Forum thread #34567 “I want to feel special because I have no real life time and spend 40 hours a week gearing my animated character”
Seriously though. This game makes money based on how many people play it and you think they’re going to, what?, not cater to a wider audience? Find yourself a different game to play with half the budget that caters to its hardcore audience then.
So I’m a suboptimal 400ilvl. I’m fine with that. I don’t expect the best gear from casual play. I never said anything to infer that, at least I don’t think I did? I don’t want to work hard enough for a Ferrari.
That entire argument is just completely dumb, it doesn’t take 40 hours a week, in fact it barely takes 5. So please stop using that as a catch all for classifying us mythic raiders.
I don’t know what gear that drops from casual content has to do with R.IO? That has more to do with people that don’t want to waste their time carrying people. I lived that #puglife in Legion so I get it.
It takes you 5 hours a week really? Most guilds raid 3 nights a week at 2 and a half to three hours. So on average about 7 hours a week of just raiding. So you’re not making gold for your repairs or materials to support your raiding? Sorry to say its not dumb, its why it is the way it is. Not everyone wants to and/or can deal with a raid schedule. This is a game not a job. Oh and if you’re in a hardcore guild running progression you can be in a session for 5-6 hours.
So M+ is a big aspect of the end game community. In order to get into it you need to get enough gear to be accepted into groups. But with welfare WQ gear being as absurd as it is people are getting more strict with their requirements so as to weed out the cancer players who are using that ilvl bloat to get carried in harder content
Ilvl bloat makes it more difficult for players to enter end game content. It’s good for the afk pet battlers who want to kill 8 bears for their 400ilvl, but it hurts people trying to progress into more difficult content
I raid 2-3 nights a week and my guild is lax on attendance this late into a tier, we make all our gold of BOE’s that drop in our mythic raid to fund our repairs, flasks, and feasts. I’ve sat around 75k-120k gold this entire expansions. Also our raids last for 3 hours a night, not 5-6. We aren’t Limit or method or any top 500 guild so the amount of time were actually online is really small.
Ilvl alone doesn’t carry over to DPS and performance. Sub-optimal stats and traits on the same ilvl with someone else that has optimal traits and stats will perform much better.
RIO is not nevessarily about gearscore it’s about EXPERIENCE. That is all it is. People don’t want to risk their keys to people that don’t have the experience. Otherwise, ilvl alone would be good enough. The game has always had gear inflation, that’s why they squash the stats every so often.
Because it was, there was a large divide but it had more to do with social reasons. If a player was regular and nice and had some skill they could get into a guild and get stuff. If a player was rarely on due to work or dabbling on a alt they generally had less gear and a smaller pool of people to group with.
With LFR people don’t have to be regular or kiss rear end in order to do stuff which is better. However the people who did work with the old system well miss the exclusivity and power that it brought to them.
These things have very little to do with each other and all are byproducts of poor planning and implementation of game wide systems.
Heroic+ raiding is generally regarded as something you do for the challenge and comradery and gear is simply a means to that end as well as a means of getting new or returning team members up to speed for that content.
War and Titan Forging complicates this by adding tremendous item level inflation across all aspects of content thereby generating outliers where extremely casual players with horrendously good RNG get very high item levels very quickly and also creates an undesirable atmosphere for min-max players who feel that they can never “finish” a character.
A further problem is the expansion wide reliance on Azerite, and to a lesser extent reputation, as the main rewards. With Azerite, the continual grinding to unlock or re-unlock largely boring bonuses with ever increasing grind quantities doesn’t create any real feeling of reward or progression. With reputation, the rewards are either good or bad depending on your personal opinion (mounts, tabards, toys, etc) or locked behind an extreme time gate (flying, potentially reaching a full year).
So when you have a majority of “casual content” with rewards that are quite simply so boring players quickly begin to opt out of the content completely, then you have to offer different rewards to entice the players to participate.
For WQ and Warfronts Blizzard chose gear which can create the situation of a stupidly high geared player who barely does any “challenging” content. And this is mainly because Blizzard no longer wants players to be able to easily farm gold to pay for their play time but rather wants them to buy tokens for gold to use for in game items.