I understand that, I do. My problem is that when we, as WoW players, begin asking for something to not have timers we’re asking for it to not have timers like we have in other places in the game.
Which, ultimately, amounts to asking for a piece of content to not have “soft” timers. At the very least not the way they exist as is.
The problem is that, with Torghast, when we talk about timers the concept of “soft timers” will never be useful. You can create “soft timers” that limit momentary progress and prevent the best possible rewards. You can’t create timers that prevent a player from going as slowly as they want, period, without a hard timer.
If the goal is to prevent players from waiting on 1-3 minute cool downs in between pulls it’s going to have to be a hard timer. No matter how “relaxed” it is, it’s a hard timer. There are other options, mind you, like making longer cool downs once-per-floor (think Time Warp), and making short timers have a limited number of uses, that don’t specifically restrict the time you have.
Once we talk about preventing a player from taking the time they want, though? That’s a hard timer. Horrific Visions, for example, are hard timers. They’re a bit flexible, but it’s ultimately a timer that you can’t ever get past. There’s nothing “soft” about it. Mythic+ is a soft timer, though, because you’re not actually barred from finishing it if the timer comes and goes.
TL:DR
It’s better to create non-timed restrictions to prevent undesired behavior. Creating limitations to how many times a cool down can be used, for example, works. The moment you say “you only have X time”, no matter what the following qualifier is, is when you’ve made a hard timer. That’s not pleasant and it’s incredibly rare in WoW. The few cases where it exists are often disliked.
(Horrific Visions tend to be disliked because of the restriction to entry. Which, I think, says that if you insist on a hard timer that you can’t also insist on limited entries.)
I think this is a valid point to discuss, too. Will some people really burn themselves? Yeah, of course.
How relevant is that to the greater population, though? We’ve known for a long time that the majority of players are casuals; the least likely people to engage in that behavior. The people most likely to engage in that behavior are likely to be the 1-3%.
Torghast shouldn’t be designed for the 1-3% if it’s something everyone will have to do. Otherwise you’re just sacrificing the experience of the majority to cater to a very small number of people who are ultimately creating their own problems.