By removing the timer, you cause groups to run only tanks past certain key levels since they can mitigate enough damage to live and since you no longer need the DPS to beat a timer anymore you don’t care about bringing DPS roles.
You also incentivize degenerate gameplay like waiting for lust to come off CD before every pull or waiting on the timer to get another B-rez.
Even raid bosses have soft/hard enrages to prevent this.
By taking the timer out you remove what makes M+ M+, if you want dungeons without a timer play regular dungeons, don’t ruin it for those who like it.
You people complain about the tank not knowing how to play and then you complain about there not being any players to play with. I’m thinking there is a connection somewhere.
Honestly nothing is stopping players from ignoring the timer even if they run M+. They’ll lose a key level and possibly get slightly lower gear from the end of dungeon chest, but it’s not like your characters spontaneously combust as soon as the time expires.
Naguura suggested that a “Completion Only” checkbox be added to the LFG tool so that players could list their Keystone they only intend to complete but not necessarily make the timer. It would allow other players to filter to such groups and there’d be less animosity between players who want different things joining the same group.
Some of us just learn slower too. I learned about chains for the first time last night in a 19 Neltharus. Never even heard em mentioned in previous runs, but I’m not into researching the content and just learn by playing it.
I am genuinely confused how you got all that based off of what I said. All I said if they don’t want to time it, they still get some rewards for completing it. You also only need an “esport” team if you’re pushing keys into the 30s.
This kind of stems from the gear level people have at the time of working on certain pieces of content along with maybe leaping up key levels fairly fast.
In lower keys, and “lower” is relative and also a function of your gear level some mechanics just aren’t threatening enough to worry about. Sometimes a good player or strong healer can even cover up the mistakes and it’s not apparent to the person/group making the mistake that a mistake was made at all. Also having 1-2 geared dps making fights very short can hide some mistakes as well.
Then eventually you reach a point where it matters, and it adds a new learning point.
The higher the keys go the more even minor mechanics start becoming important to handle correctly.
This is all normal and part of the infinite scaling which is fairly granular at 8% or 10% per key depending on level (with season 2 having a weird 8% scaling, then 10% scaling, then back to 8% scaling past 20).
Also, sometimes people aren’t doing every dungeon at every key level as they climb (nor should they), but it can lead to situations where maybe they did a +8 Nelth (hypothetical example) then over a few weeks pushed to 14s-15s but never did Nelth in that time. Then later they come back to it wanting to do a higher range key like they are used to and doing maybe a 16 Nelth. Now that can be a big jump in how threatening the mechanics are to the group.