Well unless you come up with a way that two raids doesn't reward twice as much loot I'm not sure how you would fix that beyond the entirety of high-end raiding agreeing not to do it.
Which is broken as soon as someone starts 'cheating' to get an edge.
I mean I don't have a problem agreeing not to play until I die of exhaustion but w/e
It's not necessarily cheating since you still need to defeat the bosses in order to get loot. The idea of having to have {x} number of gear mules primed and ready for the beginning of progression is mostly what the devs disliked. For example, one of the more common "solutions" was to force personal loot for the first month of progression but then the progression guilds would just clear the instance 6 times with the same classes and bring the toon with the best RNG to progression.
Regardless, it doesn't appear they're at the point where they're ready to implement features which would stop or discourage people from doing split runs.
Uh.... 'cheating' was in quotes because it refers to cheating on the agreement, not cheating the game mechanics.
Well that's a double edged sword. They like not opening raids until several weeks after release so that everyone can 'catch up' on initial leveling - which, yeah, is going to include 6 or whatever alts for the people who play 8 hours a day.
What you're describing isn't a problem that goes away by 'forbidding' split raids.
If you take out split raids they will spam farm mythic+ dungeons
If you take that ability out they will spend hours farming the legendaries
If you take that ability out the target becomes full titanforge gear
If you take that ability out you find them farming the .05% or whatever artifact power increases
If you take that out you have a group of people who will burn through the content available before raids are released, and a bunch of casuals with no way to increase their character power after they finish heroics.
You can't save people from themselves in a game built on better rewards with greater time investment.
/thread.You can't save people from themselves in a game built on better rewards with greater time investment.
People will find ways to be digital masochists in WoW to get the competitive edge. The .001% who are all about that. A number insignificant to the health of the game and its playerbase. No action needs to be taken.
No. It's not like the content will be easy,especially with all the cool modifiers. Looks like just rewards for the hardcore.
People forgetting the fact that Mythic Keystones won't be unlocked until the raids open up? At that point, what is the problem with getting loot from each run? There are only so many hours in the day. And killing raid bosses is going to always be more rewarding than trying to spam keystone runs.
You can get up to 3 (max I got personally), depending on the remaining time when you finish all required objectives.
Good group and chain pulling are required. Pretty similar to challenge mods.
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The world chest quests are not daily. They have 2+ days cooldown.
And you can get more than one chest if your group is good.
Keystones from alts might help. So 4 geared mains + 1 alt rotation can provide plenty of runs.
You're assuming that 1 person will be invited to infinite runs each week. Unless you're running with a key with a + above your item level the reward won't benefit you.
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Some of the problems will be fixed by using personal loot. Remember we can now trade items you don't want between those in the raid. Some of the early Mythic guilds used personal loot on the first few resets so you had a better chance of everyone receiving something.
But if people want to burn themselves out doing 3, 4, 5 lockouts a week so they can kill a boss a week before some other guild, knock themselves out.
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Essentia@Cho'gall of Inebriated Raiding.
http://us.battle.net/wow/en/characte...ssentia/simple
http://masteroverwatch.com/profile/pc/us/Tharkkun-1222
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Essentia@Cho'gall of Inebriated Raiding.
http://us.battle.net/wow/en/characte...ssentia/simple
http://masteroverwatch.com/profile/pc/us/Tharkkun-1222
I'm pretty sure I got 2 in at least in 3 runs the past few days. I'm not sure if I even got more.
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The end of the dungeon had at least 2 chests on multiple runs I did.
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They said that's that's the whole design of World Quests to say the least. It's supposed to reward minimal stuff if you log in much more than others. Or at least that's what they said they wanted for the expansion and part of it was World Quests.
Somewhat false. You implement gating. An example for everything you've said:
1) Split Raids: Very hard to gate this, so I agree with that.
2) Mythic+: Cap the amount of Mythic Dungeons players can do on the account wide level.
3) Legendaries: Limit 1 Legendary per account per month.
4) Titanforged: Limit the amount of Titanforged items the toon can equip, increasing over time. Think how crafted gear worked in WoD, except it'll eventually be more than 3 equip-able.
5) Artifact Power: Weekly cap on how much you can obtain weekly.
It isn't hard to gate content, they're just doing a fanbase expansion right now to attempt to salvage the shitstorm that WoD was.