It's no different than what was done in Wrath, Cata and MoP. And I don't remember raiders bitching that they had to do heroics to help better their gear, either. I certainly didn't.
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I quite like it actually. And I'm not even on a payroll.
If you want dungeons to be relevant for long periods of time like raids are, then they should be released like a tier system of easy-hard. There would be "entry level" dungeons that award xilvl gear as you clear through them, then as you gear through these you will be better geared to face the medium difficulty dungeons, and eventually gear enough through them to face the hard dungeons.
As to avoid a gated feel, all options are readily available from the beginning of hitting level cap, but the skill cap to instantly defeat the dungeons classified as the "harder" ones, would be mythic level high in non medium dungeon gear etc.
the hardest dungeons would award SLIGHTLY lower ilvl EPICS (a big thing that has been removed that made dungeon'eers feel involved in progression) then heroic raids, but be comparable with such gear as to feel like the gear is relevant to a raider later through a patch, aswell as epic and powerful to a dungeon only player.
The perspective of difficulty for the easy dungeons would be MoP style, to the hardest being ~pre-nerf cata heroics possibly slightly harder. Keeping in mind this is the difficulty even when in raiding gear / hard dungeon gear.
The main issue is that this would mean ALOT of dungeons would have to be in play, 15+ to keep it fresh when grinding for gear at various levels of progression.
Last edited by lukyl; 2015-05-28 at 01:35 PM.
That wasn't how I understood his model.
Anyways, small group content shouldn't be on the same level as raid content in terms of reward, unless the difficulty matches. However it never will because it is much easier to get 5 non derps as opposed to 20+.
I do believe small group content should at the least reward around 10% at most 15-20% of the current tier. I think there needs to be difficulty scaling with dungeons to increase rewards.
I don't think I said "No one runs heroics". If I did, then that's my fault. What I'm getting it is that there's barely any incentive to run them at end game other than "cuz I got bored".
And I have passed out more ideas, such as;
- Make the heroics harder so they feel more fun to do (even though this has been an issue for Blizz since Cataclysm).
- Have other ways to obtain item upgrade tokens besides heroic dungeons, such as through raiding as random boss loot that have a good chance of dropping.
I can only pitch so much without a discussion that doesn't involve "YOU'RE FORCING ME TO DO THIS!"
I actually prefer the late BC/Wrath model with badges. I know Cata had them too, but they were largely worthless by that point. That would at least give dungeons a role again.
Agree 100% that there should be different routes to gear. On my monk I cleared both lfr's yesterday with only one drop boosting me up to a 641 Item level. With that low il I can't get in a raid being a healer or a raiding guild. Now thanks to raiding being the only route to get gear, I'm now playing an alt until next Wednesday.
If there were other options for upgrades (I already have crafted) I would have a lot more longetivity in the game and my char.