Plarium,
I would like to say echo the statements of THEDUDE, but I would like to caveat:
I am a player who had the EXTRAORDINARY fortune to pull two Roshcard The Tower. The problem is that he is a gimmick legendary with only one real use: delaying the enemy's ability to kill you so that your other heroes can make more headway. He does nothing for your team on his own. I sat on him for a while, but when I pulled my second, I decided to create an Unkillable clan boss team with the use of Doompriest and Paragon.
Lucky me, I am able to pull approximately 70 million clan boss damage in a single key. This is due entirely to Dracomorph's damage, because neither of Paragon, Doompriest, or Roshcard/Roshcard are pulling even remotely significant damage. All together they may be pulling 15 million damage over the course of the fight.
The 50 turn solution allows the most well geared teams of the CORRECT legendaries (Martyr, Valkyrie, Bad El, Altan, etc.) to still achieve their requisite damage on the clan boss with zero change in function.
However, because I have not had the correct luck, because the RNG gods have not been kind to me in the way it has to ChosenBrad, to Kizzle, to StewGaming, HellHades, and thousands of other players, I am screwed for using the tools I have.
The framing of the general population is this is a blow to P2P accounts and a win for F2P, but I see it as the exact opposite. As someone who has not dropped thousands of dollars on RAID: Shadow Legends, I am only able to earn the top rewards through a clever and crafty solution that allows me to earn the same rewards as those people who make far more money than me because they are lucky/popular/whatever.
This decision simply reinforces the status quo and reiterates Plarium's support for those who already have every legendary or even multiples of the right legendaries at the expense of those who simply don't have the money/luck to make it with the others.
Please consider extending the timer deadline to 100/150 turns and allowing us players who have been able to claw our way to the top to STAY near that location because we worked hard and scrimped and saved and applied our resources in the most strategic way we possibly could. This feels like a punishment for that.
TL;DR -
Math:
50 turns for unkillable.
Assume we can stack 10x poisons on the boss 100% of the time (impossible, but let's just assume it for perfect math's sake.)
10 x 50,000 = 500,000 x 50 = 25 million damage as a HARD upper limit from poisons.
Add wm proc (~45,000(50x5))x0.65 = 25,000,000 + 7,312,500 = 32,312,500 as a HARD upper limit to clan boss damage.
I took their math and added in the average warmaster without def down/weaken, as those buffs would result in a lower possible damage.
Regular attack damage is considered inconsequential in this equation because anything other than Dracomorph, Sir Nick, or LUDICROUSLY well geared heroes will do sub 2 million from their regular non-Warmaster damage.
With rounding from attacks, an unkillable team like mine could expect at the 99th percentile of the probability curve to have 35,000,000 damage.
That is 2-keying, with putting 10 poisons on boss turn 1 and KEEPING them on. Which is impossible for my team. My team has been effectively neutered.