The notion of removing timers from mythic+ is....
Never mind. Really all I wonder is: how much easier does the game have to made for the scrubs out there. Timers for thoroughly digested content are too stressful? Seriously?
The notion of removing timers from mythic+ is....
Never mind. Really all I wonder is: how much easier does the game have to made for the scrubs out there. Timers for thoroughly digested content are too stressful? Seriously?
https://raider.io/characters/eu/pozz...%A0/Obsscuretv
Shortd the link but had an expire timer.
Now link yours or get lost fucking trash, I'm tired of third world players like you that at best have done LFR without dying.
Link your profile now.
I think that simply adding a non-timed option for current M+ dungeons is a terrible idea. It will likely create a lot more additional problems, like how do you balance loot, how do you balance keystone upgrades, how to avoid players abusing the system, etc. How do you even define progression in this case? If you can clear +7, you will most likely clear +8, but in, like, 5 minutes more. And then+9. And +10. And +11. And so on, until you get to the point when certain mechanics will instantly kill you or what? Pretty much more problems for no real reason.
Now you still get loot, weekly chest and a slightly easier key you can actually complete on time. Is the "Time expired" writing that painful to see? I mean, having a possibility of losing is good for the game. It makes you improve, earn and appreciate the rewards. If the content is too stressful, you can play it with people you are comfortable with (friends, guildies, etc) and avoid pugs.
Having content with set difficulty and no timer is fine. For example, more mega-dungeons with hard-modes sounds nice. Both Mechagon and Karazhan were a really nice experience, it is sad that the majority of players won't run their full versions for gearing since the difficulty and ilvl is just M0. Maybe introduce more non-timed "fixed difficulties" with weekly resets? That might work if done well I guess.
As for the mentality, removing timer in current M+ will not change the "rush, rush" mindset, player toxicity or intolerance for mistakes. It's the mentality that comes first, people will optimize, rush and leave groups even without the timer. Why be nice to people/give them advice when they make mistakes if you can just leave the weak group/raid and find another one in a few minutes with no consequences? Why spend one hour in the dungeon that can be cleared in 30 minutes? Etc. Nowdays everything is cross-server, plenty of groups in the finder, you can always find another one. Game is focused on end-game content and you have a rio/parses ranking attached to your character. There is a ton of information on best classes, strategies, routes, etc. All this creates this "I want to be efficient", "don't waste time", "improve my whatever number/ranking" mentality. It's just part of the game now.
Thats why there are 2 items in the chest and they changed the depletion mechanic 3 years ago, you literally described M+.
If you cant finish a +7, which is down right LFR levels of difficulty, why would Blizzard let you try a 10 affix?
Gearing speed is already retard levels of fast and wrong at the same time and alts can be near max ilvl in less than 10h with a competent playing environment.
They would literally have to rebalance everything and scaling if they removed the timer, the jumps in difficulty should be literally what today is M+1-->M+5-->10-->15--->20, and not as it is now.
So people would get cockblocked by the scaling, and then people would cry for nerfs.
Last edited by potis; 2020-02-26 at 10:54 AM.
This, this right here tells me that you don't run high keys on the regular, and have no idea what you're talking about. Outside of 20+, you can literally pull one pack at a time, and as long as you're geared for the content and execute it right (i.e not dying), you will make the timer.
That said, I much preferred how MoP challenge moders worked compared to the M+ that we have now. I either prefer static difficulty + timer , or scaling difficulty without timer. But meh, either way, M+ is fun, keeps me entertained.
Last edited by Sinte; 2020-02-26 at 11:14 AM.
This is only valid if you're doing keys at 21 or more. Anything below that can be done with any comp if the players are decent enough and geared enough.
Also, if Blizz were to make it challenging without a timer most people wouldn't be able to complete keys above a +5 or lower. This also means introducing more mechanics and more personal responsibility because the mechanics in mythic dungeons are so simple it's laughable. The damage % increase forces you to just not ignore certain things like interrupts or avoidable damage. You will have new threads with the same people complaining how it's super stressful and you shouldn't make dungeons harder by introducing more mechanics.
But even if now we can easily stomp +15 due to HC Gear, Corruption and at least 2 weeks of 475.
We still have the main problem that at every level of M+ the meta is polarised.
People at +6 still want ez classes even if it is a +6 because " Durr muh time is precious I want a +3 " even if they have basically no score, and they should imho stick with a 5-6-7 range of keys to spam to get loot/corruption/understand the dungeons*
*I saw too many players with nice gear, great score but less than 10 m+ ( so basically the " I do only the weekly " player ) and thus they don't know some skip or other mandatory stuff to know, more than once people be clueless.
depleting key (a.k.a. you cant use the key that week) is NOT a thing... if you cant do +15 in time WHY should you be allowed into +16? you get your key donwgraded to +14 which you should be able to do in time (as you had +15 key before)...
in legion keys were actualy depleting, which was an issue, having they key downgraded is perfect
That's true. People will always copy the top players, regardless of context. Many don't understand that what the top players do, they do because of the content they're pushing, not because they just feel like it. Since they use specific comps to help them with their strategy due to a spec's utility/damage/healing/cc, other players automatically assume that's the classes they must play with since it should somehow equate to automatically timing the key.
If anyone wants to avoid stuff like that, they should simply not pug. This is an MMORPG. If you don't have actual friends that play the game, make some online and stick with them. You don't want to time keys? Find people who also don't want to time keys. You want to push? Find people who also want to push. It's not hard, it's just something that requires effort and most people have the expectation that since they're paying they shouldn't put in effort. After all, what are they paying for if they have to actually play the game? Complaining on the forums is certainly much easier than actually playing the game.
Key Depletion is really a dumb mechanics, more dumb since there is no longer the delete-reroll trick for keys.
Since time is linear in this universe, there will be soon or later, like it already happened in other seasons where:
The majority of players will be doing 10/15 as weekly , pusher will do 19-22, casuals will be around 12-14 for the gear/corruption.
New Players/Alt/Noob/LFR Players ( the majority 2.0 ) will have hard time trying to push from 5-6 up to 9-10 beacuse there will be no longer the same pool of players, that will be shifted towards 10/15 weekly meta )
And so having the "deplete" mechanics that reduce the lvl key is basically a death penalty for this kind of players.
So imho keys systen should be :
- +1 +2 +3 based upon timer ( if it isn't removed )
- out of time +0 you still have the same key, to retry / improve
- -1 if you leave too soon aka ragequitter should avoid play games if they have no patience
That's literally how it works. You miss the timer and you still get the reward of the loot. Just ignore the timer if you don't want it. Mythic+ is not hard at all without the timer. The only difficult part is getting over the hp scaling IN TIME. As for dmg scaling, you would just use more CC and move slower if there was no time limit. Those things do not make it hard. The timer is literally the only difficult part to it.
Then dont do the timer ?
It's not like there are plenty of "chill group run no timer" in the LFG ? Oh wait...
Reward is litteraly the same since they removed the multiple chest in Legion. The only thing you don't get is the harder key, which is pointless as you don't want difficulty anyway.