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.
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.
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.
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.