Huge nerf to solo/outdoor gear progression in DF Season 1

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 “some” 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.

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Then you didn’t farm everything everyday.

Not to mention 4 raid lockouts won’t fully gear anyone normal raiding, so 28 days is pretty short getting normal raid gear from essentially farming herbs and zerging rares.

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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!!

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If you weren’t rank 6 in a month, you skipped a lot of content. You might think you did everything in the zone, but you didn’t. 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!!

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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.

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Wow… that’s… Woo.

Serious dedication there.

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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 it’s not since he didn’t get Rank 6 in 28 days.

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Unfortunately, a lot of people tend to struggle with formulating their thoughts and opinions. It’s 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 doesn’t seem like an unreasonable request. I mean, why don’t 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 people’s progression pathways. “It’s not difficult enough.” According to who, and by what measure(s)? What’s difficult to person A isn’t difficult to person B, what’s difficult to person B isn’t 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 “Easy” (relatively speaking), then make the progression a grind, introduce more gates like rep or even open world achieves, etc. - don’t just get rid of the progression, or do something dumb like cap it off at the lowest possible point (LFR) because “They don’t need it.” 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 don’t particularly enjoy. “If you don’t raid (like me), then you don’t deserve anything!” How many more people have to leave the game before they realize that this isn’t 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. It’s 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. They’d like to see a few more pillars of progression added to the game. That’s it. Is that really so unreasonable? I just don’t get all the backlash. The game isn’t going to collapse in on itself if they added some more ways to get (decently) geared.

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Because of how RPG campaigns are impacted by putting powerful rewards in trivial or unchallenging forms of content.

It’s been covered since Gygax wrote about it in the first Dungeon Master’s guide. Giving players too much power to quickly derails and hurts campaigns.

It’s 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 Dragon’s lair, to get a chance to loot his horde of treasures.

And there’s a hierarchy of content to get said gear.

Slimes near Tantegel never dropped Erdrick’s Sword.

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I love that the sentence “outdoor/open world endgame progression” 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.

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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 they’re 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 can’t 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.

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Society accepts that difficulty has a subjective aspect as well as an objective aspect. We accept that a cashier’s job is easier than an architect’s 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 don’t participate in the part of the game that continues the treadmill? If you play a single player RPG and don’t do the hardest dungeons/bosses then that gear is turned off to you. But is that the game developer’s 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 “non raid” 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.

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On part with heroic dungeon gear. Joy. What a waste of dev time.

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A grind is not necessarily trivial. I know a lot of people who couldn’t do it. The content, itself, might not be very hard - but the grind required certainly can be!

This isn’t the problem. Nobody is asking for it to be super-duper fast; in fact, the “Easier” 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 doesn’t get there at all.

That’s not true - and especially so if they make alternative gear progression systems difficult and/or time consuming enough, in their own way. Difficulty doesn’t 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 - that’s the part you’re conveniently neglecting. It’d 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 aren’t 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 don’t enjoy. I just don’t get it. What is with people? Why can’t we just make a couple more gear progression pathways? :laughing:

I don’t know. Most RPG’s I’ve ever played had multiple ways of getting decent loot. :person_shrugging:

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Yes. fighting slimes for hours outside of Tantegel is the literal definition of triviality.

Because it’s tedious, not because it’s 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 it’s 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.

That’s what you’re asking for when you want raid gear put into things like Mechagon and Zereth Mortis.

Can’t ever say I’ve played a version of Dragon Warrior where Erdrick’s 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.

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Having just played classic and TBC classic as a memory refresher, I’m 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? It’s dungeon/raid farming.

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