Originally Posted by
Jujudrood
There's obviously a lot of interest in a "non-timed" mode.
It would be easy to implement as well, given that it wouldn't be adding much but rather just modifying and expanding.
The timer adds to the difficulty, yes, but it's not the only factor in terms of it.
No timer mode still has affixes and hp/damage modifiers in play, so with 2 of 3 things that contribute to difficulty, just modify rewards/advancement in accordance.
For rewards, fix it to a single item, regardless of outcome.
No chance at bonus items, just 1 if you finish, 0 if you don't.
Put a daily lockout on the key, so your timer is effectively "until next reset".
If you finish it, key grows by +1, if you don't key reduces by +1.
No chance at bonus rank ups for speed (maybe have a small chance if 0 deaths or something else to measure how well you did, but not necessary).
Keep them separate so it's Timed and Untimed, two diff options on keys with no crossover.
If you have a key with +5 timed and +10 untimed, they are their own silo, so you can't start the +10 as a timed run.
If you don't want to do timed, you don't have to and can still progress at your own pace.
If you realize that the above is very inefficient in terms of "loot per hour" and advancing keys, then run the timed ones just like you do today.