sick of it.
The rush mentality, from over-pulling, using all sorts of not-so-obvious shortcuts and scummy strategies, is what stops me from running more PUGs as a tank. I would rather, instead, do less runs but go with a team I'm familiar with. Less headaches that way.
Let me ask you this.
How does this option differ from people wanting to do M+ with less than five people? There are people who also have social challenges that deter them from doing group content, but they still want the challenge and rewards that M+ gives.
These two scenarios are essentially the same. You can still take as long as you want in an M+ key and still get loot at the end, you still win, the dungeon is still complete and rewards are given out.
Letting you upgrade your key without a timer would lead to unique problems, for example, at what point does the loot for non-timed runs stop scaling? I'm fairly certain people would start doing +20's and probably +30's by virtue of pulling one enemy at a time, they would have to rework scaling a lot to balance it. Do they get the same rewards as those who time 18's?
Also the way in which the problem is being presented doesn't quite make sense, LFR for example exists because it allows players to queue for raids and requires no experience and a minimal amount of coordination.
This solves the problem of players not having time to dedicate to learning an encounter or finding a raiding group that works for them.
Whereas,
The issue at hand is a problem because of what exactly? Personal feelings about missing a timer that doesn't affect rewards or weeklies? I'm all for adding options, but in my opinion, this isn't an area where this one should exist.
Honorary member of the Baine Fanclub, the only member really.
No
/thread
Fuck off
Eh I use to think it was bad too, but after diving into them it's not that bad. If you play the dungeon normally and go slow at it you can still time it and have spare left over.
You can also still finish the dungeon without a timer and get your +X reward in the weekly chest. So in a sense it kind of does that already. I've even seen some groups listed "Just completing dungeon" and others that mention pushing. So you can find some the way you want or find like minded individuals as well.
Out of the 10's I've ran so far (about 8) only one or two had that one person who felt the need to pull for me (tank) and make it go faster than it should.
"Man is his own star. His acts are his angels, good or ill, While his fatal shadows walk silently beside him."-Rhyme of the Primeval Paradine AFC 54
You know a community is bad when moderators lock a thread because "...this isnt the place to talk about it either seeing as it will get trolled..."
Few things.
First and foremost as others have pointed out raid encounters have an enrage. Very few bosses in M+ have this mechanic. Why does enrage exist? To prevent stalling, cheesy gameplay such as all tanks and healers. But also to give DPS a reason to exist.
Secondly you still do get max level loot at the end for completing the dungeon regardless if it was timed or not. As stated earlier the timer only exists to raise the key level. And after 15, the loot power does not change, rendering pushing irrelevant unless for reasons I stated above.
Thirdly, if you could raise your key level without timing there would be zero reason to bother timing a key for the majority of players, which would go against a fundamental design of M+.
Honorary member of the Baine Fanclub, the only member really.