Originally Posted by
Biomega
Not all of those things will work themselves out, to be sure. Some will, many won't. And I completely agree: finding robust solutions for leavers/griefers would be crucial. I do not believe that can't be done, though. You just have to be a bit more aggressive, and you have to accept that nothing will be a perfect solution. There's many precedents for being aggressive about pursuing griefers, in this game and others. If LoL can ban people for intentionally feeding and WoW can sanction people for sabotaging PvP, it can't be that hard to do this in PvE as well. And outright griefers aren't super common to begin with. Addressing leavers is much easier - simply add some kind of penalty that really stings and makes it more annoying to quit than to just finish a poor run. Part of the reason leaving is so easy in M+ right now is that it only really hurts the key holder - shifting that to the leavers will dramatically cut down on this behavior. Like idk, some kind of queue penalty until they complete a key or something, with escalating penalties if they keep doing it. Something that HURTS but that's trivial to avoid by simply sticking it out.
That depends on the definition of "forced". There's a line between forcing and enforcing. People are toxic maniacs because they can get away with it. You'll never get rid of all toxicity - that's never the goal. Only keeping it manageable. That's far from impossible.
Ah. My bad. You're not giving up, you're choosing not to fight anymore. I apologize for getting that confused.
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Let's clarify. It's mostly a perception problem at the low/mid key levels. At the high and especially the top levels, the meta exists in a very real way. However that's mostly not a problem, because at that level, not only are people skilled enough to always manifest a meta, but they are also used to doing whatever they have to in order to compete at a high level. That doesn't obviate the need for balancing, of course, but balancing around the very high end is rarely super fruitful.
What's wrong is that this kind of exclusion is damaging to the community for no good reason. Because the differences - while real - are trivial at that level. No +4 key is going to fail because someone is a Druid instead of a Shaman and for no other reason. That is complete nonsense. But people are going to not invite the Druid anyway. And that pisses off a lot of people.
The only reason this kind of meta discrimination exists is because it can - because the group finder allows you to pick freely from an overabundance of applicants, allowing you to skip completely over anything not perceived as super meta whether that has any real impact on your run or not. And the only solution to that is to not give people the choice, because if you do then they can pick based on meta perception. The only other solution would be complete homogenization which is neither feasible nor desirable.
Because the system allows that. It doesn't have to. At least not at the low/mid levels. That's my entire point. There's concerns that go beyond that kind of choice - very similar to what happened in the past with say heroic dungeons and the dungeon finder tool. You trade off choice for other things, and that's fine because choice doesn't really matter much at the levels such a system would be designed for.
This is purely a trade-off situation. You take away some capacity for choice in return for more equity in the community. And you make that optional - so in the end, people will in fact choose not to have a choice because it's more convenient. At least at the low/mid levels. At the high end they can still make the same choices in the same way as always. No change. Unless they want to. So for them it's more choice, not less.
That's not my argument. My argument is there's plenty of totally average dorks who get a more annoying M+ experience for no good reason because it's not about their performance making or breaking anything, it's just people being spoiled for choice with FOTM classes. The "super awesome" players compete at a different level, and they know to accept certain things with their choices. That kind of acceptance comes with a skill requirement, though - at the lower ends of the skill curve, people don't accept, they just get pissed off.
I never in any way made that assumption. I don't care about individual skill levels. Only about the average and the aggregate. There'll be great meta players and trash meta players, great off-meta players and trash off-meta players. There's always great and trash players. My point is purely that at the low/mid level, meta comps don't actually matter for your key success. But pissing off tons of people who never had any real ambitions and just want to blast some M+ does, in fact, matter. At the high end, again, nothing really changes. Those players know how to sort themselves out. It's part of the reason they are high-end players. They don't really need a ton of help beyond what they'd normally be getting (balancing and whatnot). For them, nothing changes.
Better balance always needs to happen. This is not intended to replace balance. In any way. However there are limits to how far balance can realistically go, and there's differentials between the way balance manifests across the skill curve and the way that skill and key level curves progress upward. Certain parts of the spectrum need more help than others.