The first thing I want changed in the game is the dungeon timer. It discourages communication, exploration and learning.
Specially when the final boss has some difficult mechanics and a whole dungeon preceding them. Because of the timer, after you wipe at a boss, you can't stop to discuss what you did wrong or how to change the tactics you are using.
The 'sense of urgency' is meaningless when all it does is push you into smashing your head into a wall and hoping you manage to break it eventually.
So what if you are stuck with a terrible organized group, like most PuGs? Well, you try to organize it, of course. The timer does nothing but discourage that: you have limited time, so you can't explain and analize what people are doing wrong, what their roles are and what they should be doing.
If the group is still bad after attempts at organizing it, then you can just leave. The timer does literally nothing about badly organized groups. You would problably 'cut your loses' and leave before 90 minutes in the dungeon anyway.
Besides, what if the badly organized group is part of my FC? Like, say, trying to teach them Amdapor Keep, or the Hardmode Primal fights or whatever. I'll need time to coordinate them properly and if we run out of time because we wipe at the last boss, when the timer runs out we get to do the WHOLE THING again.
Do not fool yourself: the timer is only there to 'alleviate' the load on the instance servers. A load that would be better alleviated if there was a lockout timer: once you enter the dungeon, you can't get in again in for, say, two hours. It would have a better impact on the instance server's load and would discourage constant, unstopped farming of instances. And it would probably make Amdapor Keep's queuing times with full groups less of an issue, I bet.
Specially when the final boss has some difficult mechanics and a whole dungeon preceding them. Because of the timer, after you wipe at a boss, you can't stop to discuss what you did wrong or how to change the tactics you are using.
The 'sense of urgency' is meaningless when all it does is push you into smashing your head into a wall and hoping you manage to break it eventually.
So what if you are stuck with a terrible organized group, like most PuGs? Well, you try to organize it, of course. The timer does nothing but discourage that: you have limited time, so you can't explain and analize what people are doing wrong, what their roles are and what they should be doing.
If the group is still bad after attempts at organizing it, then you can just leave. The timer does literally nothing about badly organized groups. You would problably 'cut your loses' and leave before 90 minutes in the dungeon anyway.
Besides, what if the badly organized group is part of my FC? Like, say, trying to teach them Amdapor Keep, or the Hardmode Primal fights or whatever. I'll need time to coordinate them properly and if we run out of time because we wipe at the last boss, when the timer runs out we get to do the WHOLE THING again.
Do not fool yourself: the timer is only there to 'alleviate' the load on the instance servers. A load that would be better alleviated if there was a lockout timer: once you enter the dungeon, you can't get in again in for, say, two hours. It would have a better impact on the instance server's load and would discourage constant, unstopped farming of instances. And it would probably make Amdapor Keep's queuing times with full groups less of an issue, I bet.