Little late, he already did :
And immediately asked for his new Queued M+s to be nerfed :
Little late, he already did :
And immediately asked for his new Queued M+s to be nerfed :
I farmed everything every day. Took me longer than 28 days! Korthia was the first patch that had open world gear upgrades, and âsomeâ players were impatient, and if i remember correctly, it was more the instanced players complaining, because they seen the gear as filler for their preferred content.
Then you didnât farm everything everyday.
Not to mention 4 raid lockouts wonât fully gear anyone normal raiding, so 28 days is pretty short getting normal raid gear from essentially farming herbs and zerging rares.
Stop making such idiotic statements please.
I did do everything in the zone every day, including on 8 alts at the time!!
I am a open world player duh!!
If you werenât rank 6 in a month, you skipped a lot of content. You might think you did everything in the zone, but you didnât. People who literally did everything every day hit rank 6 really early.
And you got beat to rank 6 by a bunch of raiders who obviously seemed to be better at navigating your content than even you were.
Just stop, you are literally spewing nonsense.
But that is just wishful thinking, that you can even remotely control your need to win at the forums!!
There ya go! You admit it was raiders, finally! They were also able to cut rares down faster before players could get there, thus making my grind even longer.
You said enough right there, be gone, i am done with you.
Wow⌠thatâs⌠Woo.
Serious dedication there.
This is my buddy Niannas, we raided together at the start of Sanctum :
Note the date on his Rank 6.
Patch 9.1 shipped June 29th. He got Rank 6 July 26th.
How 'bout that.
Except itâs not since he didnât get Rank 6 in 28 days.
Unfortunately, a lot of people tend to struggle with formulating their thoughts and opinions. Itâs not so much that people want gear, so much as they want (decent) alternative gear progression systems besides raiding, M+, and rated PVP. This really doesnât seem like an unreasonable request. I mean, why donât we have this? Open world systems are one such option, professions are another option - neither of which is being used in that way, when they most certainly could be used in that way. What about a Torghast-like system? Torghast had a lot of potential that was never realized. What about Archeology? That could be a cool way to RNG some sweet (potentially upgradeable) loot.
Another part of the issue that gets conveniently ignored is that you have people always trying to put caps on other peopleâs progression pathways. âItâs not difficult enough.â According to who, and by what measure(s)? Whatâs difficult to person A isnât difficult to person B, whatâs difficult to person B isnât difficult to person C. So, who gets what and why?
In RPGs, where PVE is concerned, gear is the thing that keeps people going. Gear progression is the proverbial treadmill. If you turn that treadmill off prematurely, it affects the game as a whole. Everyone needs that gear progression - including the lowliest of casuals/solo players. If the content is âEasyâ (relatively speaking), then make the progression a grind, introduce more gates like rep or even open world achieves, etc. - donât just get rid of the progression, or do something dumb like cap it off at the lowest possible point (LFR) because âThey donât need it.â This is actually a false statement. They do need it. It gives them a reason to log in and play the game; it gives them a tangible goal to work towards, and it feels good to pick up a shiny new piece of loot that is an actual upgrade.
Blizzard, and a rather vocal portion of the WoW community, love trying to force players to do content they donât particularly enjoy. âIf you donât raid (like me), then you donât deserve anything!â How many more people have to leave the game before they realize that this isnât the right way to deal with the problem? Why do we not have more gear progression systems? What is with supporting the lack of creativity? Just make more. Itâs that easy. Open more doors, give players more options - not less.
As for the few people who think they should get loot for literally nothing: nobody is listening to them - and rightly so. Most of the casual/solo players that I know are quite a bit more reasonable than that. They like different aspects of the game. They play it differently. Theyâd like to see a few more pillars of progression added to the game. Thatâs it. Is that really so unreasonable? I just donât get all the backlash. The game isnât going to collapse in on itself if they added some more ways to get (decently) geared.
Because of how RPG campaigns are impacted by putting powerful rewards in trivial or unchallenging forms of content.
Itâs been covered since Gygax wrote about it in the first Dungeon Masterâs guide. Giving players too much power to quickly derails and hurts campaigns.
Itâs the same in WoW. If you could get all the best gear from the world, there would be no reason to actually step up and challenge yourself in the Dragonâs lair, to get a chance to loot his horde of treasures.
And thereâs a hierarchy of content to get said gear.
Slimes near Tantegel never dropped Erdrickâs Sword.
I love that the sentence âoutdoor/open world endgame progressionâ even exists in the vernacular. Shows how far the game has come from its origins, where the OG devs would have probably deleted your account and sharded your gear for daring to suggest that the endgame was anything other than raiding.
Op, At the beginning there will be tons of players in game but once the weariness sets in and the raid are done running the mythics + for gear so they can raid then the knowledge that theyâre done sets then this will all change. Let them run it ,while we play catch up at a even pace .the raiders then will start their complaining when they canât pay off their debts to the guilds that fund them.
You would be so wrong! The OG devs actually cared that there was open world gearing paths. This game, even in TBC was never a raid or die game, period! That is why it was so popular.
You might have a bunch of achievs, but lack knowledge of what this game use to be, and the foundation it was built on.
Society accepts that difficulty has a subjective aspect as well as an objective aspect. We accept that a cashierâs job is easier than an architectâs so the architect gets paid more. We accept that arithmetic is easier than calculus so calculus is taught later in life.
But who is turning off the treadmill prematurely? Is it blizzard or is it the players that donât participate in the part of the game that continues the treadmill? If you play a single player RPG and donât do the hardest dungeons/bosses then that gear is turned off to you. But is that the game developerâs fault?
Uh ? TBC was raid or die.
TBCC proved that even more.
Badge gear was best farmed by raiding Karazhan. And it was the only ânon raidâ progression, that ended up being a form of raid progression.
BTW still waiting on your thoughts about me proving to you Rank 6 was a 28 days affair with an actual live specimen of someone who did do it in 28 days.
On part with heroic dungeon gear. Joy. What a waste of dev time.
A grind is not necessarily trivial. I know a lot of people who couldnât do it. The content, itself, might not be very hard - but the grind required certainly can be!
This isnât the problem. Nobody is asking for it to be super-duper fast; in fact, the âEasierâ the pathway, the longer it should take to get to the (relatively) powerful gear - but it should get there, eventually. As it currently stands, it doesnât get there at all.
Thatâs not true - and especially so if they make alternative gear progression systems difficult and/or time consuming enough, in their own way. Difficulty doesnât always come in the form of a dragon. That said, I guarantee that plenty of people would still rather raid than grind currencies and reps for months on end.
There should be more such hierarchies, or pillars of progression - thatâs the part youâre conveniently neglecting. Itâd be nice if we had more than just raiding, M+, and rated PVP. Even a slight bit of ingenuity and creativity can come up with a dozen ideas for alternative gear progression pathways.
Nobody reasonable is arguing this. People arenât expecting things to be 100% equal. LFR iLvl is a slap in the face though.
Again⌠people fall back on pushing players into content they donât enjoy. I just donât get it. What is with people? Why canât we just make a couple more gear progression pathways?
I donât know. Most RPGâs Iâve ever played had multiple ways of getting decent loot.
Yes. fighting slimes for hours outside of Tantegel is the literal definition of triviality.
Because itâs tedious, not because itâs challenging.
Quickly =/= Fast.
Quickly = sitting at the inn and an old wizard comes up vs having adventured for weeks and months, overcome multiple challenges and are now at the lair of some old dark evil that has amassed eons worth of artifacts.
Of course itâs true. KSM (gear cap currently) to KSH drop off is 25% of key doers to 5% of key doers.
None that involve farming slimes around Tantegel.
Thatâs what youâre asking for when you want raid gear put into things like Mechagon and Zereth Mortis.
Canât ever say Iâve played a version of Dragon Warrior where Erdrickâs Sword was not in fact in a chest in the basement of Charlock Castle.
Bahamut never accepted any rat tails from the rats around Cornelia, I always had to go get it in the Citadel of Trials.
Having just played classic and TBC classic as a memory refresher, Iâm having a hard time finding the open world gear progression systems of those past versions.
Right now in Wrath classic where is my open world progression? Itâs dungeon/raid farming.