Depends what you gate it behind.
Gating some story behind other story so that event take place in a certain order is fine.
Gating story by dungeons / raids, pvp or some long achievement is frustrating. Forcing different playstyles isn’t good.
Follower dungeons allows for story or treasures etc. to be put in dungeons as the main issue of grouped content is no longer there.
The instances (dungeons and raids) are conceived as the finales of specific quest-chains, so it makes perfect sense and is not the least bit frustrating – at least so far as Dungeons are involved, with the introduction of Follower Dungeons – to now have them be gated behind the completion of said quest-chains.
This has nothing to do with playstyles, but with cleaning up the narrative content so that it falls in line with the way it was always meant to be presented.
Having it all jumbled up serves to nobody’s benefit. It definitely doesn’t benefit potential new players trying to grok the story (story usually being the element that best serves to anchor new players to these types of games). And it doesn’t even benefit those myopic veterans who only see spreadsheets in front of them, and whose only interest is to min/max and race to world first, since – from their perspective – whether you gate instances behind story, rep, level, or achievements is indifferent as long as they get to them eventually, and the sooner the better.
Tying dungeons to their respective quest-chains might not have been as convenient back when there was a relative disparity in difficulty between them and the process of questing; or when finding groups, even via the LFG tool, required a little bit of waiting.
But now that follower Dungeons’ difficulty level is on par with standard questing, and that wait times are no longer a factor?
It’s an absolute no-brainer.
This is some real spit, b.
I can’t make any sense of the story as is.
Not an argument.
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