LFR is not raiding. At best is an active dummy.
LFR is not raiding. At best is an active dummy.
What would spoil my end-game is getting stuck on a schedule where I have to meet up with the same group of people (whom I may not even like) twice a week or more and slowly, slowly progress through scripted boss encounters, sometimes fighting the exact same boss 40 or 50 times in a row. Gawd, that just sounds insanely boring and miserable.
The quick action and crazy chaos of LFR suits me just fine as long as Blizzard makes it moderately challenging for average players (like it was in MoP) and provides interesting and useful rewards.
Yeah, except raids cost a metric crapton of resources to develop, and Blizzard finally got the message that designing content for 5% of players with the resources from the whole playerbase is a completely retarded idea. (no way the devs understood that on their own, the finance department must have told them).
So we have three possibilities:
- LFR to justify raid costs
- Small raids with rehashed assets
- Raids come as DLCs (probably in the 5-10$) range to pay for their development costs. You want to raid? Poney the heck up.
MMO player
WoW: 2006-2020 || EvE: 2013-2020 || FFXIV: 2020- || Lost Ark: 2022-
LFr haters be like - "there should only be 1 raid difficulty. and it doesn't drop any loot. and every mechanic 1 shots you. and you get no achievements or nothing for clearing it. and when you finally do your character is deleted and your account is retired so you can finally go outside again."
It tends to piss off people who don't do that content. Rather then the other way around.
The problem I have with lfr remains the same. Once it is released all casual content upto raiding normal modes instantly becomes null and void in terms of progression and becomes a roflstomp.
The suramar quest is one of the best things in legion, for everyone. It gives u something to do on non-raid-days which is just fun, u dont do it for rewards (since there arent any)
Sure this game is an mmo, but the singleplayer quest system is one of the big parts every mmo has and needs
besides, not everyone raids.
MMO player
WoW: 2006-2020 || EvE: 2013-2020 || FFXIV: 2020- || Lost Ark: 2022-
I think the argument makes sense. For years they banged there heads against a brickwall of trying to get players to get better at the game.
In TBC they offered Dungeons>Heroic Dungeons>Raid10>Small25s>Big25>catch up island>dungeon>raid25 but players still couldn't manage this
In Wotlk they offered Dungeons>heroic Dungeons plus a matchmaking tool>raid10/25>Catchup dungeon>raid with choosable difficulty & gear available in upgradable token form>dungeon>more token gear>raid 10/10hc/25/25hc
Still the players couldn't manage this.
In cata they thought they could force everyone to get better by making dungeons more punishing, but players couldn't cope with this. Massive cryfest on forums. Then they added catchup dungeons rehashed from old raids, but players still struggled.
So then they offered up LFR, players still couldn't cope with this and moaned until it was nerfed to what we get today.
They could. The devs just wont be able to justify the additional chunk of resources they took from non-raid content which still has a higher participation rate than raiding including LFR. The devs also wouldnt be able to justify flat out canceling non-raid content in order to rush out the last 13 boss raid tier in an expansion anemic with non-raid content. Actually I dont know how the devs justified that last one outside of stubborn selfishness.