I Dislike Timed Mythic+ Dungeons!

The tank bromance is one of my favorite things about tanking raids if you find a co-tank you click with though.

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I actually like tanking keys, I just don’t like playing any of the tanks is the issue. VDH (no offense) is boring as hell and the only other tank I have actually played a good amount in BFA is Prot Warrior (think I got to like 1600 IO or whatever in season 2 casually) which is “okay” I guess when you get geared, but I really just don’t want to gear alt #5 or whatever the hell number I am on.

lol try telling that to the people who do nothing but scream about “time gating”.

I get that, but that is also kind of a double edged sword. Tanks are easily the least cycled role in a raid team because of how ingrained it is in the group. If you wanted to join a mythic raiding guild as a tank RIGHT NOW you are going to have to go to like page 500 to find the first group looking for a tank.

I was primarily a blood DK tank in Cataclysm and Dragon Soul was my first and only “Cutting Edge” experience (killing the endgame boss on the highest difficulty). I still remember who my co-tank was during that era, a blood elf prot warrior. xD

I’m not a huge fan of speed runs either but what so many of you are arguing is just silly; dungeons can be completed/timed without going at break-neck speeds. The issue is that what is “fast” varies greatly group to group. For me, “fast” is when before 1 pack is completely dead, the tank is confidently able to pull the next group so that we don’t really have any major downtime apart from travel time. That’s fast to me.

I don’t really know what the anti-timer crowd is looking for (beyond obviously the removal of the timer). You can still go slow and steady and provided you don’t die repeatedly (which means you’re either inexperienced or undergeared) and get loot from the end of the dungeon or the weekly cache.

IMO, the timer encourages skillful movement and complete mastery of your class toolkit. If you’re a DK, you should know what neat things you can do with death grip. If you’re a monk, you should know how to use your knockback circle to help. if you’re a rogue you should know when to focus lockdown a dangerous caster mob even if it won’t maximize your dps.

I just wish they made it so that whatever mobs you see on a path are the mobs you have to kill, rather than play some strange math game of figuring out which packs to skip.

I guess I’m kind of on the fence about the timers, but mainly because I have seen “completion only” groups who fully expect to fail the timer, make it easily because they just didn’t die to mechanics and knew what they were doing but weren’t certain they’d succeed.

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If pet battles had a chance for top end gear, you would feel compelled to do them, and to get a perfect win for three chests.

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The timer is a non-issue for any competent group up to and around +15. Outside of pugs it’s not an issue to begin with.

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The thing about M+ is it is supposed to be more about efficiency, but many make it about the time only. One might need to “rush” at higher keys, but that might be more because the ilvl caps at +15/mythic raid.

Efficiency: pulling groups fast/large but never more then the group can handle at once, knows most of what can be skipped and how to utilize things like lust to the best effect.
Timer focused: mass pulls, sometimes more then the group can handle so wipe and lost time. Also tends to be those that will drop group if there is even a hint at not making the timer. One can say you get loot/reward even if over time but you still have to complete, losing a member could mean no completion so no reward.

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While true, the perception is that it has to be a speed run and treated like the MDI or people are “bads”. So it fosters a crappy community because of the attitude/mindset that goes along with it even though you don’t need to be that serious until the really high levels. There’s a reason why the lower keys are often more toxic than the higher ones.

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My dream is that killing extra trash beyond 100% would give you extra time depending on what percentage you got from each trash pack. It could deepen routing on the high-end (picking up extra time from very easy trash) but on the casual end makes it so that people can play without skips and not be punished for it.

But I guess that’s a different topic.

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I’ve stated before I’m not a huge fan of M+, but I’m glad people like the concept. It went from being an alternative to gearing through raids, to the best way to gear in general. It feels very mandatory in the same way raiding used to feel mandatory for gearing because M+ gives way more gear for re-running the same content, with higher numbers and different affixes.

It’s not a style of play I’ll ever really like, but it shouldn’t be changed mechanically. They might want to take a look at how much gear drops from it though. The sheer amount of it you can get (even from failing multiple keys) completely outpaces raid gearing.

You don’t get loot for failing on a raid boss. Why do you get loot for failing a key?

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Failing a boss means the boss is still up, failing a key means you went over time (it really should be you quit the key if comparing it to a boss). You get loot for compleation, a better example might be the hard mode of some of ULDs bosses, like How you had to beat Hodir in a certain time to get the best rewards but you still got rewarded for beating him period.

Isn’t that an oxy -moron? calling content that is not content while claiming its not content :rofl:

If I understand you correctly that means almost the entire leveling/ questing arguable 95% of the game would be considered non-content since there is no time limit to it and I can do it anytime I want.

I mean if non timed content is that easy. ppl would do +50. +100 m+ easily then without a timer. Eventually you will hit a ceiling that you can’t pass with or without a timer.

Fair point, but you could only kill Hodir once a week. You can get the same key several times, and get loot from it several times in one week. There’s a huge volume of loot and repeatability issue with M+ that got us to the point of M+ being so mandatory to supplement for raid gear.

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A huge margin of the player base loves them so I highly doubt they’d ever get removed, but if you don’t like something don’t do it.

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Shadowlands is getting rid of titanforging, so once the instance itself stops dropping better loot and you’ve outgeared it, that’s it, all you can do is get loot from your cache. Whereas raids generally don’t get outgeared until you have BIS - there’s nothing beyond the ilvl of raids generally speaking.

Ion Hazzikostas in fact has said he’s worried about the health of M+ without titanforging. We’ll have to see what happens.

Involves the same entitled thinking. Why not?

The how about the ZA timer for the mount? not sure if that was ever locked out in the 5 man version, outside of a day or being unable to queue specifically for it.

A very small prcentage of the population is 3 chesting 14’s/15’s which give the highest loot. Most people who are gearing are trying to just to do as many of them as possible rather than trying to 3 chest them. M+ gearing is about repetition, not perfection.