Remove M+ Timer

Like c’mon.

I’ve heard some awful arguments that it would encourage degenerate behavior like waiting for lust + CDs every pull. That’s an easy fix:

Limit cooldown usage across the board and add the proposed death counter that fails the key if you hit the limit.

I’ve finally realized what I despise most about the game mode that I spend the most time in: It’s the god damned timer.

As a counterpoint, who cares by the way if we are able to wait for cooldowns between every pull? Cooldowns are reset at the start of every pull in mythic raiding and no one bats an eye.

  • Remove timer
  • Add death counter
  • Limit total useable lusts on non-boss packs for the entire dungeon
  • Add a cooldown reset for boss pulls (lust should be useable regardless of usage on non-boss pulls)

I’m starting to see why an MMO like FF14 is very slow to implement a system like this. It’s because they’re silently watching every mistake that their competitor makes and they’re taking notes.

Smart.

5 Likes

Did you unretire?

3 Likes

I liked these suggestions, I think it would look cool.

1 Like

Go play delves.

4 Likes

No.

/10char

2 Likes

It would be 10x more toxic. The challenge woukd just be gone along with a significant amount of the skill expression,
Also whats stopping people from just bringing 5 tanks.

Oooh and aug instantly becomes super meta again since the only thing that would matter would be tankiness.

2 Likes

timer is fine

peril is the problem

4 Likes

dude I can’t.

2 Likes

I feel there really is no fixing M+, the issue is the players more then it is the systems

2 Likes

Yes.

We get it you’re a carried troll but if you like delves play delves.

2 Likes

Me too, and it’s in your post.

1 Like

Back to the ignore list with you.

You contribute to the problem with your non-substantive replies.

1 Like

You say that everytime you take that L rofl

1 Like

There are only two solutions to m+:

  1. Have a premade group
  2. Don’t be bad
1 Like

They need to redesign it.

Whether or not you have a premade doesn’t address the fact that it’s currently miserable to participate in.

People like to test their limits, but there’s no reason to allow them to do so at the expense of being a dreadful quagmire.

“People like to test their limits” is incompatible with “remove failure conditions”

1 Like

Wow, this sounds terrible. It’s not even WoW any more with all those changes.

1 Like

the timer isn’t some scary boogeyman who is going to jump out of your closet at night.

it’s not a bad thing.

3 Likes

This really wouldn’t affect you at all given your IO score + Ilv (which is impressive, but still low). These changes would only be felt at +12 keystones and higher.

Not terrible.

You’re twisting my post. There are still failure conditions even in the case of my above suggestions.

1 Like

Why do people think it has to be timer or no timer, why can’t they just reduce the importance of the timer and throw in more qualification for success at lower points?

I find the issue to not be the timer, barring some where it is quite tight, but by the attitude the timer brings to the table. Nine times out of ten, steady pulls will lead to a +1 of any key that people will be doing for loot/vault if deaths are low and people are not trying to punch above the level their gear and skill say they are ready to do. Personally, I want a system where timer is a factor, but other things, like deaths and mob count, are also in consideration.

The thing is, as long as things are based in the timer alone, we will have those that think they need to pull big and rush through, which is what causes keys to be over time more often then not. We need the system to encourage always moving forward in the dungeon, but not slow the pace to a crawl.