It just goes to show you that most players have a shallow, surface-level, understanding about the game. They aren’t “making decisions” when they play their class, they just press buttons in what feels like the correct order, and at that level it’s no wonder they believe button count is the same as complexity.
The gap between really good players and masters isn’t that wide. The difficulty in this game doesn’t come from playing your spec well as much as it does from team work and the level of effort you put into it. That’s why you see so much FOTM. If you already play higher levels of content, it’s easy to swap to a new spec.
And yet arcane continues to be the exception that proves the rule time and time again. Watching HoF mythic mages try to play arcane mage on smolderon was a particularly good demonstration.
Listen, if you want to tell me that having firsthand accounts is important, that’s fine.
But if what I said is fundamentally false, then show it to me. Show me that there isn’t a class representation imbalance in endgame content.
And then explain to me why enabling harder specs to dish out better DPS wouldn’t pigeon hole people into playing those specs and leave the less-performing specs behind.
Otherwise, this is all meaningless fluff designed to distract from actually engaging the points made.
In S2 we had mountains of bear tanks. Then S3 came along and there wasn’t a bear to be seen, but VDHs were everywhere. That happens every season because once you learn how to play a role you can transfer that knowledge to other specs easily.
Momentum demon hunters always simmed higher than demonic demon hunters.
Nobody played momentum demon hunters. Know why? Cause a few % points of damage doesn’t mean anything if the difficulty of the spec or the mechanics involved with it won’t translate to what’s actually possible in a mythic raiding environment.
Higher difficulty specs can feasibly have a higher damage modifier put into their rotations. That doesn’t mean anything.
What matters is the skill of the player, what the mechanics will tolerate, and whether the increase in difficult can feasibly be scaled with the increase in damage when the actual encounter occurs.
We were doing mythic Rasz last night (only my second night on the fight so I’m testing out different timings on my CDs to get the most value.
I found that saving second grieftorch on p1 and using it on first add group on p1 intermission and then using call on the second group was a better value for me than sending on cd.
In a vacuum I like the idea of higher challenge higher reward in class design. In practice, I know that would mean huge swaths of the player base would just try to play class/specs that they couldnt manage and be miserable about their output while making their constituents also miserable about their output.
Because more patchwork DPS isn’t necessarily going to help you kill a boss. Damage pattern, uptime, damage efficiency, and aoe damage profile are all hugely relevant factors that while loosely linked to SIM dps are vastly more important.
I don’t know anything about OP and this is the second time I’ve seen this sort of thread appear in the last day, so it certainly feels like this is something that has been discussed and is supported by the community in some capacity given the other thread.
Because a general philosophy helps avoid the reverse happening, or becoming egregious. If complex specs are a little better, and that slips to Noticeably better then while it’s a balance concern, it’s mostly smoothed over by people not playing that spec well enough to realise the gains.
In the reverse case, if the easier spec is marginally better it’s again ignored, but if that’s slips and becomes noticeably better then people flock to it.
I didn’t see them post in that thread. I responded to OP and didn’t bother to read the rest of the comments. You’ll have to excuse me for not being completely up to date on the matter.