Iâll simply return your own words
But letâs at least finish that one properly
And how long would it take for a new player to âgraduallyâ be introduced to 15 years of content and features ? How much time and investment will be necessary just to get an overall idea of whatâs available to them ?
Are you seriously arguing that a singlet raid per tier is even remotely comparable to 15 years of content ?
So thatâs perfectly fine to spread the playerbase across dozens of raids and confuse players with more than an hundred instances because some will be confused regardless ?
How is that a straw man ? Unless every item has the exact same stats thereâll be a mathematically âbestâ solution, just like thereâll be a faster or easier raid. No matter how you may sell it as âvarious vulnerabilitiesâ, thereâll be a bloat of instances and thus a best solution to get whatever is offered against whatever vulnerability you may offer.
Thatâs not a strawman, thatâs logic.
And if thereâs one thing to know about the wow community, itâs that theyâll find a way to optimise everything and this will become the common practice of the playerbase.
The WoW playerbade built dozens of add-ons to optimise their performances, down to paying 3rd party websites to get the simulation of their entire character in various setting in order to obtain their theorical DPS and the impact of every single piece of gear in their gear⌠Just to tell which item is an upgrade and to which extent.
To expect that playerbase to not focus on the most efficient farms or best items and instead make full use of your âeverything is relevantâ version of the game is indeed disconnecte from reality. And since that reply had nothing to do with my point, congratz you used a strawman right after crying about a fictional one.
⌠Vanilla raids were all themed around a given resistance and every vanilla mob had handcrafted resistances values, up to complete immunities in some cases.
Nice try with your âif you forgotâ.
Back to my initial point them : You want to keep all content relevant with unique items, which means that thereâll a bunch of synergies that will scale far higher than any other and completely outshine all other rewards. That and the previously mentioned playerbase and you have most of the content ignored in favour of a selected few which drop these items.
Youâre the one bringing Dev time in the table as if it had any meaning when weâre taking into consideration a decade of work.
Iâm talking about how much time is required in your idealistic game to just be relevant, with the items you need being most likely (because thatâs what you expect right ? Canât have everything in the same raid) spread out among multiple instances, all with different strats to learn etc.
You asked for issues in your suggestion and thatâs a glaring one. Progressing through a single raid takes weeks for a guild, how many players would go through a dozen so that a single player is finally up to speed ? Thatâs basically where BC failed with attunements, most guilds didnât bother to run every heroic for new players so that they could join them in the raid progress. And thatâs why attunement were mostly removed from the game.
And then add a bunch others to the list because another spec needs a slightly different item from another raid and youâll end up having to learn dozens of boss starts from multiple raidsâŚ
Now just how hard would it be to get the items you need on an alt with the entire playerbase spread thin across dozens of instances ? Itâs hard enough for some specs to find a slot in the current tier, just how hard would it be with a drastically reduced number of players interested in the raid you need to clear ?
Thereâs only so many hours per week a player can afford to spare and an overwhelming amount of content is not the solution.
Especially if that content is there to be grinded for years until everyone is sick of it.