Date: 05.09.2015
Time: 12:00
Team name: Face Tank
Date: 05.09.2015
Time: 12:00
Team name: Face Tank
Date: 29.08.2015
Time: 17:30
Team name: Face Tank
Please remove our previous application for 28.08.2015, someone had a change in plans in our group.
Vayus: Done!
There will be extra rules to adjust times for randomness, but randomness is part of the dungeon, so please adjust your strategy to it as best as possible.
Okay, for example, let's say that after jumping down to the first boss area (the dragon) he immediately goes into the "spit" animation while still having the shield. He can do this animation 2-10 times before following the person with aggro to the ball so that his shield is removed. This easily wastes anywhere from 10-30seconds, invalidating the run automatically when compared to a similar group who didn't get this animation. Is that something that you would adjust a time for, or...? This is just one example of RNG in TERA dungeons that is unavoidable and makes the system that you have outlined unsuitable/impractical for this tournament.
How would you ensure that the time is adjusted accurately and fairly when there are mere seconds between the top groups?
How would you decide what factors are worth adjusting the time of the run time for?
Why even deal with the hassle of adjusting runtimes when you could allow us to submit a run that we are happy with out of several runs? The system that you were using in the prior 3 weeks of the tournament was much better.
Of course we are adjusting our strategies as best we can but, most of the time, things happen that are out of our control. Everyone wants a nice run that allows them to demonstrate their skill in optimal conditions, we would have to be very lucky to get that in one try. Also, out of ~130(?) people that you have competing in this round, it's very likely that at least 1 person will disconnect or crash during their run.
Personally, for my group, one of our members is only here 2 days the week (it's lucky that his two days coincide with the dates that you have posted -- what about groups for whom it is impractical to do runs on those dates?). If someone would disconnect or somehow mess up our run, then we would need to try again on that same day. It would not be possible for us the day after, we would be missing one of our members. That is assuming that you would allow us to try again. How are you going to handle disconnects, crashes, other real life factors that may somehow invalidate a run?
All of the above issues and more are created by this new system. So, please specify further the specific rules that you have that will compensate for randomness during the run and other unavoidable problems that may interfere. At the moment I'm having a very tough time believing that everyone will be on an even playing field simply because of the amount of RNG involved.
I recognize that this tournament is for fun, maybe I'm looking too much into it, but it's not like we aren't putting any work into it either. Whether or not the work we have put into it is reflected in our run time is now decided by RNG, which bothers me and I'm sure that I am not the only one.

Could you clarify how this works?
Do we get one timeslot per day for those specific dates? Or one time slot out of all three days?
During the 30min timeslot are multiple runs allowed?
If only 1 timeslot and 1 run -- why? This system could completely devalue any skill involved between the top groups because the runtime would come down to silly stuff like RNG with bosses animations, crits, or even lag/dc.
My group is very limited by time, what if someone takes the only timeslot that we have on that day?
Can we reschedule the timeslot if someone has a change in plans in our group?
I'm sure other groups have more questions, too.. please be more clear with the rules of this phase.