Originally Posted by
Azharok
Because the whole idea of progression is only tied to your gear but also your skill as a player. If you want better loot, get better at the game. A well oiled group can time a 15 in 230-240ilvl gear, which makes timing them in 250+ ilvl (which is attainable without stepping inside any instanced content) pretty simple with regards to dps checks. Now we can argue that not all players are equally skilled (and that's okay too). Besides you get max ilvl loot wether you deplete or not so I don't see how the timer is relevant. Post "15 DoS going for complete" and then take however long you want, nobody cares.
In order to get the best rewards you need to do the challenge, if you're not up to the challenge, you don't deserve the reward.
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Decent players with little time will recognize this early on, and push their own keys to cut down on waiting times. If you're not willing to devote some time to this hobby, maybe find another one. I don't understand why everyone is suggesting that removing the timer would suddenly open up spare time for people. I don't have the time to wipe 2 hours on stradama because people can't dodge the tentacles. I'll leave an M0 group on the 3rd wipe of that nature if the boss isn't dying anytime soon.
If the timer is on it's way to a deplete and I don't need the loot, I'll bail at some point (usually someone will have bailed before me though). My problem is people get loot shoved down their throats which allows them to brute force most keys (to a point) and they magically end up in the bracket where you actually need to dodge stuff because no amount of healing will save you. Those players brick keys, they haven't learned anything while climbing the ladder :
- Not kicking anything
- Breaking CC on mobs during inspiring or Amarth
- Not placing properly the hook on Stitchwork
- Not CCing the Murlocs that spawn fishsticks, or completely ignoring fishsticks and wondering why the trash won't die.
- Not dispelling harmful spells
- Not playing boss mechanics
I could probably add another 100 of those, but you get the idea. With a decent tank/healer, DPS players wont die to most stuff until you get into the 15s and up. The main problem is that the "filter" that used to exist in dungeons and raids, isn't as strong. People progress their gear at an accelerated rate and at some point they just hit this massive wall and don't understand why they can't get past it because they haven't learned anything skill-wise.