Quote Originally Posted by Shurrikhan View Post
That said, it makes no sense to then treat gear progression as if it were mere grinding. That certainly doesn't happen in raids, so why should someone who can't beat the fights in X time at Y difficulty (the equivalent of clearing any boss Y in a raid, we might say) be rewarded with that same loot?
Because at the end of the day, they beat the boss! That is, after all why you're going in there. To kill a boss and take his stuff. Putting an arbitrary expiration date on it makes no sense.

Quote Originally Posted by Shurrikhan View Post
Removing the Mythic+ timer would be the equivalent of removing every enrage from raids and making the excess time purely a point of vanity. I can't take Dyslexic Joe to the Linguomancer raid fight. It may suck, but that's just the fact of it. Why would I expect any different, then, from something that provides the same quality of loot, even if based on a dungeon model?
That's my point: enrage mechanics, like arbitrary completion timers, are stupid! I know that a portion of the population gets a kick out of them, but they are anti-fun from my perspective. Why does everything have to be a freaking speed run? If everyone is at full health, the healers are still at full mana, and the boss is almost dead, why should the raid be arbitrarily forced to wipe? It makes no sense with regards to immersion, and it completely excludes the majority of players who are playing games simply for fun. I can see enrage timers as occasional gimmicks, but their pervasiveness is a symptom of lazy game design. When designers can't think of a creative challenge for a given fight, they fall back on enrage timers and arbitrary completion timers. I don't want to play a game if i can't play with friends who typically multi-task during gaming sessions out of necessity. I'm pretty sure I'm not alone in that.