AQ difficulty challenge is feeding toxicity and enables trolls

Players will need to decide how far they want to push their luck to earn the greatest reward with a new system. After each boss, they’ll need to make a choice between cashing in their rewards or enabling more challenging mechanics and trying for better loot. You’ll need to balance the risk and the reward against each other as too many deaths in the raid could mean your team earns nothing at all.

Conceptually speaking this is just a horrendous idea for SoD.
It will completely annihilate the possibility to run stable PUGs, in a PUG you’ll be faced with more inexperienced players making a mistake, or possibly toxic players. Their ability to now grief your raid is massive. When you have one wipe, people will just quit “oh great we just lost all loot, so why bother with the rest or trying again” or they will demand you kick a player that poses a potential risk of losing the loot because they aren’t parsing 90+. Imagine doing the full raid and then someone grief pulling c’thun with the chain lightning on entering. And you lose all the loot on the last pull, how would you have to act as a raid leader then? You just go “sorry guys, you all just wasted a few hours, hope you join again next week and we pray we don’t get another troll”.

And it’s the “better” loot that’s disturbing, not just more loot…

If we wanted to play hardcore wow where nobody can die, we would all create characters on the hardcore realms…

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This is same as Trial of the Grand Crusader in WotLK and that was the worst mechanic ever in raids.
They understood mistake and never come back with punishing mechanics in retail WoW or even next addons after WotLK.

I have no idea why current classic devs decided this will be a good idea. Did they forget all the past mistakes from wow team? they haven’t learned anything?