You get since somewhere half way season 1 shadowlands the same amount of gear drops. The 2nd item is on an untimed key 1 mythic level lower though. The first item stays the same.
The timer is there to prevent people from cheesing your key to +20 with 3 tanks and 2 healers or something. Itâs the same reason raid bosses have an enrage and DPS check phases.
Would have preferred 1 or 2 iconic dungeons that would be remembered for their design and lore: for example Zul Aman, where you had the option of timers for the bosses + their respective chests. It was fun and challenging enough but not insanely unforgiving.
Oh Amani War Bear, big flex up to this day
(never got it)
What are you even trying to say? Dying is required for Dungeons? I mean i dont care if they implement something like this, ill give it a try ofc but i see the pain in these runs. Wipe once, 2 players leave, search 2. Wipe again, repeat searching. You know that from pug raids. Also massive gold sink with consumes. Also time sink. If i play a key intime, i just spent 30min or less in average.
Thatâs what Challenge Mode was created for in MoP.
Cosmetic rewards only. No raid loot.
the solution for a non timer is to add 2 superbosses which unlocks one chest each, the timer makes people avoid m+ because people are toxic af, wipe 1 time in a +15 dungeon and people will flame eachother and or leave, how is this fun?
you have that already
its called m0
you can spend there all day long , leave return next day spend there all day long again and you will get rewards appropiate to your skill level and to fact that you are learning the game
i suggest using m0 . there is no shame in it. in fact we all did exackly the same - we went for m0 tour during first 2 resets to - crazy i know - learn the dungeon.
i meet mainly nice players in m+ though .
seems like you problem with you making bad group choices.
or by hoping that others will carry you for free.
thatâs the stupidest nonesense iâve ever heard someone reply, ââyouâre having a bad time therefore you are the problemââ nice logic, im talking about how the majority of puggers experience, you having a good experience means next to nothing in the grandscale.
People forgot how to explore dungeons and experience as a first timers now a days.
With PTR and so call guides there is no surprise elements in dungeons.
Also I am not fan of timer or any affixes related stuff in general so I just stay away from m+.
Blizz addicted to timers we have seen that in torghast - they just cant remove it.
Just removing the timer would not work because M+ is built around this timer.
You would need to redesign the entire system into something that feels like a raid instance but for 5 people with daily/weekly loot lockout and selectable difficulty.
But Blizzard like a lot more companies, are lusting after the esport scene and will double down on the timer unless they are starving.
I do not like to say it but M+ is popular enough that Blizzard wont do anything that drastic right now.
The best thing you can do is to find a civil closed community to do M+ with that does not care much about pushing keys to the limit to the point of damaging relations with others.
Oh Amani War Bear, big flex up to this day
I got it was a great achivement to do that back in the day.
But to the topic, for me the timer is the thing that makes me want to try again, look up better routes, finding ways to beat it. Iâm no high rio player or anythig. Just started the 18âs. But i love when i manage big pulls or silly skips and what not and when the timer is beaten, i like the feeling of acomplishment. Without the timer, M+ would feel like meh to me.
I am Rabies the magnificent, its an honour.
NO. You forgot the ⌠above the ä
You are not Räbies!
i think the timer shouldnt be removed, but the key wouldnt deplete until end of week, if nothing completed at that level.
So if you have a leaver you can just redo the key. Would remove a lot of toxicity.
And if you complete the key untimed it will reroll a new dung at same key level.
Remove the timer in Mythic Plus
No thanks, the timer is part of the challenge.
No timer creates more Healers, More tanks, more fun, less toxic behaviour.
Suuuure, healer and tank shortage started with legion⌠riiiiightâŚ
Raider IO is the main reason to why I do not want a timer in M+. People collect timed +15, +20 runs and will leave if they do not get that +1 timed run. Those who leave will not give a crap if the title says ââweeklyââ or whatever, they will just test their luck and see if the group can time the key. I would be ok with timed if it also tracked leavers, but it does not and leavers are everywhere destroying loot for people who just want to progress in the game with their own key.
I was in a group with a couple of people in a +16 and we were at the last boss and almost killed him, and then somebody left because the key was depleted, why is this even a thing when the leavers ruins it for everyone?
I leave when I see some folks getting carried. So without a timer I would do the same.
Timer is good as I have a feeling how well we are doing in the key. I just donât want to spend 1-2 hours in a key for nothing but a concentrated chaos
Raider IO is the main reason to why I do not want a timer in M+. People collect timed +15, +20 runs and will leave if they do not get that +1 timed run. Those who leave will not give a crap if the title says ââweeklyââ or whatever, they will just test their luck and see if the group can time the key. I would be ok with timed if it also tracked leavers, but it does not and leavers are everywhere destroying loot for people who just want to progress in the game with their own key.
I was in a group with a couple of people in a +16 and we were at the last boss and almost killed him, and then somebody left because the key was depleted, why is this even a thing when the leavers ruins it for everyone?
So basically someone who has few or no untimed runs is either amazing or the worst kind of M+ player?
I am starting to lean to tracking leaving M+ regardless of reason. If people are being spoiled princesses even after the keystone was used, then people should be able to tell before inviting them. A person who leaves due to technical issues, emergencies, or ended up in a meme group VS a person who habitually quits to game the system will have very different leave counts
There is no way to insert a challenge in a dungeon without inserting a timer.
For healers you input a healing check.
For tanks you input a damage taken check.
For dps you also need a check. This one is the timer.
You need the timer to give the players the sense of progression, since you need to have a âcheckâ that you either âpassâ or âfailâ to progress to the next level (and yes, that check is dps).
In case for any reason you feel that the game would be better without any timers I can point you to the first week of BFA. So what happened there:
As the first expansion with m+ and the weekly chest in the game, blizzard forgot to âclearâ the history. This had as an outcome people getting +17 and +18 keys in the first week from their chests.
That week people were clearing keys for âweeklyâ in over 3 hours, literally waiting for bl for every pull. They knew they had no chance to clear the dungeons but went for the âsafestâ option and spent 2-4 hours in a dungeon.
Those dungeons are an example the need for a âtimerâ.
You need to have something to âkeepâ the dungeons from devolving into a toxic slugfest that noone likes.
Now for better or worst, even the good or bad experiences, are atleast limited to 30-40 minutes of your life.