No, it started in WoD for the Heroic level.
MoP had a queueable difficulty called Flex for SoO, Normal kept the fixed 10/25 sizes.
No, it started in WoD for the Heroic level.
MoP had a queueable difficulty called Flex for SoO, Normal kept the fixed 10/25 sizes.
The vendors that let you buy weapons and trinkets.
And sure, a +20 should be dropping 304 gear right away.
Thatâs not what Iâm even remotely discussing. That is a token exchange vs. the general boss drops.
I think youâre confused. Imma move on.
Totally agreed, this has happened so many times for me since M+ released.
This goes both ways and ion is more than happy to make people raid.
If mythic + wasnât a thing it would be something else âkillingâ raiding.
I keep seeing complaints that the roster boss is killing raid teams. I would assume that if raiding is a fun activity more people would do it. Aside from the dopamine hit someone gets when they get gear,
In season 1 it was pvp!
It sounds like you think that wow is riding a massive wave of growth with millions of experienced top-notch raiders and key-pushers readily available. It seems odd that you think that barring raiders from doing mythic+ is somehow going to be good for a guild, its morale, and its raid progression.
Hint: WoW raiding saw its lowest participation ever during season 3. Making up tall tales about it isnât going to change that. This is Blizzardâs problem, not an issue where all of a sudden all those raid recruiters suddenly got bad at recruiting.
Ion quit raiding 3 bosses into Sanctum. Even he doesnât eat his own dogfood anymore.
Because they tuned the raid for world first guilds.
They tuned the raid to drag out world first as long as possible, figuring that they could tweak it later on the fly. And nobody would notice or care.
And Iâm glad their experiment failed and they acknowledged they wonât do it again.
The raid scene isnât dying because of mythic +
The raid scene is dying because a bunch of zerg mode heroes keep gate keeping others from entering with their âlink aotcâ
You wanna make raiding enjoyable again with more people involved, remove that achievement
A raid on average gives you 1-3 items per clear and then 1 for vault.
M+ is just 1 item per week at best.
Some of the best weapons, trinkets, and tier (different for first time in SL S3) also typically comes from raid.
So gearing is better through raid, still to this day, despite M+.
SoâŠ
I think your real criticism being vocalized here is that raiding at what you consider to be a good difficulty for you (Mythic) is unapproachable.
I still think they should get rid of the lockout from Mythic raids. Ion said it isnât meant to be âpuggableâ. Yet it still is. Despite their hurdles. What he should have said is that it requires âsignificant coordinationâ. You can still do that in a pug.
The lockout hurts everyone. Especially towards the end of a season/xpac when folks are taking breaks. They could even remove the lockout after some arbitrary period in the tier if they want to keep it âcompetitiveâ for the first third/half/whatever.
Though I would question why we are trying to keep it âcompetitiveâ. Is this an e-sport or an mmo? If you try to do both, it will end up as mediocre at each.
No player has the ability to gatekeep you. You have as much capability of entering the raid as they do.
If someone is making a group and requires an achievement⊠that is stopping you from joining said group⊠GUESS WHAT?
Thereâs plenty of prog raids or guilds looking to pug.
I think this is a great point. Why are raids being built as an e-sport in an MMO?
Then you make a group and donât require the achievement.
But not from entering the raid.
What ?
This is a community driven thing and not on blizzard.