Casual vs 1% should stop

May off topic but I think it’s real bad to compare competitive gamers to the economic problems of wall street.

In the non-queueable content, not harder. I’d like to point out that I have done LFR N’Zoth repeatedly, despite this:

So it’s not a matter of casuals not being willing to tackle difficult content. It’s a matter of Blizzard not rewarding them for their efforts. I’d also like to point out that during Cataclysm, I actually took the time and effort to raid seriously. Based on that experience, I can honestly say that those raids weren’t any harder than the dungeons. In fact, in many ways, they were easier. Take the Shannox fight, for instance. Only the tanks did anything, and everyone else literally stood in one spot the entire fight DPSing, moving only when a frost trap appeared under their feet. That was it. Compared to the Jin’do fight, Shannox was a joke. Jin’do only dropped 453 gear, though, while Jin’do dropped 478. Why? Because raid.

As I’ve said many times before, I don’t mind the gear coming out of Mythic difficulty dungeons. What I mind is that the dungeon is both timed and non-queueable. The fact that you guys keep focusing on the difficulty and suggesting timed content like BGs and Visions indicates that you’re completely missing the point.

As for Titan Residuum farming, this has been discussed before in other threads:

I’ve gotten 400 titan residuum from scrapping gear over the course of nine months. That’s nowhere near enough for an upgrade. I think I can get a piece of 430 gear with that amount.

I agree. While I don’t think it’s right for Blizzard to exclude casuals from gear progression, it’s also not right for them to prevent the 1% from min-maxing the systems they put into place. If they’re too lazy to properly balance borrowed power systems, then they simply shouldn’t create them. Now that they’ve created an unbalanced system, the least they can do is allow min-maxers to change it at will, just like they used to with glyphs.

Okay, if we really want to embrace the “RPG Elements”, would you be on the side of bringing back master loot? In a regular RPG, master loot is the system, you get items and allocate them to who can use them the most effectively

Or is it just the RPG elements you like

Im so casual I dont know what 1% means.

It’s not the 1%.
It’s not the casuals.

The problem is not with how people are, it’s with those that would tell others what they should be doing to make the game easier for themselves.

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To be fair, LFR N’zoth was the hardest fight because of players. Which also kind of is evidence why a queable M+ system just will not work. Heck, even dungeons as they currently are is proof of that. If you can’t get players who que for random heroic dungeon to stick it out if one player has an oopsie, you’re going to have way too many who are going to quit a boss in, just because it’s not a free win.

And on your point about presidium farming. You’re not meant to get it from scrapping gear, which is why it’s so low. It’s meant to come from your weekly chest that you most certainly can get even if you do the dungeon over time. Find a 10-14 key in group finder that is just for completion and you’ll be set for a month at the higher key level that you want without being “limited” by the time mechanic since the weekly chest will always have a key that’s one level lower than your highest completed.

I got your point. The problem is the only limiting factor is how much you want to try. They can’t keep making everything easier for the lower tiers of players while leaving the higher end stuff intact. For every ease of access system they add into the game, they have to add another harder system in place, to which people complain they can’t participate with little effort amd the cycle continues.

It’ll never happen. Because that kind of mindset happens in the real world as well. May as well ask for people to think instead of listening to what feels good and end up doing stupid illegal things.

Yes, both sides have different preferences, but you can’t get rid of that mentality.

Not when there’s actually decent gear to be had. The reason no one sticks around for a Heroic Dungeon is that you get about the same amount of AP as you could get from doing a simple WQ. The cost-to-benefit ratio sucks for Heroics, which is the whole point of this thread. Players would stick it out if it were untimed and there was a possibility of making substantial progress towards a good piece of gear. Heck, I’ve seen players stay even after wiping on 10 stacks of determination on N’Zoth, just because they want to complete their quest and get the achievement.

But which you can’t queue for.

Thanks for the explanation. I don’t recall seeing anything in-game that explains this.

But that’s not addressing the issue at hand. LFR N’zoth is a great example of how a simple mechanic of pushing the cloak button is too much for players to have to deal with. I can’t imagine queue’ing with those same players to do a M+. It would be a nightmare…

That’s oversimplifying the issue. There’s also the fact that the tanks have to know what targets to jump on, and everyone needs to focus the appropriate targets. Most groups fail just because the tank has never been in there before. As for everyone else, the fact that you’re insta-killed if you don’t know to run to your body after Psychus is killed ends their participation pretty quickly. Then everyone needs to coordinate who’s going up and who’s going down. Then people have to buddy up with their partner for that one mechanic. Finally, everyone has to know the bad stuff that they’re supposed to avoid and the bad stuff that they have to actively seek out. However, the real clincher is that you’re not just teaching 3 DPS, a tank, and a healer. You’re teaching 25 people. That’s why raids are not conducive to a queueing system. The whole system has been turned on its head. Are you seriously claiming that Mythic dungeons are tuned harder than that?

Then just an M0. I don’t see why we can’t have this available via the built-in queue:

It doesn’t even have to be 10-14. I’d settle for just M0 being available via the queue.

The point isn’t whether or not it’s harder. The point I’m making is when you present mechanics that are a requirement LFR players don’t try to learn it before walking in there. M0 dungeons have mechanics that must be adhered to at the beginning of the expansion. And if Blizzard continues the trend with Megadungeons midway of an expansion, having that be queueable is also going to lead to a ton of frustration because it can’t be bulldozed down. I can distinctly remember all the complaining for both Karazhan and Mechagon.

Along with the other stuff I mentioned, because it’s meant to be the gateway leading players into M+. Which they use the Group Finder to make groups.

The whole point is that the current frustration that casuals experience with their queueable content is that it can be bulldozed down. No one was bulldozing Pit of Saron back in the day. The current heroic dungeons are a shadow of what they used to be. All the good stuff was removed from the queue because of this misconception. There’s a happy medium between bulldozing through an instance and having to CC on every single trash pull. Blizzard just refuses to find it.

One o the problems I think is people looking at the world first race and thinking they can do it, then you get like 4 or 5 “mythic bros” in some normal mode or heroic mode guild that try to push everyone else to do mythic, and the group can’t do it because they can barely do heroic, so the mythic bruhz all leave to form their super mythic guild that just fails, and then the heroic guild loses a big chunk of raiders and then that falls apart.

hooray for mythic.

wheee

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Look at the business side of it. Which side would be more profitable to cater to?