hmm that in the end punishes the healer again, since mobs live longer, more to heal, key not timed yada yada. how about a penalty on the persons perosnal time so that if the grp times the key by like 20 seconds and the dps stood in avoidable dmg he gets a penalty of 30 seconds and doesnt time the key.
How about not punishing players trying to get started in m+?
Suggestions like this are “great” for people that already (should) play well enough to run 15s…
But they would absolutely thrash any group of casual beginners trying too get started in m+ after coming out of the m0s everyone tells them to run to learn the dungeons… I wonder, how many untimed 2s due to people getting punished for taking damage and failing to beat the timer will it take to kill the mode?
How about we just man up and start taking responsibility for our own actions, including failing to assemble a competent group, instead of arbitrarily punishing others for wanting to play thhe game they also pay for?
Not sure about that, when ppl don’t even notice they are targeted by something they likely won’t notice a temp buff on themselves, either. HP going down is probably the most obvious thing, I guess…
thats because thats the current failure rate in low keys.
if you dont do them with pugs you have no clue how it looks like.
It isn’t. I have a 100% finish rate and maybe 10% untimed. And i am doing it with pugs. I now have 23 dungeons on my mistweaver. Only 2 are done with friends. 2 untimed (2x ara kara).
That’s all a matter of implementing it right. The UX-person will have to scratch their head a little.
If you, to name something extreme, grow significantly and become purple after interrupting…it’ll be hard to miss. If it’s just another one of those buffs in the buff-bar, they may as well not even bother thinking about it.
thats your experience and i have different one.
thing is i dont care about anyones other experience because mine is 100000 times more important then yours
More sounds like you are doing something in those dungeons to make people duck up your dungeon when you have 80% failure rate. And yes, that should be very important to yourself. People cant carry you.
More sounds like you are doing something in those dungeons to make people duck up your dungeon when you have 80% failure rate. And yes, that should be very important to yourself. People cant carry you.
yes im taking their controllers and making them do 300k dps
god im good
Please stop giving advise already. A refund because you failed to properly kick? What’s next? Instant CR because you died, without actually wasting a CR?
You failed to coordinate your kicks with the group. You know what helps? Automarkers and saying „I take star everytime“.
hmm that in the end punishes the healer again, since mobs live longer, more to heal, key not timed yada yada. how about a penalty on the persons perosnal time so that if the grp times the key by like 20 seconds and the dps stood in avoidable dmg he gets a penalty of 30 seconds and doesnt time the key.
The idea is that since the penalty will not be additional damage to the party, then the strain on the healer that currently exists in the case of mistakes will no longer exist, or at least not at the same scale it currently does. So the healer will not see that huge spike in requirement in hps. Yes, if the boss fight or large-enemy-group fight takes a long time then the healer may run out of mana, but how long does a fight need to be with current hps requirements for that to happen? 4 minutes? 5 minutes?
In the case of many such mistakes, then indeed the key will not be timed. But it will be obvious that the healer was not at fault.
That’s all a matter of implementing it right. The UX-person will have to scratch their head a little.
If you, to name something extreme, grow significantly and become purple after interrupting…it’ll be hard to miss. If it’s just another one of those buffs in the buff-bar, they may as well not even bother thinking about it.
Yep, the UX/UI team would need to find a great middle ground that is both obvious to someone who is prone to many mistakes, while at the same time not spam a player with red huge letters and a siren horn for every single mistake.
The important thing is to make it appear as something that the devs want the players to learn about and overcome, and not to appear as some form of elitist punishment.
I agree that in lower keys a strict timer doesn’t teach players anything, but people need to realize harsh damage and deadly mechanics are necessary for most players to make the effort and look up what they could’ve done better.
It all boils down to being able to distinguish avoidable vs non-avoidable damage, and I don’t think this responsibility is entirely on the developers.
It all boils down to being able to distinguish avoidable vs non-avoidable damage, and I don’t think this responsibility is entirely on the developers.
I feel it´s absolutely not on the devs… They present the puzzle to solve, and the tools needed to solve it. If they also just gave us the solution, then where´s the point in even playing?
If people want a “play by numbers” childrens book instead of an actual challenge, then maybe m+ just isn’t the right mode for them after all, but maybe rather the follower, N, HC, and M0 dungeons that they themselves constantly demand that new players learn better than the back of their hand before even appling for m+? Because their own dungeon knowledge is obviously seriously lacking if they can´t figure out for ex. that nobody kicking Drain Fluids is whats repeatedly killing people on the Stitchflesh trrash.