I do. I’ve never, in 5-6 years, seen a group fall apart if someone accidentally gets hit by something that doesn’t one shot them, but makes them take a little extra damage.
I guess idk what quantifies “little mistakes” in this context, but yeah, people are only killing keys when stupid things are done that already killed the timer (especially if early on).
If a “little mistake” is like, tripping an egg, causing an extra add to spawn that just gets cleaved down, a total of ZERO groups are falling apart to something like that.
I mean, its 2024. We are what? basically 5 expansions into M+?
A dps that doesn’t interrupt is enough to be labeled " Ignores all mechanics ".
It’s a fundamental part of the game. And it DOES ruin an entire run very easily.
all that does is shift the meta towards classes with better self sustain and healers with better defensives and higher burst over throughput.
changing the terms of failure has zero impact on what failure is, if you look at m+ success as a metric over multiple runs.
How fast can you run 10 m+ and how much loot do you get?
timer or deathcount doesn’t make much diff to that number if you’re even remotely close to not timering, you’re not doing the right difficulty.
And so , really the solution that’s being asked for is to make m+ not “full failable” where you get some loot and not a key downgrade when losing. But do you see how that doesn’t really impact the 10 run loot/hr metric?
Are we even reading the same thing lol. I’ve been trying to understand what we’re defining as “little mistakes,” I didn’t claim what was and what isn’t.
Any mechanic that was not done properly that caused 1+ deaths=Not a little mistake.
Just let players get into whatever Mythic they want.
There are WAAAAAAYY too many behaviorally-challenged people playing this game that have no respect for other players. You can’t ever trust the players to manage a system that not only allows bad behavior, but punishes everyone else involved. This is bad game design.