
Originally Posted by
enigma77
The only real solution is to change the way M+ works. Instead of getting a mostly worthless random bad item out of the end of dungeon chest and being punished if you don't complete the run in time, by losing out on the 2nd most likely bad item, M+ should reward a currency, which you can trade in for gear, like Valor points back in the day.
This would mean people would have a much greater incentive to complete the run and collect their Valor points. Right now if you know you only get 1 item for the whole group and it's probably not going to be the one you want anyway, the temptation to just quit a potentially frustrating run is great.
In practical terms I would keep the timer and if you beat said timer you'd be rewarded with a greater amount of Valor points, but if you don't and finish the key you still get a decent chunk and you'd be stupid to leave prematurely. I'd make sure finishing in time would provide only a minor increase to the quantity of the currency, 20% at most. Additionally a weekly cap would be a solid idea aswell, to make sure people don't burn themselves out too much and well we can't have a nigh infinite currency to buy decent loot. The currency would be spent to buy high item level Mythic dungeon items off a vendor, akin to the pvp vendor. Higher item level loot would cost more Valor, naturally.
The only problem with this change that I can think of right now is that perhaps it would be too easy to obtain high item level loot. But our friend timegating could solve that problem, if it takes 3 weeks worth of farming your weekly Valor points to obtain say a 226 weapon the gear inflation would be kept to a minimum, albeit still increase of course.