Galdred
Studio Draconis
Thing is, you don't need timers for pressure.Overbloated with HP aliens and promoting timer shit, good old Firaxis. Because putting more pressure on player for the sake of putting pressure is SO FUN!
Pressure creates tension and tension and worry adds to the reward. Why would I want to play a game that is so challengless that I feel no pressure to perform well during combat? I'm just wasting my time if there is no constant pressure of losing. If winning is a foregone conclusion there is no pressure and it really isn't winning.
Gambling with big money is exciting because of the pressure. Big risk = pressure. Big reward equals the reason to subject yourself to the pressure.
None of the old games had that, and the risk and pressure was still there. IMO, the pressure to need to advance on the strategy layer is more than enough. You can't really play it safe there and need to take riskier missions (that are risky without timers). Hell, BB doesn't have timers and I'd say there's quite a bit of pressure going on anyway.
Having timers every now and then isn't bad as it is a mechanic that spices things up when used sometimes. But in XCom 2, I cannot even remember missions without one. It's just the same, always. And always the same just becomes annoying as hell.
Actually, the lack of lose condition in BB could be a slight problem in earlier versions (when you started further away from the opponent):
If both sides decide to camp a hill, then what? The player would have to attack because he would get bored?
Almost every wargame has a time limit to force the attacker to take action.
The problem with XCOM 2 timer, if any, is that they feel forced, and are too central to the gameplay (even if you had 20 turns more, you would have to take the offensive and not wait forever for a patrol to enter into your overwatch ambush).
The problem with the way timers are implemented in XCOM2 is that removing them also makes the missions trivially easy.
There are timers too in Total War, and nobody complains about them, so I think it is a matter of implementation (not having enough time to position your sniper can get odd indeed), not that timers are bad by themselves.