(Disclaimer so nobody puts words in my mouth: I am not demanding any of this be put into the game. These are just ideas I had.)
It would be cool if Time walking, Normal, and Heroic dungeons had a time limit to beat them in so that people (like myself) who enjoy speeding through dungeons fast can do so without worrying about a healer who has the expectation that I’m going to go fast. This would be a different queue from normal runs, like Normal+, Heroic+, and TW+. Queue-able from any level, or like level 30+ (like TW).
I see it as a win/win. Slow and ‘’regular’’ paced dungeons would stay the same, and offers no difference in reward, and the players who prefer a slower paced run can queue into that instead of worrying about people who just wanna get in and out asap. The regular versions would also serve as a new-player friendly version, so there won’t be any pressure from the group for new tanks and healers to learn their rotations / class.
I don’t really understand what you are hoping this suggestion would accomplish. The VAST majority of normal, heroic, and TW dungeon’s I’ve run since DF were run at a breakneck pace because tanks basically couldn’t be killed in those levels. Even if someone wanted to go slower, nobody wanted to have to wait for a replacement tank to even attempt to kick Sonic the Hedgehog 3 rooms ahead fighting the boss. I feel like all this would do is create longer queue times for both parties (splitting a queue into subdivisions means fewer players to choose from for both divisions), create more conflict in the regular queue as some players who want to zip through still use that route, and create new avenues for trolling in both by intentionally playing counter to the expected behavior in each.
Terrible idea. It would split up the queues and make everyone have to wait much longer. If you want timed runs, just do M+ and leave the rest of the game alone.
Too many healers complain about fast tanks, as if it’s difficult to keep someone alive who is speeding around like a headless chicken. This would solve their issue, and if it’s a longer queue for them, maybe it’s time they learn to heal better and more efficiently. No reason a group should be perma-slowed by a healer.
Also, it has never taken my groups longer than 15 seconds to replace one healer with another.
Sure, but your suggestion doesn’t solve any of these problems.
The tanks that are already treating their teammates like NPCs have no reason to pick the timed queue where they’re more likely to get teammates who pull for them; they may as well keep pulling like a mad-man in the untimed queue. This doesn’t create an incentive for those tanks to use the timed variant.
There aren’t consistent definitions of too fast or too slow, either. By formalizing those requirements into the game modes, that’s going to create conflict within the group. Even when everyone joins the timed mode with an expectation of speed, if two players have vastly different definitions of fast, there can be issues. The same thing goes for the untimed queue.
Then you will have players who use this opportunity to troll. Tanks who join the timed queue and pull 1 mob at a time, for instance. Is that really better for the game?
First, the majority of tanks that run boss to boss have no idea how to hold aggro along the way. It’s common for me to rip aggro as the healer because a lingering HoT on the tank from the previous pull gives me more threat than a tank running past it.
Second, where are those healers supposed to learn to heal better when neither queue is going to put the healer into scenarios they’re likely to face when the group is doing appropriate level content? Even if the queues played out exactly how you described, the untimed queue isn’t likely to have any damage that requires a healer and the timed queue is likely going to be so hectic and frenetic that a healer is going to be in permanent triage mode. There will be no ability to be efficient with heals.
Third, if a tank dies in normal, heroic, or TW content in modern WoW, the only way it’s the healer’s fault is if the healer pulled extra mobs the tank couldn’t handle. Mediocre played tanks wearing crochet armor can survive pulling from one boss to the next without stopping. If they’re dying to mobs they chose to pull, that’s entirely on them.
The majority of tanks? I’m sorry, I didn’t know you were in a majority of groups. Good tanks can go from boss to boss while maintaining aggro.
Healers can learn to heal better in follower dungeons, easy solution.
I know you weren’t referring to healers, but most people from my experience prefer a quick run over a slowed down run that doesn’t respect the time of other players. The tank controls the pace, and the healers can either slow it down by not focus healing the tank, or they can assist the speed. Players have more things to do than just run a slowed down run of a dungeon they would rather not have to do.
You’re right, I should have clarified. The majority of tanks that I get paired with that run boss to boss from LFG do not know how to hold aggro on more than a few of the enemies. Perhaps my groups have gotten a minority of tanks who struggle with aggro when doing so.
First off, I highly doubt this. The skill set required to heal a tank that’s going boss to boss is just simply not tested in a follower dungeon. If you’re struggling with the style of pulling I’m talking about, follower dungeons aren’t the answer.
Second, why is it that the healers should be the ones who run follower dungeons and not the tanks that want to solo the dungeon anyway?
Now you’re speaking for the community despite not being able to know.
The reality is that there are groups that want to go fast, groups that want to go slow, and groups that have a mix. With randomly assembled groups, it should be a collective decision on how the dungeon is pulled. And when it isn’t, there will be conflict.
Unfortunately in recent expansions, one role has the ability to ignore the majority of the group, and that role is also the one that is least likely to be kicked due to time to replace. And in case it wasn’t clear, that role is not the healer you’re happy to throw under the bus in this post…
This “suggestion” doesn’t even sound like a suggestion to add anything to the game. It sounds like a thinly veiled way for someone to stroke their ego.