How many hundreds of thousands of people need to be raiding for it not to be considered dead?
Last edited by Realitytrembles; 2017-10-28 at 08:54 PM.
This thread proves again that there are so many players who only play this game for gear.
they don't get a kick from killing harder bosses, but just from receiving loot.
Idc if they leave, it's the type of player I avoid anyway
Rounding up 4 people according to my schedule is easy. Rounding up at least 20 people (most of the time more) that are fine with playing or not playing (being benched) while locking the schedule down isn't fun or easy.
I think i honestly would be doing less m+ if mythic raiding was more felxible but now m+ offers a good and difficult personal experience without the hassle of locking down dates and people.
The 4 difficulties and multi mode raids killed the raiding scene.
Much better when it was ONE difficulty/mode, period.
Yeah, well.. 20 man mythic sucks man,
But I think titanforging and crazy AP grinding hurt mythic raiding more than anything else. That, and the recruitment needs for fixed 20-man format along with shitty raid design in ToS. Raiding killed raiding.
M+ saved dungeons and that's cool. Mythic raiding can die in fire for all I care.
Mythic gear can never replace tier sets, and the best trinkets always come from raid drops.
The whole context of this thread is the idea that something changed in the game to the detriment of raids. Therefore, what you're saying doesn't make any sense. From the very beginning of raiding in WoW (Onyxia and Molten Core) people have asked for the most geared and experienced people possible. (And raiders have always had a tendency to be demanding dicks, that is also nothing new.) And it has always been extremely difficult to raid for people who refuse to schedule their playtime. Because of course it does as raiding is a cooperative effort among many people.
Nothing has changed, with the way that you play the game raiding never would have worked for you. Don't pretend like X changed and ruined raiding.
People decide if they wish to be social or not. I know from previous threads that you're a big fan of having the game force people to be social to get anything done. That's never really going to happen and isn't social anyway in that this never much leads to lasting friends and relationships.
Social tools are available in the game if someone wishes to use them.
About the only ones missing at this point are cross-realm guilds and the ability to belong to more than one guild at a time. Guilds should be the social core of the game and if someone wants to fix them so that they really are socially flexible I think that would be welcomed by a lot of people. I despise the monogamous nature of guilds which forces players to travel from one to another trying to find a good fit. It's nonsense.
As for raiding, MMO-C pulls raiding data from time to time to see how many accounts are participating. There will be another one coming around eventually. And we'll see if things are holding relatively steady or if things have drastically changed. That's not just on Blizzard though. More and more raiding guilds at nearly all levels want players that are ready to step in on night one and go strong. No one much believes in the "Let's find good people that are a good fit with the team and we'll gear them up" business any longer. That's hurt more than it helps.
Last edited by MoanaLisa; 2017-10-28 at 09:07 PM.
"...money's most powerful ability is to allow bad people to continue doing bad things at the expense of those who don't have it."
you must get high to get a ilvl955 from WQ or relinquished vendor after grinding 5000h of trivial stuff?
But yeh I do get my kicks from killing challenging stuff without outgearing it. For me gear is a tool to accomplish my goal of killing harder stuff. People who play this game to get gear for epeen purposes without using it properly, are the people I tend to avoid.
I guess everyone is entitled to their wrong opinion.
It's not the size of that pool, it's the cyclical nature of it, at the start of a tier, and especially at the start of an expansion you get the plague of overabundance of players, so guilds sprout like mushrooms after autumn rain. But 2-3 months in when the tier starts getting stale and guilds reach to bosses that take higher wipe count to down, players start to "take breaks" and the stream of recruits dries up. Then if your guild survives the tier, when it's about to end you're suddenly inundated with apps from all the "returning players" who had super serious irl reasons to take a break of course, no kidding.
And then the lower your guild is in the pecking order, the worse it is, because somehow even the most mediocre player thinks he deserves a spot in a server top guild. So the guilds that are atm in the 5-7m range have it the hardest.
At least heroic is flex size, so less problem with "cyclical playerbase" there.
Last edited by Marrilaife; 2017-10-28 at 09:28 PM.
I disagree. Social guilds used to exist in substantial numbers and that's where someone could learn a little bit about raiding. Now they're impossible to find thanks to Blizzard killing social guilds with their perk system a few years ago. So raiding now demands players that are ready-to-raid but opportunities to step in and learn as you go are very limited. That's a change and a big one.
EDIT: But, single reason threads for why something is happening are always wrong and sometimes quite stupid. Especially when it relates to human behavior and why players do what they do.
Last edited by MoanaLisa; 2017-10-28 at 09:27 PM.
"...money's most powerful ability is to allow bad people to continue doing bad things at the expense of those who don't have it."