
Originally Posted by
Orophin
This is essentially my main problem with timers. Right now, you have an hour to clear a dungeon and all these trash mobs in your way that were obviously designed to be killed, in addition to be bosses, with the time allotted. On top of this, they made loot tied to clearing the dungeon in a certain manner within a specific time limit, which in turn led to training through mobs and stacking your party in such a way to clear the dungeon within the speed run time limit. Then there's also the cutscene skipping that was mentioned. You shouldn't be forced to skip out of a story cutscene and go back and rewatch it on your own time because of timers.
We know the speed run component is going away except for doing achievements, and now you should be able to take any combination of jobs (i.e. people playing what the WANT to play) to be able to clear the dungeon within the time limit.
Really not a good example, because while I'm not really a proponent of timers, I'm also of the belief that going into a dungeon, you should have that time set aside to do just that. That's why Dragonheart's argument of people playing while at work, then all of a sudden needing to go AFK to go BACK TO WORK, doesn't really hold any water with me. You have take into consideration the other people's time you're playing with.
All in all, I'd prefer not to have some clock ticking in my face dictating how much time I have to accomplish something. I know most MMOs have some mechanic that does this, but psychologically, I think I'd rather know going into a fight "We have 30 minutes to kill this boss before the trash respawns" versus having a clock ticking down.