Largely irrelevant. They'll just get outgeared a week in.
Birds are my favorite animals if they are penguins.
Largely irrelevant. They'll just get outgeared a week in.
time is money - money is power - power corrupts
The game needs to offer a progression path and improved gear for players who don't have time for heroic/mythic raids, have enough self respect to avoid LFR, and are ambitious at progressing through the game at their own pace
Viewed another way: the return of persistently relevant 5 mans is the obverse of retreating from the "LFR is your endgame" model of MoP.
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"Almost every time I have gotten to know a critic personally, they keep up with the criticism but lose the venom." -- Ghostcrawler
Spider mount, Spider mount.
Costs all the gold in your account.
With a stat squich where we will only go up 10k health by the end of the expansion, something that hits for 40k at the start and nearly one shots you will still hurt like hell. Plus there were 1 shot mechanics in Cata dungeons. PLease tell me how people overgeared Foe Reaper 5000.
Looks nice, but isnt there Heroic raids before the mythic ?
Its a stupid idea. Once everyone gets their jollys off on hard heroics and they move on to raiding they stop running them. Leaving everyone else fucked. No thank you I'll take my cakewalk heroics that allows me to carry and be carried and still get fast runs in later into the expansion. These are things that we will more than likely have to run on a daily basis multiple times for valor/justice/crafting mats. I do NOT want them to be something that takes a whole lot of effort to pull off as that is just a recipe to frustrate the living hell out of players.
And not nerfing the 5-mans isn't "kicking out casuals" It's people's own choices to leave. So dramatic.
Normal Stormstout Brewery (leveling)
Heroic Stormstout Brewery (max level, gear up for T14)
Thundering Stormstout Brewery (max level, gear up for T15)
Sorrowful Stormstout Brewery (max level, gear up for T16)
I actually like the idea of Normal dungeons and LFR being at the same ilvl - as long as they continue to release 2-3 dungeons along with each new raid tier.
But then you'd have to have Heroics at the same ilvl as Normal raiding (flex), and take Heroics out of LFD - but both Normal Raid (flex) and Heroics would then have to be in the cross-realm Group Finder tool - so what's the difference really?
As a casual player, I hate that the only way I can "get more gear" is to do LFR each week. I am highly skilled (been playing for a damn long time) so I'd really appreciate a "Mythic" level difficulty tier for 5-man content.
Also, JP should reward gear of an ilvl = current raid finder tier, VP is for upgrading epic gear and purchasing those few special slot items that just won't drop, IMO.
Blizzard needs to remove "the wall" where you have zero motivation to log in and play after you've finished your LFR and VP cap for the week.
There's certainly some wiggle room in how difficult they can be made. MoP heroics were way too easy while Cata launch ones were too difficult for the majority. There's enough space in between to work with that's a compromise of the two.
FC: 3067-6604-6289. Steel Safari - Skarmory - Klefki - Ferrorseed
Normals, Heroics, Challenge Modes, Flex raiding...
I'd say the perfect solution would be Heroics <= CATA (all but the few hardest) and then Mythic >= hardest Cata/TBC heroics.
I'd love to do 6-7 Mythic level 5-mans each week with LFR+ level gear in addition to weekly LFR.
Would certainly up my motivation to seek out that next tier in Normal/Flex.
This is the idea I've been juggling for a while now. These are sample iLevels, but the concept remains.
Level 90-99: Normal dungeons
Level 100: Heroic dungeons (iLvL 620 required. iLvL 650 drops.)
Level 100: Mythic dungeons (iLvL 640 required, iLvl 670 drops.)
Level 100: LFR (iLvL 640 required, iLvL 670 drops.)
First, it's important that LFR and "Mythic" dungeons (or whatever the hardest dungeon difficulty might be) are on the same ilevel in gear. Why? It gives the playerbase a clear path to take. The more experienced player can gather a group of friends and test his mettle with the hard 5-mans. Short runs, but harder. The less experienced player, if he fails in hard 5-mans or doesn't want to do them outright, can continue queuing up for LFR like he always has. Longer than a 5-man, but easier.
So far, I haven't seen a problem with this concept. Doesn't it please everyone? Better players don't have to slog through LFR on alts and new/less experienced players can continue doing content at a more modest difficulty.
What about using Proving Grounds as something actually useful? Re-worked to actually teach you skills? (granted I haven't done them on live but I don't see the point)
Normal dungeons - low ilvl requirement (quest gear) - have to complete basic Proving Ground challenge for whatever role you are queuing as, no need for medal
Heroic dungeons - normal dungeon ilvl required - have to achieve Bronze medal for the role you queue as
LFR - heroic dungeon ilvl required - have to achieve Silver medal for the role you queue as
Flex raid / Mythic dungeon difficulty - LFR/heroic dungeon ilvl required, have to achieve Gold medal for the role you queue as
Level 90-99 : Normal Dungeons
Level 100 : Normal Dungeons (ILvL 620 required, ILvL 650 Drops.)
Level 100 : LFR (ILvL 640 required ILvL 670 Drops)
Level 100 : Heroic Dungeons (ILvL 640 required ILvL 670 Drops Requires Pre-Made Group)
Though I like your idea, I think this is the best solution for Blizzard so they don't have to make ANOTHER difficulty for dungeons.
Yeah, I definitely want the hard 5-man option to require a pre-made group like heroic scenarios. Totally forgot to put that in.
I get the whole argument that you can't put random groups together and expect them to play well, but that choice should be up to the players.