Thats the thing though, raid participation was not an issue in Wrath. Unless you didn’t play then?
Look all you LFR defenders can try to spin spin spin all you want. That single system did more harm to the game than anything else that was introduced.
I love how people forget that Ghostcrawler expressed great regret for creating it. There is his exact quote.
I have a lot of regrets about Raid Finder for WoW. I am sure I worked on features that were much, much worse, but that’s the first one that came to mind.
To be clear, the goal of getting more players into raiding is a good one. But the way Raid Finder turned out removed, IMO anyway, a lot of the epicness of what made raiding raiding. I also haven’t played WoW in a few years, so it’s entirely possible they have solved the problem by now."
Edit: I pulled this post from the old forums spells things out a lot better.
Certainly. First of all, this thread is referring to Ghostcrawler’s thoughts on his creation. Remember, he was a lead dev on the project.
Moving on, LFR’s original creation was to allow players to continue the story line. Before Dragon Soul, if you didn’t participate in the raids, you never got to see the cut scenes and story development that the entire expansions were presented around. LFR was originally aimed to curve that. Of course, they threw in additional raid-like gear to give people an incentive to return.
There was an additional goal here, however, one that Ghostcrawler points out as the mistake. The additional goal was to use LFR as a way to push and encourage people into raiding with other players. Afterall, that’s long been the ultimate goal of traditional MMOs like everquest etc.
LFR was originally a stepping stone, a way to hook players into the raiding scene and get more people out there raiding in the traditional setting.
The mistake, however, was that LFR worked a little well in itself. Instead of pushing players to move on - it ironically fostered players into LFR as their end game. Now this normally wouldn’t be an issue, except for the fact that there is no difficulty in LFR. Why is this a big deal? Well without any additional progression etc. it’s easy to get burned out. This causes player apathy, content drought, etc. This was the first real issue with LFR that Ghostcrawler noticed. It didn’t serve it’s purpose at all. LFR was never intended by the dev team to be the end game and Ghostcrawler believed that it actually brought raiding a step backward, instead of forward.
Blizzard tried to combat this by reducing the rewards in LFR in WoD to encourage players to raid in the traditional sense - and in some ways it worked - but not without mixed feelings and some definite anger. (no more shinies for no effort etc)
It has nothing to do with the view that others players have on each other - which seems to be what you’re getting at - and everything to do with the original goal markers they set for LFR and ultimately not meeting them.- Feyyras