it's a way for casual raid guilds to very slowly over gear normal/heroic raids so that they can eventually clear it, without M+ ever overtaking Mythic Raids as the best loot. Ever since M+ and weekly chests inception in Legion, its had a sub purpose of serving as a raid tier nerf in place of the literal nerfs Blizz used to do. As long as you've been around and playing endgame stuff anyone can eventually gear up enough to get Cutting Edge easily enough before new content drops.
This system is better but without a more deterministic way for people to get loot it can feel unjustly punitive if you have poor luck (or simply do not have the time to fill out all of the options). Personally, I think loot is perfect the way it is currently but I feel like Blizzard is likely to add some type of slightly more deterministic loot acquisition in the coming patches. The most likely option is a system similar to how PvP gear currently works, just with a PvE currency instead (ie, Titan Residuum from 8.1+).
What? That's not even true. You can't get 226 gear without killing bosses that drop 226 gear or being at a pvp rating that allows you to upgrade gear to 226. The only exception is mythic+ but that's just because the gear is capped so people can't grind the fuck out of it but you're going to have a hard time doing 14+ if you aren't capable of doing mythic raids anyway. (in the sense of ability some people don't like committing to a raid guild though). Either way, if they're not doing that content then it isn't a "soft nerf" to that content for them and if they are then they're getting 226 gear anyway.
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Then just don't do it. Problem solved.
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Except they didn't receive it just for their time and effort. You get 4 pieces of loot in mythic and there's 20 players. You got it with all 20 of those people's time and effort. Comparing that to a literal job is fucking retarded. Or would you be okay with every pay period they just pick 20% of the workers at random to pay each time? Be kinda fucked up.
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They'll likely eventually raise the cap on the dungeons anyway. Not sure if it'll be during the current tier but I wouldn't be surprised. They just didn't want people being able to completely outgear raids by doing dungeons.
Challenge Mode : Play WoW like my disability has me play:
You will need two people, Brian MUST use the mouse for movement/looking and John MUST use the keyboard for casting, attacking, healing etc.
Briand and John share the same goal, same intentions - but they can't talk to each other, however they can react to each other's in game activities.
Now see how far Brian and John get in WoW.
I don't think you understand the psychological aspect of it. It is still a chance to get something you might need, but most likely not realize it, which only leads to disappointment and wishing you hadn't done it. Gambling works in a similar way, just by the way.
But mmo champion swears by "just don't do it". It is the easiest argument when you are not the brightest
Sounds like a self created problem. I don't even do a mythic 14+ every week for the extra 226 option since I started getting 2 226 options from raiding alone. Sometimes I do but I don't go out of my way for it and when I do and it gives me a shitty option I don't think "I shouldn't have wasted 30 minutes doing that!!!11!!" People like you act like the game isn't enjoyable and it's a chore to do all this shit for get gear. Maybe you should just play a different fucking game if you don't like it so much. Taking away optional things that a lot of people like is fucking dumb. Just don't do it. It's the easiest argument because it's the only logical argument.
Personally I think it's a step in the right direction and it should be expanded to all types of content with varying degrees of quantity required to unlock the reward.
Expand it to WQs, Torghast etc etc, but keep the system the same.
Ie Complete 20/50/100 WQs
Complete 1/3/8 Layers of Twisting Corridors
However I believe there still needs to be a accumulative "Bad Luck" protection in the form of currency / badges.
Badges worked well imho because as people were able to gather more of them and there were more tiers released you can expand upon options by increasing item cost in relation to ilvl.
This way it's a choice, progress quickly but with smaller jumps or slowly with large jumps in ilvl.
Problem is you miss the point of the catchup systems making the entire game null, void and pointless.
Why work towards all them weekly vaults when in a couple of months if your not putting effort into the game once more the new players that are just logging in for the first time are getting handouts of items above what you worked so hard for and then you have to do it again, what for?
It is just an endless recycling excuse loop to meet up with your online friends with no reason in the actual playing of the game to really care or try in the content you are doing, its just all one big excuse to mask the reason you log in, to socialise.
ofc free handouts of the very top possible gear are going to go down fantastic with everyone. just adds to the illusion that your playing the game for a reason other than the reason your actually playing the game for, social reasons.
the game isnt played to be good anymore. its played so you can flex with your buddies "look what i got" to which they reply "omg i hate you" or "wow congrats"
I remember when the game had depth, take resto druid:
Then:
8% haste 4th rejuv
9.5% extra lifebloom tick
11.4% haste 5 regrowth tick
15% haste 5 rejuv ticks
17% extra lifebloom tick
21% 6 regrowth tick
27% 6 rejuv
31% extra lifebloom tick
while balancing spirt intellect and other stats you would have to decide which breakpoint to get inline with.
now:
equip highest ilvl.
Last edited by dadoodoo; 2021-01-19 at 04:57 AM.
You said that in BfA upgrades were so many because they were meaningless. This is only partially true. When you were in the process of progressing, at least till 10-11+, almost every piece you got from every key was un upgrade. Probably not the best and not with optimal sub statistics but if it was 5 or + ilvl above the one you had currently equipped, it was a good upgrade anyways.
Now you don’t have these pieces anymore, all you can do is rely on the weekly vault.
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Whatever the real reason, for me they nerfed it too much.
eh... no? that is simply incorrect...
as i (and blizzard "lead" employees, repeatedly) said the lower loot chance is bcs of TF removal...
loot drops would remain the same (or at best would be SLIGHTLY higher) even if the weekly chest remained the same, or if it would be completely removed, whole change to loot drop rates was to slow down gearing, without vault/weekly chest they wouldnt increase it, that would fight against their very own design...
why people keep saying vault is reason why loot drops are scarece, even though it makes no sense and literaly the guys behind decisions explained it is beyond me...
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thats disingenuous, even with current system until you reach certain level reward from vault is certain upgrade as it was before (except perhaps trinkets nad rings, AS IT WAS BEFORE)... sure loot from M+ itself is more rare, but so is from all other endgame, as said before thats separate issue...
and basicaly, if you only do single M+ a week and nothing else the weekly "chest" didnt change for you at all from BFA... and if you play more you are rewarded with more oprions, as it SHOULD BE...
Last edited by Lolites; 2021-01-19 at 07:13 AM.
It's my belief all of that is more or less the result of the loss of progressive tiers and 'play the patch' mentalities.
If you had a comprehensive system for gearing and bad luck protection in the vein of what I said in combination with a progressive tier system there is no need for dramatic catch up systems as the tier progression introduces options for it within the base model.
Your efforts are not null and voided with each patch and new players are assisted with progression with extra, better options with the trade off of a higher cost. Existing players are rewarded with currency they can use to flesh out off-specs or fill-in gear gaps as a result of crappy RNG or stockpile it to get an early start on the next tier.
Nothing is ever irrelevant, nor out of reach (until you hit your skill-cap).
However I do 100% agree on your stats comment, there is no stat depth anymore. The argument used to be that people would just sim the best stats and gear... Well that's still the case and we've gone from an assortment of primary stats that were all relevant and had their own benefits and trade offs with a dozen accompanying secondary stats.
Now we have no primary stats, 4 secondary stats and an handful of arguably irrelevant tertiary stats yet the sims are still king.
unlike normal raid which is soooo difficult... for people after lobotomy
jeez even HC raid is easily pugable pretty early on, not usualy week 1, but not bcs it would be difficult but you actualy need som gear to pass dps check
dont even try to pretend that any raiding except mythic is actualy difficult, it just shows you have no idea
Last edited by Lolites; 2021-01-19 at 07:04 AM.
Since when has it gave items better than what you do. I do the three lfr bosses and it gives me an lfr item??
where is the weekly chest located?
You are welcome, Metzen. I hope you won't fuck up my underground expansion idea.
I think he means how the loot in the weekly vault is higher then what you did. Example...the loot that drops from a 10 vs what you get in your weekly for the effort.
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+15's are not meant as an equivalent to mythic raids in terms of difficulty by any means. But the choice you get from the weekly vault is 226 ilvl. But the two ate not equivalent in difficulty at all.