Remove the timer on keys under 5

So when you die an embarrassing number of times, it gently tells you to go to a difficulty that’s more your speed.

5 Likes

This isnt the issue.
The issue is the time limit.
Even if i have to kill all the mobs, the risk is going to come from increasing my pull sizes to beat the timer

And skipping mobs isnt an issue. Blizzard designed them that way. With the exception of a handful of placed mobs, i can run from one end of a dungeon to the other without running into mobs.

1 Like

Okay so why should difficulty be linked directly to speed? If they removed the timers for keys where you can get upgrades then you could have comps that allowed you to use things that no one ever uses such as Polymorph, Hex, sleep, ect.

2 Likes

Because without speed, you get to a point of instant death and thats not challenging. Theres just nothing you can do about it.

Those things should never come back. Handling mechanics is always more interesting than giving up and removing it from a pull. Go do delves if you want painfully slow and meticulous instead of needing to think on the fly.

There’s no other meaningful metric being taken. No execution score, no measurement of cd downtime. The timer is the only thing that exists and it is very interconnected with difficulty. If you cannot time a +3, then you really do not need to be failing upward to a +6.

Only if it were for key ranks beyond gear upgrades. Let’s be real here people aren’t saying remove the timer period. They want it removed from ranks that are not for the pushers.

So your reasoning is I don’t like CCing because I don’t know how to focus target and I just like AOE everything because that means skill. Also think on the fly? What think on the fly? You have weak aura’s and DBM tell you everything to do. All you do is focus on dodging the million and one ground aoe’s.

That removes any degree of expression or planning regarding the route through the dungeon. Dawnbreaker is boring because 7 of the 12~ total packs are effectively railroaded. CoT gets flack for the same thing, as does the redesign of Necrotic Wake.

Anyone looking for any difficulty beyond an m0 is a pusher…

1 Like

Or you could learn the small handful of abilities per season that need to be interrupted. I don’t need an addon to tell me that Drain Fluids is bad. That doesn’t mean those mobs need to be removed from the fight, it means pay attention.

Breakable CC is certainly used in high keys if a stop is needed and nobody has an interrupt ready. But that’s not what you meant.

1 Like

I mean, a M+ 5 is largely a breeze unless everyone is seriously underleved or lacks critical knowladge of the dungeon’s mechanics.

1 Like

Lol what? No one in their right mind is going “Yeah I’m a key pusher I’m doing a +5”

Yeah you don’t need an addon to tell you that, but I bet you use one anyway.

1 Like

No addon needed except showing castbars on nameplates. That should be built-in (maybe it even is, idk).

You keep deflecting and declaring that everyone except you is skill-less, while you’re the superior skill. CCing mobs to remove them from a fight is easy. One button, threat removed permanently, no need to be prepared for what anything is doing.

Blasting AOE damage is not hard, but continuing to watch for mechanics clearly is hard with how much trouble you have doing it.

1 Like

You’re attempting to shift the argument in your favor by lying I’ve never made a mention of my skill or anyone else’s skill. The only mention of skill I made was that skipping mobs doesn’t require skill with certain comps which goes directly against what someone said by needing to pull larger packs.

And people at 20s dont see people at 13s as pushers.

But the fact remains, each increment of increased difficulty is pushing the key/difficulty up.

2 Likes

Brah… you and me both know how disingenuous that argument is. Come on that’s like saying I’m a raider when you do raid finder. Like… come on you can do better than that.

However routing a dungeon based on the strengths of your comp, understanding what those are, and having the ability to alter pulls based on your desire to take risks is a skill and offers more room to express skill than being forced to just pull everything.

Not to mention you’d need to make every dungeon timer longer, much longer, if you wanted to make people clear every single mob.

1 Like

Nope, even so, you’ll still be forced to pull larger packs while skipping mobs.

Let me ask you this…why do you want a +5 scaling difficulty if youre just gonna sheep sap trap and pull 1 at a time, when you could have pulled all 4 and gotten the same level of difficulty…without having to go into an m+5

This u?:

Yes you seem to think that everyone able to time keys is unskilled and incapable of the same things you can’t handle. Saying addons are needed to solve basic memorization of like 10 abilities is telling.

The timer on keys under 5 is already kind of superfluous. There should still be a fail state though.

Then why is it there? Let’s be real a timer does nothing more than add stress and give people the fear of failing and wasting time.

For instance let’s say you have 1 bad pull that results in a wipe. BOOM that single wipe even if you can make the timer with ample time causes people to go “IT’S OVER WE’LL NEVER MAKE IT IN TIME THIS IS A WASTE OF TIME!” and they leave.

The timer shouldn’t exist for low keys and with the ability to get your key to not deplete if you do up to a certain rank and get the achievement next patch. You can bet it’s going to get much worse with people bailing.

1 Like