To be honest, I’m starting to find that I have a lot of sympathy for the raiding community on the topic of artifact progression. The bottom line is that the discrepancies between those who’ve played a lot and those who haven’t are becoming quite startling, to the point where I’ve chosen not to join my guild group on heroic progression because my artifact is currently too far behind. My choice, as a hybrid (demon hunter), was to largely develop both of my artifacts simultaneously, a choice that’s now effectively led to me being a generally squishier tank and a sub-optimal DPS player; one can only imagine what’s happened to players that have tried to keep up with three artifacts rather than the demon hunter double, or who are expected to maintain alts.
While I’m sure it wasn’t the design intent, the system is passively punishing hybrid players and the groups they belong to.
The quandary, of course, is that artifact progression needed to be meaningful, or it would have been pointless – but we’re now in the position where people who chose to go down a certain route on their artifact are simply stuck with having blown hundreds of thousands of artifact power into a build that’s not optimal for what they’re trying to do at endgame. Too bad. Amusingly, my own guild told me that I’d be playing DPS for them when I joined, but I’ve tanked most of the time. This is because my guild is generally a group of casual raiders with the attendance issues you’d expect of such a group, but with the move toward clearing heroic the demand has come that players comfortably hit 200k DPS sustained DPS or they won’t be seeing an invitation. This is a fair enough request, but those who’ve done nothing other than play more (and not, necessarily, better) are having a much easier time hitting the mark than those who are in the more casual department that the guild is built around.
The design just doesn’t seem to pass the sniff test.
Unfortunately, artifact power isn’t the only problem. When looking at the Diablo 3-esque gearing system, players that don’t play often are doubly punished when it comes to performance. Playing more means more items, which means a higher percentage chance that you’ll get the upgrades you’re looking for; an especial problem when dealing with legendary items, items that can vary wildly in their output depending on class and spec. A guild mate was devastated when his random upgrade on a relic was only available to his Fury weapon, which he didn’t need, only to get no upgrade for his Protection shield which is where he needed it. It’s understood that RNG is RNG, but that’s not the observation to take away – the observation to take away is much simpler:
“Is this system any fun?”
From my own experience, the answer that’s becoming more and more common is “no”. When you throw class tuning discrepancies into the mix, an Elemental shaman that plays three nights a week will be behind a mage playing six nights a week by orders of magnitude, and with it having nothing to do with content completion or ability. My erstwhile argument has been that it doesn’t matter all that much, given that competitive play is only for an extremely small minority of players and non-competitive play isn’t tuned very tightly, but I’ve since been persuaded otherwise. It’s just not fun being behind a player, and by the swings I’ve seen, by virtue of playing less than he has. Looking at logs, there are players in my guild that are actually substantially better than other players (GCD maximising, correct ability percentages, intelligent cooldown use, imaginative deployment of utility skills) yet, by virtue of being online less, are leagues behind their less-capable colleagues in output. And while most DPS arguments within a guild are good-natured, some players will undoubtedly feel that they’re letting themselves and their guild mates down. Sadly, the “choice” to play more and catch up isn’t actually a choice at all – with artifact power, you can’t catch up. You’re behind, and you’re going to stay behind.
My conclusion, ultimately, is that artifact progression, and the entire gearing paradigm, needs to be reviewed.
Artifact knowledge is one way of treating the problem, but it’s nowhere near good enough because the scrolls are time-gated. A friend of mine pointed out that alts can actually end up with a number of scrolls by queuing the research before levelling up their artifact, but it’s a bizarre world if we’re encouraging players not to play the game in order to efficiently level up their artifact. It’s backwards. While a design rethink is probably out of scope for Legion, I personally think there really needs to be some balancing done prior to the next major tier. There are some relatively simple options here, but most anything will suffice:
- 1) Dramatically reduce the amount of artifact power needed for each trait.
- 2) Have artifact power contributions shared amongst all artifacts.
- 3) Have a weekly catch-up, similar to previous Conquest systems.
- 4) Remove the need to max out a trait before moving to another one.
- 5) Have a trait-based reward for World Quests (unlock a full trait).
- 6) Dramatically speed up the turnaround for artifact knowledge.
- 7) Have artifact knowledge scrolls applied to an entire account.
- 8) Have first-level traits at a static, non-growing, artifact power cost.
Or, alternatively, use a combination of these or other ideas that, essentially, show an end to the artifact progression chain within a reasonable period of time. For me, personally, that’s the biggest issue; when is this going to end? From memory, I’m at level 25/26 on both of my artifacts and the thought of having to grind them both to completion, before going through it all again on my two main alternative characters, is utterly demoralising. The overwhelming feeling at the moment is not excitement about unlocking the next trait, it’s how much investment am I going to have to put into this weapon before I start to approach my theoretical output potential.
Honestly, it sucks.
And for those who are at the top of the game and progressing in Mythic raids, I’m sorry. I was wrong to dismiss your worries when you presented them, and I’m sorry that I didn’t take them as seriously as I should have. Conjoined with the wildly different gear levels players can be at, and large discrepancies in class and gear-statistic tuning, the burden to play more to remain current must be approaching unbearable levels.