It’s not fair that mythic saves you and you can’t rejoin another group. Or it’s not right that if people leave and choose to destroy your chances of anything that week. Some say well it’s suppose to be harder…in my opinion our chances of mythic loot should not hinge on the unreliability of others. We should have the option to not be saved to the entire group.
Should be flex to but blizzard are stubbornly holding on to this lockout and locked number bs.
To be fair, the two don’t need to be linked together. There can be a static size but still a dynamic lockout.
Yall not getting passed pug experiments anyways
I don’t see the mythic lockout changing anytime soon my suggestion if you really want to progress mythic join a guild
Why exactly do raids still need weekly lockouts anyway?
If someone or a group wants to be absolutely mad and do any raid as many times as they want to get gear, why can’t they?
Do you really not understand the answer to your own question or are you just trolling? Sounds like trolling. Cause anyone who plays an mmo enough to read and post on the forums too already knows exactly why.
No I actually want to hear an answer. Why do we still need raid lockouts on a weekly timer?
Half the time on this board people are complaining loudly that Mythic+ is too good because you can run it as much as you want and potentially get all the gear.
And the solution is apparently, instead of changing how raid lockouts work which would allow people to run raids more often if they like, they just want to make Mythic+ worse to encourage people to raid instead.
So that tells me, that the raid lockout has some sort of overall value that I’m not aware of, and I’d like to know what that is.
Which is why the system changing isn’t going to “hurt” anyone. The deterrent to PUGing is the bosses walling you. It shouldn’t be a completely arbitrary lockout system.
Because then people would just spam raids for gear and not touch M+. Generally speaking, how often and how easy something is to do is offset by the amount or quality of gear. If raid could be spammed, the gear would have to be worse to offset that. Currently the BiS items drop from the raid, offsetting the fact that you can only do it once per week.
My opinion is I don’t feel the game encouraging no-lifing it for power is a good design.
Blizzard stayed away from it for a long time except the HWL grind in vanilla that was promptly trashed.
Raid lockouts
Valor caps
Conquer caps
All put a leash on how far someone unemployed who can play 24/7 can get over others playing more “normal” hours (understanding normal is quite a large spectrum).
Mythic+ somewhat complicates this, but it’s also why end of dungeon gear is relatively weak for the difficulty of the dungeon. The stronger mythic+ gear is from the vault which is on a weekly lockout.
When valor is capped this works pretty well.
Uncapped valor, and now this crest system which has a very high crest cap, kind of leans into a fairly high grind for power design.
But wouldn’t raids still need to be done in groups of 10+, with the potential of taking a rather long time?
Would it be a problem for players who prefer to do raids on repeat as opposed to doing mythic+ on repeat? Why can’t players do either or if they prefer on repeat if that is what they want?
If the concern is people no-lifeing, then why not add a weekly cap on actually obtaining gear, as opposed to just getting it over and over again. So again, if I want to run the raid over and over again for a piece of loot, I can until I actually get the piece, as opposed to 1 attempt, get nothing, and pray the Vault is kind?
Wouldn’t something like that be preferable to just a hard weekly lookout?
I still think that isn’t much different, you’re still encouraged to spam kill bosses over and over.
And would that work on a per boss basis? Aka you can’t win more than 1 item per boss per week? So you can just pass on items every kill until you get the one you want?
Also raids drop gear at higher item levels than mythic+ end of dungeon gear. That was part of the offset, although the crest system kind of blew that a part.
Just my opinion of course.
Kinda changes drastically if it’s 1 boss per week because then your spending the following 7 days sitting on your hands.
That’s an option. I play FFXIV and in their 24 man raids, before unlocking the loot, it was 1 item per week, no matter what. But if you do a run and didn’t get an item, then you could run it again, and again until you do.
To be perfectly honest, if raiding needs to be propped up with significantly higher loot than there are more problems that need to be addressed with it as a whole instead of just putting lipstick on the pig so to speak. But that’s another issue.
As far as this conversation goes, its clear the weekly lockout at this point causes more problems than it helps. Making 2 game modes suck to justify the existence a timegate just seems like worse game design than just figuring out how to make them both suck less.
well it’s important that players not be able to get gear from raid too quickly, unless they play several characters and do several raids in which most of their characters intentionally don’t get any loot, then it’s fine
No it absolutely should not be flex.
They have this cool thing called guilds. You should check them out.
honestly once a single guild had their lockout stolen this should have been fixed in the next patch
I’ve been back and forth on this for awhile now. I’d rather they have M+ drop a piece of loot from every boss and put it on a weekly lockout than remove raid’s lockout.
Because of:
M+ gear is worse than most of the loot you can get from raid. Me personally I’ve geared way more effectively through raid on 3 characters now. I’d rather they add the lockout and make M+ loot better than it is and they could stop with the nonsense of like having to run a dungeon 50 times for a trinket X that’s 15% better than the rest you can get from M+.
In regards to the original thought, the instance lockout instead of boss lockout and the 20 man requirement is a consistent startup guild killer. The high end raiding game would be infinitely healthier if they ditched those requirements. The stress it puts on guild leaders is unnecessary and pure insanity.
Doubt Flex Mythic will ever be a thing, they can barely get mythic right for the static 20 it’s set for now.
So in this theoretical scenario, if I run Neltharian’s Lair and don’t see a piece of loot drop, I’d have zero chances for that specific piece of loot I want for another week and will just need to sit on my hands for a week.
Unless I’m understanding this correctly, how exactly is that preferable?
I agree that running a dungeon forever and hoping a piece of gear drops is bad. But I also think 1 and dones are worse because then you just end up in a situation where you have nothing to do. Which is why I’ve always advocated the actual return of a badge system where, at a minimum you actually feel like you are making progress in something.