At the end of MoP they should of moved lfr up to flex instead of making it what is now the current normal and left the old normal and heroic alone and never came up with the new name for the old heroic (mythic)
So those of us with guilds but have schedules that conflict with raid nights and wonât pug because to a lot of us and from the views of plenty of the anti lfr people pugging is way more toxic then lfr to us. We get screwed because it is better for us ?
I have 2 words for that get bent.
Does that mean those of us that have killed him in lfr are better then normal and heroic raiders because we did a harder version
lol is this some kind of joke trend lfr ainât going away.
I donât think LFR should go away, but it definitely shouldnât drop epics.
You wouldnât have to feel like a hypocrite at all. What you would feel like is bewildered as to what happened to the game, especially on Alliance.
Not on a full or high pop realm? Sorry no raid for you. Not in a guild or a guild big enough to raid? Sorry man, they will sell you a carry later.
What else would happen is at the end of said content and the overlords look at development time compared to the amount of players who complete said content and ask why there is still raiding.
I was thinking about this yesterday, that LFR and LFD have been in the game longer than they havenât been in the game.
And yet I have been solidly CBA for LFR this expansion, and this weekend I reached the conclusion that the tank CTA for LFD is not worth waiting on multiple groups still failing Volâkaal, at this point of the expansion. And that 900g was the only reason I was still queuing up for LFD. Not worth the time.
I wouldnât want LFR or LFD removed, but boy, can they be low effort but high time investment.
Blizz promised us story mode and never delivered.
they just canât bring themselves to do it.
It actually isnât for training for those who want to learn to raid. Normal is that. LFR being gated makes LFR meaningless as a training grounds for raids.
It was supposed to be 2. something for non raiders to do but add an hour queue time and make the gear useless, isnât a way most people want to spend their time. Content has to have useful rewards.
I donât think we were spoiled. My point is that they gave us these things. It doesnât really make a lot of sense to remove them at this point.
You know itâs funny that a lot of these kinds of discussion revolve around about what content should reward what loot and the trend I see is that the more casual players say âelitistsâ shouldnât care what the players below them get, but I canât imagine how many of them would have a (small)cow if Blizzard changed their loot quality from epic to rare. Not even degrading the actual ilevel, but just the color of the text.
The main way for LFR to be fixed is for people to accept the fact that there will be people that simply AFK during it or troll to cause problems. The fact that LFR needs to pull players from multiple servers reducing accountability and the need to protect ones reputation is just part of the package. I do not know that there is any real way to deal with that w/o unintended consequences.
Good example: the abandoning debuff. I think this was put into action due to the chronic bailing for The Oculous back in Wrath. Unfortunately it defaulted to something along the lines of âleaving to earlyâ which is resulting in people getting hit if they are voted out of a group.
A cap is fine. Like said before you want the philosophy that more participation is better. Thatâs how you build communities.
What do I care if 200 people show up to zerg a dungeon boss? The point of this exercise is that they did and through their motivation to succeed brought together 200 people. Thatâs the spirit of an MMORPG.
These encounters wouldnât be like world bosses in that they would exist inside perilous locations with other tough mobs. So itâs not quite the same as release and run back. There would be more nuance to it.
This really depends. For example trying to solo it. Itâs an MMORPG. It should be made for groups at the bare minimum.
You donât remember how hard it was to reach Naggy? How about Mistmoore?
Even the lowest level of Blackburrow would be difficult for a 5 man group to reach. Same goes for lower Guk.
Thereâs nothing wrong with this new point. Again the point is that more is better. The more active a dungeon or raid is, the more likely success is. Itâs also far more random and more engaging from a P2P side because youâre not controlling for everything that happens. Itâs a space shared with others.
I fall asleep doing LFR to the point where i no longer do it even if itâs a loss to my characters progression.
Not only is it zero challenge/risk. It also takes twice as long as a Normal difficulty raid because of all the low ilevel alts going afk in it with no repercussions.
Itâs detrimental to the health of the game.
Tell that to the many disgruntled Classic players who have been complaining nonstop since Blizzard capped instances at 30 per day. The Druid BiS weapon has three charges and is not unique, so Druid tanks farm as many as they can for raids. Youâre romanticizing Vanilla. Iâve lost count of the number of posts in the Classic forums calling for LFD to be added.
When was the last time you LFRâd Nyaâlotha?
When you release, you are a ghost until you get close to your corpse. The resident trash wonât be affecting your 1 hp ghost.
Not to mention, in order to get to said boss, someone had to clear the path, so they wouldnât be a problem in the first place.
Unless youâre going to bring back the dropped mechanic of mobs who can see and attack you as a ghost, I donât see how this would actually work.
World Bosses are for the levels they are introduced, but currently Blizzard doesnât scale them to match the current max level or consider the top iLevel available for those World Bosses. The Sha of Anger (as an example) was being one-shot by people with Antorus gear at the end of Legion, much less what you can use today. Legion World Bosses only put up as much of a fight as one of the Mythic Raid Bosses, which most are easily soloable (depending on class and mechanics).
That would be something interesting to have in Shadowlands, though. Set the World Bosses to always be at their maximum level so you have to team up no matter what expansion it is.
I was referring to WoWâs raids, as evidenced by my reference to its first big raid⌠I never could play Everquest for very far. Dark Age of Camelot was far more interesting to me.
Itâs more a question of earning the ability to reach the boss in question. You donât think that is a concern, but I think it will be.
PvP wonât change except having the other faction backstabbing you while trying to handle the boss mechanics, as PvP has happened outside raid entrances since Molten Core was available. Thatâs not really what Iâd consider fun.
LFR is instanced content. Non-starter.
What are you going to spawn into? I mean youâre dead, you died to something in a room now packed with mobs. Release and run back isnât that simple.
Weâre talking about past expansion content now which Iâm fine with people being able to solo. Though it should also be a system where itâs openly taggable and the mob takes some time to kill. With the personal loot system in place.
All of these things work in tandem to create the ideal MMORPG experience.
Oh, well in the case of Nagafen, EverQuestâs big red dragon was locked away behind a dungeon called Solusek B. Solusek A was the Goblin city and Solusek B was split off from that, a much higher more perilous area full of giants and after the giants would be Nagafen the red dragon.
Corpse runs were legendary back then as many people lost their corpses under the giants where theyâd never retrieve them in time.
Permafrost was the same. You had to be able to split the giants and take them down to reach the chamber of Lady Vox, another dragon but ice.
In either of these cases you had to put in work to reach their spawn point. The same is true of basically any dungeon or raid boss. It wasnât as simple as fly to the point and engage the encounter.
Some do consider it fun though, as PvE was always something used as a weapon in PvP going back to the days of EQ and Diablo.
Anyway itâs P2P which is better than highly scripted solo content which is far more boring IMO.
Eh if they get rid of it maybe theyâll focus on things other than raiding. Might make the game more interesting. Most of people who do LFR arenât going to suddenly join guilds or pug and even if they did theyâd just get declined so Blizz would be sort of forced to make actual content for that playerbase to do since there is basically nothing worthwhile in this game to do besides raid and dungeon crawl.
But a very good example of what happens when you get a whole bunch of strangers together to target a raid, and also when you have some that just want to watch people suffer, too.
Youâre either going to spawn in to a cleared area, or one in which is already engaged by raid. Unless youâre spawning in ring of fire, then yeah, it really is that simple.
Not quite. I mentioned that they were considered difficult in the expansion they were launched, but become easy pickings the next expansion over. You said I should try soloing it, and itâs very doable for anything the other side of Sithilus getting stabbed.
For you, maybe, not for others. As I said, instanced content was developed for a reason.
And it isnât for WoW, if youâre only considering raid bosses in this calculation, not the entrances to those areas. Solusek A would be considered the first wing or so in this case, or used as an attunement dungeon like BRD.
WoW just avoided all the problems of people cheating the system by sneaking in while the other group was busy and stealing the kill.
Nope, wouldnât happen. Raiding has been considered the ultimate end of content for WoW for its entire existence.
Well, it might work better if people tried to set up ways of getting together to do things to learn about each other instead of just spamming guild invites with no warning. No offer of going out and trying things to see if Iâd like their guild or if they would like me, just spam spam spam.
So take it out of the instance. Is it as bad? No, because now instead of 20-30 strangers being lumped together youâre forcing people to go to actual locations in the world to find groups to tackle the content. Itâs a degree closer to communication.
Iâm not sure why this matters anymore. If a raid is there clearing the obstacles anyway what difference does it make?
Youâre not soloing your way to any of the EQ dungeon and raid bosses in 99â. They all took coordinated group effort to reach and hold.
Prior expansion content should be soloable. For the simple fact itâs old content that not many people would be interested in doing.
How much easier depends on a few factors. Namely I wouldnât want a week rare spawn killable in a couple seconds by a random passing through. It needs to be paced so people have time to realize whatâs going on and get in on it.
That could mean formidable guards or a longer boss encounter or some variation of that.
Yes the reason WoW vanilla dungeons and raids were instanced is because they got this awful idea that they needed to instance the content to stop guilds competing with each other for spawns.
They could have just had personal loot back then, with the scaling boss encounters and open to tag by anyone in the area. Those three things are all you need to nullify those early concerns.
But not instanced. So youâd have a large dungeon leading to a large raid with various spawn points and camps in between where parties would be. But the areas to and from those camps are usually not camped and so it was common to see a group run through with a 20 mob death train on their backsides.
Fixed by making the changes Iâve stated. There would be no such thing as kill stealing unless you just didnât reach the encounter in time.