In case we need even more reasons to make Mythic raids puggable, (just like heroic/normal raids) all of which Blizzard has already committed to ignoring (see roughly 30 minutes in here: https://www.youtube.com/watch?v=NKRGkzSIFkE&t=0s) under the guise of “team sports.” Well, what if, and bear with me, when I signed up to play the game, there wasn’t anything in their “contract” about being FORCED to play with specific groups of players. In fact, as part of trying to “avoid toxicity,” Blizzard encourages us not to play with certain, players, anyways, definitely some mixed messages I’m getting, but still, I haven’t even raised my most recent point yet, which is parses. Personally, I have 98’s as Ele on every Mythic boss I killed during the most recent raid I took seriously, which was Castle Nathria, but as a healer, I’ve noticed certain talents, such as “Ancestral Vigor,” which are objectively strong as far as “healing throughput” is concerned, especially when you consider the fact that other classes also have abilities that benefit from % max hp, but still, if you are trying to parse as a healer, no one runs “Ancestral Vigor” because apparently it doesn’t count as “hps,” which sucks because in order to “parse” well enough in order to get into the highest possible raiding guilds as a healer, I have to actively gimp myself. (Perverse incentives at their finest, ffs.)
For pass expansions i think they should just remove it. Would make transmog and mount farming so much easier
For current expansion make it locked at the start untill world first happends. After that give it a weeek or so. After that fully remove the lockout
If a pug group can beat a m raid all the power to them. Hell, there prob bettter then the world first guilds, lol
Even if they removed lockouts, no one’s going to prog mythic in a pug.
There was also the time I was getting sub 10% pulls on Mythic Sire, but our tank (guild leader) refused to swap dps trinkets to tank trinkets even though he kept dying roughly halfway through the fight. Most of the guild also refused to farm sockets in The Maw even though I offered to walk them through, or send guides. I know Blizzard just patched dps trinkets for tanks/healers, but what’s stopping people from doing other annoying/suboptimal stuff that you can’t kick/replace them for because they’re the officer or whatever?
Replace everyone. /gquit
Okay so more people quit because they have nothing to do except once a week.
But why should Mythic Plus be the only thing they can do? Not a fan of lockout removal for raids, but I recognize the unfairness of m+ being lockout free.
It shouldn’t, Raids and M+ should both not have lockouts, all it does is say “Go do something else.” Then said player goes does something else and finds they like that more, and a raid team is down a player. Then the cycle repeats.
Maybe we’ll get the players back who left because wow became a full time job to keep a character current via no lockout gearing.
Raiding 2-3 nights a week is much easier to work into a schedule than 2 nights of raiding, and another 3 of grinding M+ so you have the gear required to raid.
Or maybe they have already found something better to spend their time on, know how terrible the player base is in this game, and blizzard loses more players than they get back. Time will tell. If it even got changed.
Or maybe gear scaling acting as a soft nerf and enabling seasonal progression will provide the week to week variance that is currently provided by affixes.
Maybe said slowing down of gear scaling will keep people as they can feel like they are actually getting stronger over the course of the season instead of being basically done within the 1st month.
So you suggest it takes even longer to get an item people have to already farm for longer then they even should? You think by taking longer to gear, it would somehow be more fun? Sorry i don’t think taking most of a season to gear up is “fun” but if that’s how you prefer to spend the time in game, you do you.
Yes, if the gearing process was longer, it would be more fun.
If you get close on a boss, you can hope that gear will help.
I’m suggesting that by removing the option to infinitely farm an item, people won’t feel like they need to have it to be able to play the game.
Classic has shown that a lot of people think this.
It feels a lot better to kill the boss after another reset of gear than it does to roll up and 1shot the boss you were progging on because blizzard brought out the nerf hammer.
I don’t understand how people can have fun, in a game when they can’t even get their character geared. Then again when people gear, they quit anyways, and i don’t understand that either.
Gear becomes part of the journey, not a cover charge.
For all the flaws of Wrath, the pace of gearing worked.
If gear was so important, add it to vendors, give everyone max ilvl upon hitting 70. Gearing should be fun or remove it.
Idk, i prefer feeling like my character does not take forever to get geared " to the way i like it" so m+ to champion/hero level. If it took a few months i would not even bother.
Gear is “important” without gear, no one goes to a higher tier. Gear adds stats, with out those stats you might as well just stay level 1.
If forced to play without gear, people can go quite far.
Only length they are going is to the Spirit healer non stop.
People like getting upgrades.
As it stands now, you get over 90% of your upgrades for the season in the 1st 3 weeks, then the last 5-10% over the next 5 months (and most of it’s stuff like sparks and vault sockets.
Depends on how they tune content. Part of the idea of slowing down gearing to smooth out the seasonal gear curve is that they can tune the content around lower ilvls. So instead of tuning the content around the idea that you’re over 520 with 4 set and dungeon bis after 3 weeks, tune around it taking 4 weeks to hit 502, with 2 set, then a month later you’re 515 with 4 set, then you approach 528 in the final month of the season.
And as to your point about people taking gear off, It’s the same as going up a key level in M+. It makes no difference if mobs have 10% more HP/damage, or if you do 9.09% less damage and have 9.09% less HP.
That’s the thing about pugs though, it really is easier to replace people, especially if Blizzard were to make Mythic puggabe, just like heroic/normal raids by making changes to Mythic raid lockouts/ID’s.