I may be super late to the party, as this is the first season I seriously run M+ content…
But WHY does blizzard choose dungeons with a bunch of RP and dialogue for M+?? Not only does the RP take forever in Streets, it’s buggy as hell. We didn’t time the key last night just because no one could pick up the gem to bring to the NPC. Also, don’t get me started on boss monologues and conversations before the fights starts like close your friggin’ mouths and GO.
I understand in normal dungeons, and even raids, it’s fine - whatever- it adds to the experience and what not, but in M+ where TIME literally is a factor? For the love of God, REMOVE IT.
The timer is probably longer than it would otherwise be to account for the RP. Personally I don’t mind this key but if there are bugs Blizz really should try to fix.
The RP isn’t relevant to the timer because the RP takes a consistent amount of time, and the developers know that amount of time and add it to the M+ dungeon timer.
No one has ever failed a key due to RP, because if the RP were removed, the timer would also be reduced by the same amount of time, and have the exact same result.
you get to reset your cooldowns during it. it’s actually faster than constant combat. if they removed the 1minute RP and reduced timer by 1min, the dungeon would be harder.
I can imagine that some court of stars keys back in Legion and DF S1 might have failed due to the extended RP you get before the final boss for playing perfectly in the dungeon (i.e. not letting one or more of the signal towers go off by disabling them and later correctly guessing the spy on the first go).
I thought they disabled the extended rp in M+, but now that you mention this I do think I remember my group always either hit a tower or get the spy wrong to avoid it.
So it’s possible that in one very niche instance the rp was a potential liability (although one that was controllable). However, the point stands in general that if someone is blaming rp for a loss they’re not understanding that it’s already built into the timer. And that also, as Robo mentioned, actually is easier with than without because of cd recovery.
They actually made it more forgiving for deaths and rp after a lot of complaints. Tbf though, both here and halls, they made it significantly harder than they were in SL. In SL you had 39 min in streets (and it had more waves in market and oasis but only like 1 more or so.) And they buffed the last mini for no reason.
They constantly step on land mines of “stuff nobody asked for,” but at least they’re doing something about it now. I don’t and may never understand why they’re determined to try to make everything in the image of grim batol/city of threads. “how unfun can we make this dungeon? Comp exclusivity? Check. Stuff that isn’t hard as much as it is just unfair? Check. No telegraphing for one shots? Check. (etc.)” And then they go and do it. I don’t know who is in charge of instance design but it is mind boggling how they can make a banger dungeon like EDA and then also turn around and make CoT or remake GB/Tez to be as miserable as they can possibly imagine. “How can we just make something super unpopular and unfun?” It’s been a weird era in that regard and I hope that going into midnight they move away from this. I hope Eco Dome is a sign of good things to come.
For real, I just can’t stand making dungeons unnecessarily complicated for the sake of RP. I don’t get why they just can’t make interactive RP elements to dungeons if they want to make it immersive. WOTLK dungeons will remain my faves. Hope we get those in the rotation in Midnight.
Imo they should just reduce the RP in dungeons. I don’t care about the timer, I care about how annoying it is to have a tight timer and then have to sit there for 15~20s to wait for the RP to finish.
It’s even worse that in some scenarios you can skip the RP, but only if you know how:
Streets Menagerie can be skipped early if you hug a specific part of the door/wall to the left of the stair. This should just trigger as soon as you come in range of the menagerie
Streets Last boss RP literally gives you like 15~20 seconds if you have a rogue or shadowmeld available and go up while the rest is killing the miniboss. This RP should just start once the miniboss is pulled
Gambit first boss RP when you enter the room should start once you pull the 2 guards outside
Gambit Pirate RP should start as soon as you pull the pirates
Keep it as is for m0, but don’t make us do funky “run ahead” or shadowmeld/stealth skips to start RP early.
It also breaks any trinkets and spells that rely on keeping the combat going.
Every RP in that dungeon, save for the last boss, can be started before you get there. The doorway at the bottom of the stairs, the archway after the mail room, have your healer or ranged run in while trash is being gathered.
As far as the bug goes, whoever grabbed it has to drop it and run back to get it again. If that person doesn’t drop it, you can’t pick it up again. You lost it because you didn’t know that, but the person who originally picked it up I guess didn’t try ANYTHING to solve it.