Just Remove Challengers Peril

More doubling down eh? Add 6 deaths worth of freebies? Or you could just nerf the affix by 5 seconds. Or just remove it.

“We wish for Challenger’s Peril to emphasize precise play and place a greater risk on players’ decisions as they progress through higher Keystone levels.”

Great. Have it apply to keys 12+ or something. Stop forcing this stuff on players that don’t NEED to interact with it.

Get your egos out of the picture already. It’s a bad affix, badly implemented, nobody likes it, nobody wants it. Get. Rid. Of. It.

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At best, it’s like 3ish “freebie deaths”, depending on the runback to where you wiped.

sounds to me like it’s a mechanic to combat the mass pull mass kill m+

What I don’t get is that I thought DF s3 and s4 - and even s2 to a slight extent - were considered super fun and popular by the community. Sure, there were things that needed adjusting and fixed - but just some things. But instead of making minor adjustments it feels like they completely redid everything?

The change to stops. Challenger’s Peril. New affixes they keep buff’ing / nerf’ing. Weird dungeon pool.

It’s actually more like 9 free deaths, since Peril only adds 10 seconds per death over a non-Peril key.

You’re not accounting for the lost damage and cooldowns of the person dead and if there’s a wipe, the run back and mobs/boss resetting their HP bar.

or… Just move it to 14+ key levels.

This is clearly an affix that should be dealt with by people running for the title. And they should increase it to like 30s.

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Makes me wonder what the point of that affix even existing is now.

That happens regardless, so no, I didn’t include it in the calculation.

Yeah, it’s a bad band-aids in attempt to nerf Challenger’s Peril. It’s basically 3-4 free deaths because dead players lose DPS, cooldowns and waste a time of the run back. Challenger’s Peril will still one of the biggest problems for M+.

This is bs as there are many zero counterplay/zero survivability mechanics. If the game wasn’t designed to steal deaths occassionally with it’s mechanics, I’d say this was fine. Someone not as sweaty as me in m+ might also say Challenger’s Peril is not appropriate when so many single pulls require 3-4 co-ordinated kicks, and that’s a pretty reasonable take as well.

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Players just out skilled the devs. The only thing they had left to go after is the clock, and they did it in the least counter-playable way possible. Gutless.

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That’s always the way it is.