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Raiding vs. tabletopping
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<blockquote data-quote="Jeremy Ackerman-Yost" data-source="post: 5057863" data-attributes="member: 4720"><p>The biggest one was the streamlining of the buff system. But there are many things that contribute: Multiple raiding modes, the new LFG tools, increased gold flow in the "economy" relative to repair and maintenance costs, the complete and utter mechanical underplay of faction reputation relative to BC, dual spec, dungeon achievements that function as an additional difficulty level, alternative gear sources through various tiers of badges, legitimately story-driven quests and events, downplaying of resistance gear (and craftable options available when it is needed), guild banks for resource sharing.... I could go on.</p><p></p><p>A lot of these aren't removal of grind, but they are grind decreasers and alternative grinds. Jumping onto a different track periodically definitely refreshes the experience. There are multiple paths toward character improvement that you're on simultaneously. It's an MMO, so there's <em>always</em> a grind factor to it. That's straight up part of the business model: "Keep them paying their monthly fee." However, the content is more dynamic, your character is more dynamic, your options for improving your character are more dynamic, and there are fewer time sinks required for good in game performance.</p><p></p><p>Nowadays you can see at least some version of all the content playing once or twice a week if you have a rational guild full of adults who don't treat it like a job. That's not a taxing "treadmill." Compare that to Vanilla, when the majority of guilds never beat Blackwing Lair and guilds who did often got cherry-picked into oblivion by guilds at higher tiers. If you want to put in 2-3 days a week and those adults actually pay attention, you can do the hard modes, which are just as demanding of skill as the old raids. More actually, than anything in vanilla WoW besides maybe Naxx and the tail end of AQ40. And you</p><p></p><p>People who claim the raids are way easier than they used to be aren't doing hard modes.</p><p></p><p>You don't need to farm up a hojillion reagents for different buffs because the new buff system simplified the heck out of that back in BC. In vanilla, you were heavily encouraged to spend 20 hours a week raiding and an additional 10-20 just farming up the stuff you "needed" to do so. Almost all of that crap was deliberately stripped out so that time spent outside raid didn't bring so many improvements that it was seriously affecting in-raid performance more than actual skill.</p><p></p><p>Skill is what makes hard modes doable. Skill actually matters more than time spent now at the high end, if your goal is simply to see challenges defeated. If your goal is to have the best gear.... yeah, that's still going to require time. That's simply how these things work.</p></blockquote><p></p>
[QUOTE="Jeremy Ackerman-Yost, post: 5057863, member: 4720"] The biggest one was the streamlining of the buff system. But there are many things that contribute: Multiple raiding modes, the new LFG tools, increased gold flow in the "economy" relative to repair and maintenance costs, the complete and utter mechanical underplay of faction reputation relative to BC, dual spec, dungeon achievements that function as an additional difficulty level, alternative gear sources through various tiers of badges, legitimately story-driven quests and events, downplaying of resistance gear (and craftable options available when it is needed), guild banks for resource sharing.... I could go on. A lot of these aren't removal of grind, but they are grind decreasers and alternative grinds. Jumping onto a different track periodically definitely refreshes the experience. There are multiple paths toward character improvement that you're on simultaneously. It's an MMO, so there's [I]always[/I] a grind factor to it. That's straight up part of the business model: "Keep them paying their monthly fee." However, the content is more dynamic, your character is more dynamic, your options for improving your character are more dynamic, and there are fewer time sinks required for good in game performance. Nowadays you can see at least some version of all the content playing once or twice a week if you have a rational guild full of adults who don't treat it like a job. That's not a taxing "treadmill." Compare that to Vanilla, when the majority of guilds never beat Blackwing Lair and guilds who did often got cherry-picked into oblivion by guilds at higher tiers. If you want to put in 2-3 days a week and those adults actually pay attention, you can do the hard modes, which are just as demanding of skill as the old raids. More actually, than anything in vanilla WoW besides maybe Naxx and the tail end of AQ40. And you People who claim the raids are way easier than they used to be aren't doing hard modes. You don't need to farm up a hojillion reagents for different buffs because the new buff system simplified the heck out of that back in BC. In vanilla, you were heavily encouraged to spend 20 hours a week raiding and an additional 10-20 just farming up the stuff you "needed" to do so. Almost all of that crap was deliberately stripped out so that time spent outside raid didn't bring so many improvements that it was seriously affecting in-raid performance more than actual skill. Skill is what makes hard modes doable. Skill actually matters more than time spent now at the high end, if your goal is simply to see challenges defeated. If your goal is to have the best gear.... yeah, that's still going to require time. That's simply how these things work. [/QUOTE]
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