Remove the timer from m+ in Shadowlands

I thought it did have a timer function in that the thing that chases you forces a somewhat artificial timer. Is this not the function? (sincere question, not trying to be facetious or rhetorical)

Not at all I think its a great system which does not reward gear. I also loved the mage tower

Then your beef isn’t the gameplay, it’s the gear reward. In which case, refer back to my original point of you not caring about other people’s gear because people already buy runs and boes anyway.

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Not necessarily. take atal, with the same group you can go left, lust and take the obe to priestess, or you can go straight to rezan, lust then go right to volkal, or you can go rezan, left and obe to priestess, or you can go rezan, then mid obe to other obe… just off the top of my head all are viable strats on the same week with the same group. Take away the timer why would you do any of that?

It actually has a death count. Then the Tarragrue will start to chase you. So you do have a thing that will make you move, but it’s closer to what I’m suggesting for untimed m+.

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Man i swear… how many times do i have to say the same thing. I dont like your idea because bads and even regular raiders can exploit it to get bis gear in the first 2 weeks of the expansion, trivializing raid, creating toxic guild environment, etc etc. Boe’s we talked about - i think they suck but at least you can only equip 2. Torghast wont do any of that.

has a death counter and then after that a timer in the guy who hunts u down

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Got it. Thanks for the schoolin’

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Blasco we shouldnt be going backwards we worked this out already. I like some of your ideas, theyre actually good. You just have to come up with an couple more so that it fixes the gear issue

If they have to go through 3 hours per dungeon to cheese it that way, how many hours within those weeks do you figure those “bads” will have to invest to be decked out in 2 weeks?

They’d have to no-life it.

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one a night? And dont forget the raiders, not just the bads. raiders who arent bad but forced into getting this bis gear to prog. Then deleting the raid in a couple nights… do you know how many people could do a 15 if it was untimed? how long does it take for aotc now? like a month? 2 months? its now 2 weeks for the weaker guilds. 2nd night for the guilds that push their keys to a 15 with their 4 best players and then bring in one guildie at a time to carry them thru to get their 475 and a chance at 465 loot. over and over. couldnt do that if it was timed.

In order to prevent this you would have to make the mechanics so convoluted and difficult that it would provide a MASSIVE barrier to entry for anyone except the best possible players

3 hours a night for 14 nights… And that assumes they won’t leave empty handed or get dupes. Imagine spending 3 hours on a dungeon and then getting something you can’t use. Not many people are going to have that level of patience. If they do, then well damn they deserve the gear.

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3 hours was only for the people who didnt deserve it. First week of the patch, me and my group could do a 15 in probably 45 minutes (depending on dungeon) if semi carrying one of our raiders. never have to worry about depleting, and then just knock the 16 down. there are a lot of people who could do this. Our entire guild would be full 465 in a few days. Then we would go and annihilate the raid in a night or two. Mechanics would barely matter except on the last couple

How toxic would that be for the game do you think?

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The real question i have for you in this situation. Why would you take a different route with the same group, unless you knew you could shave enough time off the key to get a better time.

Generally speaking from my experience a group is going to take the same route every single time, unless they are trying for efficiency gains.

Edit: I also mean with the same affixes.

That would be an issue with how the balance team handles untimed difficulty. Heck, Blizz could even make limits on how often you can get gear per week, if they’re that worried that somehow players could spam it out at an unnaturally fast rate proportional to the rewards. It’s entirely up to the devs.

Well thats the whole point isnt it, the part of the game that would be deleted if untimed dungeons were here. if a route worked on a 20 but we missed the 21 by 20 seconds and played perfect, then its time to hit the drawing board to figure out if we can go faster with a different route. For example if one mob has a ton of health, can we pull a harder but faster pull and skip him instead?

You also have tanks who prefer different ways, or have done things different than your group. The routes i run are sometimes the same or similar, but often different. The pulls can also be done in different ways- 2 packs, snap the pack, cc one and take him with the next?

The routes are only similar when doing small keys. I believe that is part of why a lot of people dont like the timer as well. Because theyre doing keys that are so small theres no strategy or nuance involved and so the timer is simply a barrier. In higher keys it is the best thing about it because it enforces and rewards creativity and perfect play

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By the time you got it hard enough that the folks who could almost time it would have an appropriate difficulty for the reward, the folks who are much lower in skill and gear are going to get wrecked.

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Now we’re starting to think. If you could only get one or two untimed pieces per week and your weekly box rewarded heroic level for 15s instead of mythic, it would probably be fine.

Depends on group comp. I wouldn’t want to play left side with 3 ranged kicks.
Yes there are intertupts on the right but nothing like on the left.
I would probably use hard cc on the pack in front of the priestess too.