Dragonflight Season 4 Dungeon Changes Ahead

Why not, you ask? Because I can’t.

You do not get kicked from the dungeon but once an enemy is dead it doesn’t respawn. So for example if you’re trying to learn how to coordinate interrupts on X pull, you only get to try once per keystone, which means you can’t get consistent with it and makes the learning process long and tedious.

limited playtime isnt his issue either. im the best case of this - with exception of first 2-3 resets i play like 1 dungeon a week , took long breaks during this season and still managed to get almost all of the teleports on my hunter on which i solely pug.

i did like 40 dungeons this season total on my hunter - and this inclused even the ones below +10 :slight_smile: ? over course of how many now ? 5 months ? i honestly put more time into playing my wolk hunter (10+ days played since it was boosted in november ) then into retail hunter

and as it was pointed out many many times here - im really bad at playing my hunter :slight_smile:

still got job done just fine for me.

those people just want blizzard to literaly for others to carry them - nothing else .

that can be very true because with tiny exception peopel who get to 25 are people focused on pushing.

so most of them do have correctn mentality and view on what high keys require.

people in like 18-20 bracket are mostly there for gear and teleports. and a lot - a lot of them just hope to get carried.

like i said - different mindsets.

The talk was about timers.
You are asking for a whole evening an M+ run because you do not like timers. You can do a whole evening an M+ run. By removing the timers you do not get unlimited tries either.

First of all, I’m not asking for anything, I just said that if people want to do it they should be able to and that the timer and key depletion brings nothing good to the players in general.

Second, you know the reason the key is considered depleted is because of the timer, right? Then it’s impossible to detach one from the other. If there was no timer, keys wouldn’t downgrade, and you’d have unlimited tries simply going outside and resetting instances.

Not sure what you mean by getting unlimited tries when you have no timer. You can wipe unlimited times and still you do not need to retry since you are still in the dungeon that isn’t depleting your key. You also can’t succeed a key without a timer. What are you retrying? You can just pull again on what you just wiped. No reason to reset the whole dungeon.

The case for depletion is arguable, but the timer absolutely does serve a purpose. In an infinitely scaling content like M+ is, having infinite time to complete the dungeon would encourage people to take questionable measures to ensure success in levels above their skill range. Think waiting for CDs, lust, pulling extraordinarily slow, etc.

The timers are set in a way to make the dungeons not take much longer than they’re designed to take, and are more than generous enough to allow even casual groups to finish dungeons at levels in their skill range within the set timer.

This is where the following comes in:

  • progressing through lower keys / versions of the dungeon to learn what abilities do and what needs to be interrupted
  • voice communications in higher keys as pointed out before. You cant type it all out
  • guides / research before you go in. So you are prepared.

To some extent i think it does, since people leaving keys because they wont be timed is costing him time to complete keys or play other keys.

Yes, you are asking for the removal of timers or atleast suggesting it.

Even if you currently deplete a key, your great vault reward doesnt get a hit. Only your used key downgrades on your person and in the vault.

The timer brings part of the challenge for people. You cant keep saying: it doesnt bring anything to players in general.
Because you dont speak for players in general but for yourself.

If you’re running into leavers that often in keys that aren’t above the max reward level, then you’re likely contributing in a major way to them leaving.

This already exists, if the key is depleted you can repair and reset your cds (lust included) talking to an NPC inside the dungeon, and guess what, nobody does “extraordinary slow” pulls or any other stupidity.

The difference is that with the current system if you fail you are forced to start from a lower difficulty which doesn’t make any sense, quoting myself from earlier on this same topic:

" Keystones going down in level after a deplete is as stupid as if you wiped in mythic raid and you were forced to clear heroic to try again."

It’s not the timer what dictates the speed of a dungeon, but the ilvl and the strategy, that’s why a +2 has the same timer as a +25.

Timer is just an arbitrary handicap with no purpose other than wasting our time making us repeat content we already cleared.

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Except the result of going too far over time is reduced loot, no score and a reduction in the keystone level. Because the most likely cause of going over time is that the keystone was beyond the group’s capabilities.

It’s not just that it’s not encouraged to do those things, it’s actively discouraged. With no timer, it would be encouraged.

It does make a lot of sense, like I said above, the most likely cause of going over time is that the level of the keystone was beyond the group’s capabilities.

However I’m mostly with you on the issue of depletion, since there are other reasons for a run to fail other than skill. The issue I have is that you’re talking about depletion as if it’s a necessary result of the timer, when in reality they are two things that can be addressed separately.

I think a timer serves a very clear purpose and should stay, for the reasons I already explained. But keystone depletion should definitely be reconsidered. It’s too punishing.

As for you raid analogy, having no timer in a M+ dungeon would be like having the ability to pause a raid boss fight and wait for your resources to come back to easily deal with the next mechanic.

I never said the timer dictates the speed. It’s simply an upper limit for how much time the run is reasonably expected to take. Saying that the timer is a handicap and makes you waste time while simultaneously advocating for no time limit at all is honestly ironic. As if I’d want to spend time in a 2 hour run rather than potentially deplete one by a few minutes and then do two more runs in those same two hours.

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Season 4 m+ mount again a recolor. In an expansion thats focus on dragons and flying, we gonna get another ground mount…

The devs found all 4 concept sketches during development so great that they were like: we cant deny the players these great colored mounts. (They did the same during Shadowlands) :rofl:

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Yeah thats soo lame too, but it could at least fly…

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Yeah thats true, being just a ground mount is a big miss.

Dragon skins like we had from raid bosses would be a better fit. Or maybe some cool unique mount each season.

That would be something for The War Within, unique mount rewards for m+. Because it feels to easy to just slap another skin on it.

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Its as easy as getting the mount in the first place.

They should expand the rewards for M+. And give more stuff. Not just 1 mount.

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I don’t understand why you all assume no timer = full wipe 2 hour dungeons.

It literally changes nothing time-wise, if the run is going badly, just leave, nobody forces you to stay in there.

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If it changes nothing time-wise then there is no difference between a timer and not a timer.

So keep the timer for those that enjoy it.

Also: What other metric would you use to say: “You messed up. You are not good enough. L2P”?

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Because depletion via timer is a way to naturally keep people at the level they’re capable of doing until they improve or get better gear. Take that away, keys will only go up, and soon enough people will find themselves way out of their depth with nothing bumping them down.

Perhaps a good middle ground would be that keys only go up if you finish within the timer, but don’t deplete if you don’t, with the only “punishment” of not timing a key then being that you get a different key of the same level, instead of one up.

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right mindset doesn’t help if you play like a trashcan though.
I don’t know how 25s are, but 23s are not much different from 18s.
Mostly ok people with at least one garbage dps player that does negative dps and get hit by every mechanic.
If this is the same in 25s I just can expect more fails, because I guess on that level missing out lots of dps leads to depletion while it did not on 23