Remove timer based content from the game

I was there, I know what they said, we’re speculating on what they’ll DO.

Again, I think you must not have a basic understanding of math, because there is some limit to how much DPS a person can do. You just fit that to a curve where tanks do 50% dps of a normal dps on average and problem solved.

they said what they will do.

every level has more complexity. traps, etc etc.

NOT A TIMED MODE!!! (the claps and cheers)

So it WILL be island expeditions that requires a rogue?

I don’t see them going through with that after the colossal failure of islands.

it’s islands but required for legendaries

Gross man. That’s just gross.

I wouldn’t have a care in the world what M+ was like if it wasn’t a pseudo requirement for Mythic raids.

Mixing the game and ultimately forcing people to do content they don’t want to do is terrible.

If you want to push +20 keys, great, but it sucks when you are required to do arenas/raids to get gear requires to do your content of choice.

It’s long overdue but we need to remove the requirements to do one area of game to improve in another.

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Tanks already do substantially less dps than a dps does. Where’s the magic number where tanks don’t trivialize content but can still quest in the open world? Because enrage timers that tight will mean casuals never see the content and some classes get locked out too.

Tank dps is what it is because of years of iteration on that very formula.

It’s not required. You can progress from LFR to normal to heroic. That’s a perfectly viable path.

And there’s really nothing wrong with tank DPS as it is, or with having healer/tank damage nerfed when instanced anyway.

Tanks are supposed to have survivability. That’s why they also have double the health of everyone else and lots of mitigation. Having them do DPS and have those advantages is unbalanced in pretty much any group content.

Except every top disc priest is running Conflict and Strife, a rated pvp essence.

And then there are the M+ players who need to farm raids for trinkets.

And the PvPers who have to farm PvE content for bis items.

This is all at a min max level but it’s still important.

Introduction of another “special” system is bupkis man. Characters already play differently in PvP, now we want to make them play differently in PvE too? Then we’ve got 3 slices of play, PvP, un-instanced, and then instanced play.

Guy, this is how the game already works. Your argument makes no sense.

You underestimate how many people like the ‘‘timer’’ function as a competitive edge for players that want to challenge themselves.

It was a bad idea for PvP, and it’s a worse idea for different flavors of PvE.

Adding a damage multiplier to instanced content would add unnecessary complexity to an already pretty complex system.

Only if that key is now dead for the rest of the week. Or are you saying that my +15 Freehold would be infinitely runnable until reset?

Oooh, super hard mode. Fail the timer and your key is CONSUMED, and you can’t get another until the weekly chest is opened.

People want a challenge, and people tend to cling to things they already know. There’s no evidence that suggests people wouldn’t enjoy a system were they have a limited number of lives to spend and the content/classes are tuned around that. In fact, that’s a pretty traditional game mode that works in most games.

No, no it wasn’t. Trying to balance pvp and pve abilities in content they weren’t design for was a terrible nightmare.

Agreed, they can add more mechanics that are simple to understand that however have severe consequences for failing.

I’m on the fence.

On one hand I agree with the premise that M+ discourage some elements of an RPG. However, it also kinda encourages it to an extent as well. How quickly and well can you fill your role?

I could see something in between. Perhaps segments that are timed and a better clear time has a higher change of titanforging the end loot. Or I guess corrupting now. Whatever.