I agree. But I think the “..you don’t even need it” argument starts to occur once people start to make up all kinds of crazy excuses for why they do believe that they deserve mythic gear even though they only do content of low challenge.
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Both is easy. There is absolutely nothing impressive about doing a +15 keys even with bad gear. So I say you’re wrong. You don’t deserve anything special for your “accomplishment”.
The thing I don't see anyone pointing out is that it is objectively harder getting 9-19 other people on the same page than it is 2-4 other people (including ALL smaller group content).
If you don't incentivize that with player power growth, people won't bother doing it due to path-of-least-resistance optimization.
Mythic+ is it's own challenge and has it's own hurdles to overcome and group dynamic is important but I'd argue that raiding is harder simply due to logistics.
An easy/simple model to describe this:
Conditionals:
1. At the top level, hardest difficulty, the player base, on average, has a 50% chance to do an insta-group-wipe mechanic correctly on 5 man, and an 80% chance to do the mechanic correctly on 20 man.
2. To kill the encounter, everyone has to do this mechanic once successfully.
In a 5 man environment, this can be looked at as:
50% = .5
(.5)^5 = .03125 = 3.125%
In this theoretical example, this 5 man group would have approximately a 3.125% chance of success.
Now, let's say the developers thought they should tune back the design a touch, and give players an 80% chance to succeed for Mythic 20 man raiding.
80% = .8
(.8)^20 = 0.01153 = 1.153%
So despite the content being nerfed to be easier, Mythic raiders are looking at less than half the chance of success due from sheer player volume.
This is why Mythic raiders always have access to the best gear- remove the reward structure and you may as well remove raiding altogether as the meta will shift and optimization-focused players will completely ignore it.
Last edited by attias; 2020-09-16 at 11:17 PM.
if you dont like raiding maybe wow isnt for you,i wish they would bring back wrath/cata pvp system and gearing,but that doesnt look like its happening....so...not much left than to play something else,i dont know if you realise,but its ok to stop playing wow and playing something else
At the start of the season, 15 keys are probably harder than a lot of heroic bosses, but that's because raids are designed for like 3 bosses to instantly fall over and another 3 to barely require a pulse. The final boss(es) are typically dramatically harder than 15s though.
This patch has been out for so long (and corruption has changed the normal rules so much) that I think it can skew everyone's perspective a bit
Me thinks Chromie has a whole lot of splaining to do!
So here is the choice:
A) Repeatable top end content on a fixed weekly lockout schedule giving best rewards (20 years of WOW gameplay)
B) Repeatable top end content with no lockout and "infinite" scalability and rewards (Diablo wow)
If people really want B then yes, they are basically begging Blizzard to make WOW into an MMOARPG like Diablo in a full 3d world.
People see what they want to see. Raiders are focused on raiding. Some players are focused on achievements. Others on the pokemon mini-game.
The dev team almost certainly does know that not everyone likes to raid. However, it is much cheaper for them to build a handful of dungeons and roll out a single raid every 6 months or so than to provide a plethora of different options for the various players.
Just like it is much cheaper to make a handful of raids and dungeons and put in difficulty slider instead. And most of the former players can sense this cheapness even if they can't easily articulate it. This is why Retail WoW has a fraction of subscriptions compared to its heyday in Vanilla thru Wrath. With each cut in costs, the average subscription base has decreased...but the top executives rationalize the drop in subs as caused by anything other than their cost cutting measures.
Sadly, the top executives will rake in big bonuses because the financial spreadsheets have been good recently, and will likely remain good for a few more years before the entire operation folds because there just won't be anything else to cut, putting out of work thousands of employees.
Raiding has been the best End game for Every MMO since its creation, dont know why all the casuals think they can change this mind set. If you cant raid tough luck, I cant play in the NBA but you don't hear me demanding anything.
The point of the numbers I used is that you can make 5 mans harder than 20 mans but at the end of the day, 5 players working together will always be easier than 20 players no matter how hard the content is from simple logistics.
It's not a function of the game itself (IE tuning, class abilities, dps, hps, tps etc.), it's a function of the playerbase and incentivizing people to form and organize those larger groups.
You remove that incentive and raiding would die overnight.
We've seen it multiple times throughout the game's history; when they said 10 and 25 mans would drop the same loot in Cata, you suddenly saw a rise in a lot more 10 man raids than you did of 25 mans because they were easier to organize (even though the tuning was a mess, 10 mans were absolutely harder by-the-numbers than 25 mans at the time, yet there were way more 10 man raiding guilds, it's really not hard to figure out why). They had to increase the drop rates of gear in 25-man to provide more incentive for people to raid 25 mans during that era.
It's not at all hard to predict why Blizzard is reluctant to give 5 mans the best gear in the game, if they did people wouldn't bother at all with large raid groups.