But as per my first post, I dont want compensatory difficulty to be added. I want the experience to be about as hard as capping ilevel in Legion, which was quite a lot easier than in the last 2 xpacs, and likely dragonflight as well. Players should have options to push above and beyond this, but wow is not and never should be an esport. Tools like RIO should not feel remotely necessary for getting the equivalent of heroic raid gear, and 1 welfare mythic piece per week.
And removing of the timer may allow cheese to deal with trash, but it wont allow you to cheese boss fights, unless you want to BL every single attempt which is really tedious. The post you quote is simply wrong when it says it breaks difficulty scaling. The difficulty scaling beyond the 3rd affix is just number inflation. The timer is in no way a necessary part of this.
On the contrary, the constraint of the timer itself gives rise to a huge amount of cheese. Ever seen an MDI? Its very frequent to see cheese in that setting, because its mandatory to keep your time competitive.
And yes, risk aversion IS a problem exacerbated by the timer and key depletion. If you didnt have to worry about a key and not being able to replace party members, there would be a much lesser risk to be averse too. Denying that the timer has anything to do with this is manifestly wrong.
As for player goals, in pugs, its to get the reward for completing the dungeon. Trust me, people arent running their weekly +15 or now +20s because chiefly for the satisfaction of beating the timer. You are way off the mark here. The timer is the problem, not misaligned player goals.
And in megadungeons, you can actually enjoy the experience of group content, not feel like you have to be businesses like and focussed for 20-30 mins without pause. The fact that you can chill either side of the run doesnt change the impact the timer is having on the dungeon experience itself.
And no, its not wrong people dont want to take a chance on someone without having high RIO score. The person whose key it is doesnt know you or owe you any favours. Other things being equal, why would they take the ostensibly worse player when they have plenty of choices?
And timers dont just make things more challenging, they make things more punishing. The two things are distinct. World first raiders are overcoming a much larger challenge than a +20, but if someone makes a dumb mistake, they arent heavily punished for it. In M+, you are.
You want to compare M+ with something people basically only played once. In the first week it was released. It wasnât replayable content. Donât get me wrong, i am not against content like that. I had tons of fun in my 1 kara run. Good memories. Took around 7 hours and we had dinner in between. Will never forget.
Its not only once. Without scaling, its not evergreen content, but you can run that until you have no worthwhile gear upgrades. And with the suggestions I outlined, you could scale the difficulty and reward without completely changing the experience.