It does not; world first Denathrius was in ilvl 221 gear; Heroic dropped 213 except the last 2, and their loot tables were very limited.
Because thatâs what people asked for: Ways to improve their characters besides gear drops.
Itâs basically the Diablo 3 paragon system - leveling after max level. Itâs what people wanted.
You dont start the raid being geared with mythic gear, you clear it and get gradual upgrades. And heroic is like the old normal mode ilvl wise. Since they changed flex to be called normal. Either way you get my point they clear the raid at the lowest ilvl and then following players have more ilvl. As more ilvl nerfs the content you do.
They werenât asking for boring slog rehashes of renamed artifact power, or timegated Renown, or Covenant-locked power progression, or more Timeless Isle copy/pastes, or another unwieldy Legendary system shoehorned into a mode of content that tried to be the worst âroguelikeâ experience on the market, all tied together in a loose framework of a narrative trainwreck.
They wanted character progression divorced from borrowed power, for leveling to matter again. And they were screaming for an alt-friendly experience. Blizzard delivering on requests in the most monkey paw way imaginable is not really a convincing condemnation of players asking for better.
The other person just made up the fact that they donât play. It is pretty comical really. They are only pushing their agenda.
It is why the game is in decline. Play it my way or not at all way of thinking.
Not like this where chat is dominated by advertisements.
Blizzard absolutely needs to shut Huokan down, no question about it.
I had to look that up⌠pathetic. But thatâs one of the reasons I left retail.
Heh, fair. Iâll amend that to say thatâs my personal take on such situations. I do think they should do a 2, 3, etc. in sequence first to experience the mechanics that are not completely overlooked in heroics. The 233 gear is technically more than enough for a +5 given proper play, however, if they feel they need to temporarily outgear content more than the current 233 gear does to make that relative difficulty more tolerable for them and maybe avoid the community backlash, who am I to say otherwise? After a +5 the âborrowed powerâ falls back considerably, but at least they are earning valor, experience, and engaging in group content regularly if they continue to find it appealing.
Of course, it is possible the divide would just shift from M0 to +5 in this hypothetical. Other players may not want to spend 25 minutes in a +5 when they were expecting a 12 minute run, but if they are still barely timing a +5 in 246 gear or higher, then is really is a skill cap issue that they can seek to improve with practice even in pugs.
If the pug community is just going to double down on the high ilvl / low rating indicator and auto-decline even faster for low level dungeons despite the numeric advantages they should have for that bracket, then that seems more like a pug community mentality issue than an entitled casual request.
233 is better than +10 eod loot, if they canât complete a +5 in it then thatâs definitely a skill issue.
As for avoiding backlash, thereâs plenty of guild and communities running stuff at all levels that more casual players can join. Or they can make friends to play with. Pugging has always been the worst way to experience group content.
On this particular topic, I think more attention should be raised around the player formed WoW community groups, assuming they are not just another flavor of pug life, for those looking for this experience but unwilling to abandon friends / family guilds. I know itâs literally right next to the guild finder, but I donât know if it ever really caught on.
Current unrated conquest is 220 ilvl
Edit: pretty sure ordos had every slot on his loot table compared to maw wboss that has two per class?
Point is that solo casuals have had access to very acceptable ilvl before and the game wasnât worse because of it
Wows niche has always been raids and dungeons. Say what you want about the overall quality of the game, but the one thing thatâs pretty much universally agreed on is that WoW has the best raids and dungeons in the genre.
I donât think it takes a few months of grinding solo content in order to finish a +2 lol. You can easily do at least +7âs in the covenant gear, but you need the rating to get into those groups. Key progression is about going low and slow.
The incentive to group playâŚis that you get to play with a group. Hopefully you have some laughs and pick up some gear along the way.
There is more to beating difficult content than just high level gear. Mechanics say hello.
It certainly shouldnât by the numbers, but if there needs to be a reason or logic behind the need to pursue such an inefficient but personally enjoyable path of gearing to that extent just to entice hardcore soloers into group play, it probably will take something like that as they just really donât like group content. Maybe it will grow on them once they start?
Maybe its the specter of a toxic community that stops them before they even try or just personal preference; it may be a moot point anyways if they just continue with open world content and no one is really any worse off for it. That particular sub-topic veered off discussing WHY solo casuals would need further progression and how it might benefit the game as a whole if designed appropriately. I wonât underestimate the development opportunity cost of maintaining such a system, but they have existed before the inception of M+.
The idea of a hardcore solo player directly contradicts this genre of game. I guess I just donât understand why a player that doesnât like group content would even bother playing a game like this. Youâre closing yourself off to all that the game has to offer.
Players are expected to join guilds. Thatâs how you get around the toxicity that exists in the pug community. Again, the incentive to group play is that you get to play with other like-minded people. The player that only wants to play alone is going to be much better suited to an offline rpg.
Throwing them all 250+ gear isnât going to help them get into keys. 250 gear would no longer be a high ilvl in that scenario as everyone would already have it. IO and parses would be more important than they already are.
Thatâs why a lot of people arenât raiding - way easier to get mythic gear from 15 keys than mythic raid bosses
If you do that raiders who only raid for that ilvl and not for transmog or fun will quit!
So thatâs a fraction of a fraction of the player base. We canât have that!
Even tho those changes will bring casuals back and will most def replace all those who quit and more
Iâd say there can be a significant amount of side / solo content in each patch that a group focused player looking for a numerical advantage in gear as quickly as possible is likely to disregard as a waste of time. MMORPGs are a delicate balance of both social and character progression. WoW offers a bit of both which scratches an itch for a lot of people in the same setting, but thatâs not necessarily the same as group content. Some may be invested in the lore, personal character roleplay, collection / completionist content, or other forms of solo content possibly with similar minded players within the game.
They tend to make their own fun, which can be hard for Blizzard to measure and see if they are doing it right, but they are also only human; whether necessary for the content or not, the stopping point at 233 can be seen as a barrier to progression. If there is one thing WoW does well itâs dangling a suitable carrot up till itâs time to drive solo players into group content where itâs easier to measure things like dungeon completion count.
If they still choose not to do group content, no one is any worse off. As conflicted as I am about the rating system, it probably is the best indicator (if also made cross character for the purpose of queues) and do agree they should start at low keys even if there is zero gear incentive after having grinding 233+ gear solo if thatâs the sort of content they want to engage in at that point.