Why not a mode that splits the difference so that those who can manage it all, including time, get the best, those who can only handle some get decent rewards and thsoe who really can’t handle anything, ot the worst rewards, if anything.
those who can handle it all get extra loot and a key bump and credit towards weekly
those who can only handle some get loot (but not the extra), maybe a key bump and credit towards the weekly
those who do badly but still complete still get loot and credit towards the weekly, but not the key bump
that’s… exactly what you described. m+ is incredibilly* lucrative to failure.
You can play Mythic+ on your own time without having to be worried about competing for world first in speed runs either. In fact, doing 15s, you’re not even in the competition at all.
No, it’s not. You don’t design a game because and I quote :
But it is all based on the timer, nothing for say like beating the last boss, which should end the dungeon, with less then 100% mobs.
What I would be after is something that is not really lucrative to failure, but where failure is pretty much wipe city, massively over time, and barely any mobs done.
Where as doing well on at least 2 of them can salvage the grade to a “pass” and doing well on only one just knocks them down a key level.
To put it bluntly, using the argument of:
Would mean they might do well on deaths and mobs, but so bad on time it would amount to a C, which would be a key of the same level and, I am willing to go this far, vault loot being the same as end of dungeon loot.
Are you saying Super Mario Bros was just a series of speed runs ? That you had to compete for world first World 1-1 each time you powered up your NES ?