In lieu of reducing damage done from bosses that’s why i proposed increasing the enrage timer by 2 minutes that allows the people using easy mode to slot more survivability gear, but also impart the importance of mechanics,
Yes, and softening the enrage timers would help certain groups, though a group would basically have to “build to the test.” It would only really help if players did buy full sets of tankier gear. If a random pug showed up with more glassy stuff then they wouldn’t see much benefit at all. If even half the group showed up glassy they’d likely be first to die and it would still wipe. I just don’t see this as an ideal solution to the “random pug shows up as they are and gives it a shot, and still wins” issue. It would make things easier in very edge cases, just not necessarily in a way that’s really needed.
your method would remove the need to use mechanics almost entirely which doesn’t teach people the mechanics as effectively it will perpetuate the need to stack in a corner and dos as much as possible.
People who intended to learn the “proper” mechanics would have to know going in what the “proper” mechanics were meant to be, and walk through them whether it was strictly necessary or not. If they go into it with that goal, then they can practice those mechanics. If they go in with the goal of just clearing easy mode ASAP, then they could do that instead, and that would be an equally positive outcome. That’s the point.
The idea on rewards is that there only needs to be one way to get certain Legendaries easy mode introduce and makes raids more accessible to new raiders but it isn’t designed as the end all be all,
But it should be. Players should not view it as a “stepping stone” to hard mode. Hard mode is not and never will be for everyone. Or rather, if hard mode ever did become “for everyone,” the people who currently like it would throw a fit, because it definitely wouldn’t be what they want out of a raid. Some people can use easy mode as a stepping stone to hard mode, but for plenty of players it will be the only raid they’ll ever want or need, so it needs to be a complete experience in and of itself. Only those who genuinely enjoy the challenge aspect that hard mode offers should have reason to go there.
But that’s the last I’m saying on that subject since this whole topic is about accessibility of raids and not rewards, if you want to start that discussion again like you have previously and get it closed in a different thread be my guest.
Again, you bring it up. You can’t just say “here’s my piece on the matter, but you’d better not reply or you’re just starting trouble.” If you don’t want rewards to be part of the discussion then don’t insist that they not be included in the easy mode.
In lieu of reducing damage done from bosses that’s why i proposed increasing the enrage timer by 2 minutes that allows the people using easy mode to slot more survivability gear, but also impart the importance of mechanics,
Yes, and softening the enrage timers would help certain groups, though a group would basically have to “build to the test.” It would only really help if players did buy full sets of tankier gear. If a random pug showed up with more glassy stuff then they wouldn’t see much benefit at all. If even half the group showed up glassy they’d likely be first to die and it would still wipe. I just don’t see this as an ideal solution to the “random pug shows up as they are and gives it a shot, and still wins” issue. It would make things easier in very edge cases, just not necessarily in a way that’s really needed.
your method would remove the need to use mechanics almost entirely which doesn’t teach people the mechanics as effectively it will perpetuate the need to stack in a corner and dos as much as possible.
People who intended to learn the “proper” mechanics would have to know going in what the “proper” mechanics were meant to be, and walk through them whether it was strictly necessary or not. If they go into it with that goal, then they can practice those mechanics. If they go in with the goal of just clearing easy mode ASAP, then they could do that instead, and that would be an equally positive outcome. That’s the point.
The idea on rewards is that there only needs to be one way to get certain Legendaries easy mode introduce and makes raids more accessible to new raiders but it isn’t designed as the end all be all,
But it should be. Players should not view it as a “stepping stone” to hard mode. Hard mode is not and never will be for everyone. Or rather, if hard mode ever did become “for everyone,” the people who currently like it would throw a fit, because it definitely wouldn’t be what they want out of a raid. Some people can use easy mode as a stepping stone to hard mode, but for plenty of players it will be the only raid they’ll ever want or need, so it needs to be a complete experience in and of itself. Only those who genuinely enjoy the challenge aspect that hard mode offers should have reason to go there.
But that’s the last I’m saying on that subject since this whole topic is about accessibility of raids and not rewards, if you want to start that discussion again like you have previously and get it closed in a different thread be my guest.
Again, you bring it up. You can’t just say “here’s my piece on the matter, but you’d better not reply or you’re just starting trouble.” If you don’t want rewards to be part of the discussion then don’t insist that they not be included in the easy mode.
the reason why I brought it up is that rewards are balanced around content you make content easier they get a decrease in rewards it’s simple, you are after gear not content, you want easier access to the new legendary, as shown by your statements multiple times in multiple threads. In the balancing of rewards portion of making more accessible raids i said to keep all rewards besides shard amount and core materials needed the raiders would still get the insights which is one of the very first stepping stones to crafting Legendaries, again if you make a easier version of something you need to change the rewards, i.e. You can’t get the legendary pvp back piece if you never step out of unranked.
But back on subject to lower the amount of damage done by raid mechanics would turn easy mode raids into dungeons 2.0 which is not the goal they would be there as a stepping stone teaching people the actual mechanics and consequences of the mechanics, reducing the threshold/ amount of key mechanics you need to devote people to on roles does that without allowing people to just Zerker face tank the boss in a corner, being lenient with the enrage timer really does make the raids so much easier and would allow people to play how they choose, the only real requirement would be needing a “tank” since bosses in raids go off of toughness and if there are multiple people competing in that value there will be consequences.
Again the whole design philosophy for raids was to be completely different than any open world content or any other instanced content, if you reduce the key elements that make raids more challenging too much you end up with a 10 man dungeon that won’t change the toxicity of pugs and it will be a larger scale rehash of previous content which is not the point of raids.