Quote:
Do you need ilvl200 to beat World of Darkness, that has had no nerfs or changes to it as of yet? Do you need ilvl200 to beat Labyrinth and Syrcus Tower?
Moot point. There is no one populating either of these two raids. Period. But to entertain the question, if it were at all possible to low-man these dungeons, you likely WOULD need them. And even if you did not, higher performance means less people required. To clear.
Quote:
"I want the 210 esoterics for glamour"
Ok. It's related to raids as of now - Do the raids, get the upgrade materials. Simple. If you can't or don't want to..you won't get what you want. Is that not a simple concept to grasp?
It's a simple concept to grasp, it's also *********
Let me turn the question on its head. What is the difference between a rise in ilvl of a party, and the use of the Echo buff? Each increase the statistical performance of a Raid group, without any relation to the actual execution and skill of the raid itself.
So then why is it that the Raid rewards this false sense of accomplishment with
more statistical advantages?
Arguing the ease of the game is a complete and utter straw-man when trying to debate my principles on the matter. It has nothing to do with the two key points of why I say it's fundamentally flawed.
- Gearchecking is an artificial level of difficulty. Content should be capable of being cleared with entry-level requirements - NOT restricted to items that drop exclusively from within that content itself.
No content since Second Coil has been that way, so this is not a problem with Alexander, it's a fundamental disagreement I have with the system of raiding.
- The rewards system within highest-difficulty content itself should substantiate itself beyond the Progression expiration date. To do that, it must separate itself from the typical progression path.
Period, done deal. Those are opinions, not argument-able facts or debatable concepts. I like raiding aside from those two points - I'm literally waiting for a friend to get Raid-ready before attempting to gather a static. But I've never agreed with the self-depreciating system surrounding it.
Arguing 'needs' and 'wants' when it comes to gearing types of content is pointless - that can always be adjusted with battle tuning. Complaining that a piece of content is too easy, or too rewarding is a flimsy argument to be making when at the same time defending a portion of the game to not have parts of its system to be changed because "I like Raiding and you don't" which was a bad assumption make to begin with. I can like something and still be critical of it. It's just shocking to people that I can be critical because I'm not often critical of the game.
For me, Raiding should be a skill challenge. Gear checks take away from that for me. And the way MMO's bait content with gear progression comes off as shallow, especially when the gear obtained within it expires as soon as the content does. There is zero longevity of any sort. In this sense the 210 gear is as pointless to the raiders as it is to those who don't. By the time 3.2 comes out, Raiders will be needing 230 and even casual players will have 210 via currency/Void Ark anyways.
Which is why the argument against Airship Exploration's RNG falls flat - We're already going to be getting 210 gear from currency pieces that drop out of Void Ark anyways. What's the difference between the luck of a draw in winning a lot on an upgrade piece that's
guaranteed to drop verses something that
may drop
may be the ilvl,
may have the stats you want off of content we don't even know the difficulty level of?
So to Summarize, the following is an Opinion:
"Hardest content." Shouldn't be about the gear, not when it's just being recycled anyways. It should be only about execution, and it should reward better than pieces of 'best' gear that just cycle out. The content can still be made desirable off a different reward system which I feel is worth exploring.
For this, I feel that a reward system containing items that do not involve around artificially improving the performance of an already accomplished group is appropriate, especially when it just gets filtered out. I feel that there should be greater emphasis on more permanent rewards and accomplishments that provide other benefits for the individuals and the group they represent. Right now the gear that drops amounts to glamour gear past the relevancy period of the content. I feel they can expand beyond that in ways that aren't tied simply to your equipment slots, especially considering gear-bloating is a big issue now. (As mentioned previously, changes in attack/spell/skill/limit break partical effects is one idea. Perhaps unique airship parts is another. There is a lot that can be explored here that simply isn't.)
In my opinion: The entropic concept of "You Raid Gear for Raids." is about as redundant and broken as "You Need PvP Gear to PvP" - for which I am glad SE did away with that concept for PvP (In spite of the other problems it has.) I feel the concept of gearing can be an adventure on its own with multiple parts to equivalent results and should all be a part of a previous 'preparation' phase before tackling challenge content. Vertical progression can still be maintained in this preparation phase, and SE's beloved "easy" content can be reserved to this phase of content.
The game's difficult content then can be tuned specifically to this clear bar of gearing designed to challenge players who wish to conquer them for accomplishments and rewards of a different kind. I feel as if bragging rights and accomplishments will come off of things such as these specific rewards as well as perhaps arcade-like elements (such as a point system that rewards bonuses for tracking specific objectives and challenges) within the Raid content itself.
I acknowledge that all above is simply my philosophy, with little to no chance of being implemented in the game. It is simply what I would do in their position to liven and broaden endgame. In the end it has little bearing of my enjoyment of the game as is. We're just stumbling across my philosophy because we began discussing gearing philosophies of what 'should' and 'shouldn't' happen - which is purely the realm of opinion.
----------------------------------------------------------------------------------------------------------------------------
About what is
actually happening:
People can have their sour grapes. There's nothing to be done about it. I'm happy for the new content that's coming out and a broadening of the concept of endgame. That Raiding is not the only end-all pursuit to play this game for. At this point, I have a feeling that the most difficult parts of Exploration Missions will be about as difficult as raiding. But the pretense on how it's done is different completely, which makes me happy.
It's not as if I want to avoid difficult content - but I want more than one kind of challenge. People arguing that Raiding should be the end-all-be-all of endgame and gearing won't find an agreement with me. That does not mean I disrespect their opinion. I just don't agree. I think we're missing an opportunity to make the game better, even for those who enjoy raiding as is, and that it could be worth the shot of trying. That said even if Raiding was done the way I described in my opinion above, I would want a broader endgame than just a singular raid for challenge content.
I am excited to see that this desire seems to be met. People can speculate otherwise, that's fine. We're in the speculation phase for a bit under two months. I don't view anyone less for disagreeing with this philosophy. I realize that MMOs have been done a certain way for a long time and a lot of people are comfortable with that. That doesn't mean I shouldn't have ideas and thoughts of my own, including what I like and dislike about current and coming content.
Also, I'm with Catwho, I'm such a fashion ***** in this game >.>
Edited, Sep 23rd 2015 12:52pm by Hyrist