this is a terrible idea, i’m not waiting 3 minute between big pulls or even 10 for BL.
I honestly feel like so many of the high end “pre-made” WoW players are so out of touch with the pugging aka the majority experience it’s unreal. They don’t live in the same world as your average player. I can see why WoW is such a mess if they take their design choices from them.
I don’t see how this is connected. I don’t think pushers asked for this. Usually when you see this suggestion it’s from someone with no significant M+ progress.
I think the consequence would be more like, take a comp that is great at every boss in the dungeon, and season it with being able to hard CC some mobs to neuter the trash pulls.
The top 0.1 are irrlevant. If you balance your game after them then youre delusional. Sepulcher proved this.
Yes Ion i mean you. Youre a delusional beep designing after the 0.1% while still believing youre any good despite being regarded a massive meme in the raiding community and being nicknamed the worst resto shaman.
I’m not sure about the death counter, though I really don’t like timers in general. If my opinion had some value, and it doesn’t since I’m not playing M+ anymore, I would also consider the possibility of removing key downgrading. If you don’t time the dungeon, it won’t upgrade, but in my opinion it shouldn’t downgrade as well, it should just stay the same. Then if YOU decide it’s too difficult, you should be able to choose to manually downgrade it.
I dislike it, but I’d give it a try to see how people react.
Also, what amount of deaths are we talking about? Let’s say Ara Kara normally has 30 minutes timer. With 15 seconds death penalty converting it to death amount it would be 120 deaths. If we consider no affix then it increases to 360 deaths.
If you remove timers, people will do stuff like mentioned (waiting for cds between each pull). The added benefit is now if you leave the key you may get banned.
This system would be 10x as bad as now imo. Timers exist in many games to prevent it being prolonged, such as like Mortal Kombat/Tekken/Street Fighter. If they didn’t have the timer it would promote horrifically degenerate gameplay like turtling/running away.
Imagine a key literally taking 3x as long, then the group mechanically can’t do the last boss. 10 minutes between try. You could have 6 hour keys
Definitely no, it makes M+ much worse! It is very very bad idea and why do you want to kill M+? Make M+ great again! Careful before you do something, dont make mistake like tww season 1!
Probably, then we have multiple posts a day saying
“We were in a key for 2 hours and people refused to disband until we had tried the last boss at least 6 times, waiting for bloodlust between pulls”
Even more people will leave M+, moreso than all the other daft changes.
M+ Squish (genius), 15 second death penalty (superb), Heavy tank survival nerfs (astounding), changes for spell queue with CC (amazing), No affixes at 12+ so same boring thing (incredible), bans if you leave keys (wowsers!), Hero track gear relative reduction in power (so good), Myth track longer so even more crest grinding ((Fantastical) …the list goes on. Idk why they make these changes
The guy who posted it isn’t an idiot. Far from it, this is why i don’t know why someone like him would make an argument like that. But generally yeah, only bad players seem to want the timer removed.
Unless it’s just “i need to write something for WoWhead”, i dont get it at all
Let soloable content have their niche. Let raids have their niche. Let M+ have its own thing. Let the game and its content have their own identity.
Why death penalties work in delves (and as they mention torghast) is because it can be done solo. Blizzard can still make M+ great if people just stopped and complained about every little thing.
Meh, they might be playing around with a side-mode. Mythic+ on a timer and “mythic+” with a deathcounter.
If they remove the timer for deathcounter, M+ dies. Most pushers are the kind who love the challenge of going fast. Gamers in general like when content is quick paced and exciting. I doubt the youth would love the idea of a 12 hour slow run to “push” keys. Some, for sure. Always someone. But most?
Nah, it isn’t a logical decision to make. It makes a lot more sense if it was a side-mode. It could even be linked towards the weekly chest. This safer slower mode capped at perhaps a +12, with an achievement at the end and a pat on the back.
If you feel the need to go slow in a +12, that is actually nothing I can be negative about, as we all got our individual situations. I feel and don’t mind if there was an optional gamemode to fill your vault with the “m+” loot - that was made with another playergroup in mind. Those who can’t or wont interact with the idea of the timer.
This might even be something positive. As when they reach that +12 level. They are geared. They feel that they have mastered the content. The natural progression for some would be to then look at M+ timed and think: ‘You know what, I am ready for that challenge.’ Important to note: They will have actual high key mechanical experience. This is not a delve situation!
They will dip their toes, some will swim and other head back to shore. It is the players choice - and this ideal scenario in my mind will just create more of such.
Imo they should just get rid of timers and death counts and just let the dungeon scale. Another thing blizz need to take a look at is the amount of mechanics happening in M+…. Like seriously! M+ dungeons feel like a stressful job ever since this future was introduced back in Legion. The amount of stuff you need to pay attention to is just absurd. Also its been a really unfun exp for tanks which are constantly been bullied if they dont know the optimal route/pulls. I used to enough tanking very much before M+ was introduced, now I just couldn’t be bothered to learn all the optimal routes/pulls/stuff that can 1shot you causing toxicity in grp. The whole “go go go/ rush rush rush” mentality needs to go! More complicated doesn’t always mean fun!
They could easily have both remain but have the death counter as the focus for the a successful run.
The timer could remain to be tracked for those who want to compete on RaiderIO.
That would be a Win/Win imo, especially if the listings for groups have specific triggers to notify that they’re looking for completion vs competing for the best time.