"stop puting you idiotic liberal words into my mouth"
-ynnady
But.....you are wrong. There are countless things you will NEVER complete, not matter how much you practice, and you certainly don't stand a chance of competing at the highest level.
Don't tell me you actually believe "you can do anything if you set your mind to it!". You know that's just something parents tell their toddlers, right?
It's not an issue that people playing the lowest difficulty or no organized content get highest gear and unique rewards of their own.
You need to balance how fast and predeterministic the reward acquisition is compared to more complexe activities.
Mythic raiding should reward players with the best gear fast and reliably (with little RNG). Whereas LFR raiders should get lower gear fast and reliably while also having a shot at the best gear but slowly with quite a good portion of RNG.
It's tricky to balance this philosophy for normal and heroic but you would ensure that anyone can have something to look for without feeling like their efforts are not rewarded.
Having a couple of difficulty settings is not necessarily bad depending on how it is implemented. Having too many difficulty settings means you have failed to construct your content in such a way that it can work for a wide enough band of players.
And it comes with nasty side effects like insane levels of power inflation through gear, which ends up breaking balance. It wastes design resources. It ends up producing unfun versions of fights because instead of having to make sure 10 fights are fun, you have to make sure 4 versions of 10 fights are fun. This results in some versions of the fights, typically in the lower difficulties, being really bad experiences.
As it stands, there is so much overlap between difficulties that it barely makes sense. The second half of normal and the first half of heroic are typically very close in difficulty, and the same is true for heroic to mythic.
"stop puting you idiotic liberal words into my mouth"
-ynnady
"stop puting you idiotic liberal words into my mouth"
-ynnady
What’s stopping them is that there are too many difficulties so it is already too granular.
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You think it is… impossible… to have a game with fewer difficulties? I don’t even know how to respond to something that deluded.
"stop puting you idiotic liberal words into my mouth"
-ynnady
Granular difficulty is great (one of the best things about m+). Power inflation is also great because it is fun to get strong and smash shit beneath you. Far more resources are "wasted" on shit like conduits/soulbinds than on any of this stuff.
The skill gap between people who play this game is so immense there's (probably) no good way to shrink difficulties without ruining the experience for someone.
A better way to think about Casual v Hardcore: https://www.mmo-champion.com/threads...asual-Hardcore
Game is game and try to pretend calm while playing it.
Just No.
There is nothing stopping Blizzard from halving the ilvl difference between difficulties and rebalancing around the new numbers.
Where the additional challenge for a higher difficulty is extra abilities to account for and mistakes being made more punishing, for example having something just do high, but survivable damage on normal, 1 shotting on Heroic, and 1 shotting with raid AoE on Mythic.
Its not heresy to be able to clear Heroic in Normal gear if you play well enough.
It ignores such insignificant forces as time, entropy, and death
The best part of M+ is actually that gear inflation caps "mid-way". Raids could make extreme use of the same granular difficulty system (without actual keys) but the problems are for the most part two:
- raids are still on a weekly lockout, because they're meant to be long activities and not a 20 minutes fast one. So you don't want to "waste" kills on lower levels while you may find yourself stuck on some bosses; best option would be a per-boss level setting. Also won't solve the fact that M+ are still spammable and you can target loot much better there.
- raid mechanics are designed to completely different factors compared to M+ and it's not just +hp and +dmg from bosses. I suppose they can add new boss mechanics at certain level thresholds much like it happens in M+, but having a flexible bigger group brings much more complications than with a static 5 person group. I don't know how bosses design would work and not be "dull" to be easily scalable to mimic M+ difficulties.
Non ti fidar di me se il cuor ti manca.