I am still wondering after all these years they didnt just made warforged +5 and titanforged +10, and i think a lot of players would be fine with that. Sort of compromise.
Titanforging was a good system for me.
And now it is gone, I feel no incentive to raid heroic anymore. I already have everything I need from heroic.
So, when friends are raiding heroic, I go help them, but feel zero excitation or motivation about it. So I get bored about it very quickly.
Lets say this is true - i think it is - so they do it for the chalange not the loot⌠so its irrelevant, where the gear for it comes from in theory
Now I canât really understand the reason behind this; I mean, the M+ is the somewhat guarenteed source of high loot, while Titan you need luck⌠needed luck, sorry
It was a side source
So a dedicated M+ team who actually cares about Ilvl should run M+ not spam Heroic and hopeâŚ
It not really ruined progression just offered an added possibility to gear, not an alternate one (RNG factor itself made that impossible)
Well happened what happened⌠sad but we have this now
Yes gear will finally be gear.And i wount be sad cause it did not tf for 30ilvl,socket,indestructible.All the while making proffesion gear and catch up/wellfare gear more meaningful.And not make it like it was in Legion where Aracano cristal was farmed by the end of expansion cause its simply the best trinket and people want that tf on it.(same story with Convegence trinket)
Also i love it how people attacked certain type of player base instead of expressing how and why it was worthwhile for them,100% pitchfork mentality.
This was one of the nice side effects with titanforging.
Some players/guilds are good enough so that they donât need that little bit of boost to beat a raid.
Some other need that boost. For example, in LFR, you have the determination boost, which is intended to do exactly that: give a boost for people who struggle.
Iâm not sure it was in their intentions at the beginning, when they implemented titanforging, but titanforging definitively gave a boost to players who needed it.
As you said, titanforging was not garanteed, you need to had luck to get it. But if you were consistant every week, you were garanteed to get some titanforged items at some point. And these items would help you defeat the content you struggled with. Whereas better players probably already defeated these bosses weeks ago.
If you are aiming for the possible highest end then theoretically it should matter where the loot comes from. In reality if you are in a mythic guild in the lower brackets (like mine, who raids only two times a week) you do not really have the luxury of time to do a heroic raid run, just so you can get an upgrade for the actual content you want to do.
Heroic loot should help you progress through heroic, and mythic loot should help you progress through mythic. With a few obvious exceptions (tier sets, specific trinkets) this was how it always worked.
M+ is tricky because Blizzard didnât get to the way to properly balance it yet. Those pushing M+ still need to do raiding for specific items (weapons and trinkets generally) while up until the last tier the ilvl they got from M+ was sorely balanced around titanforges to help them earn upgrades. The ease of access of gear is once again something that messes with the loot progression of heroic raids.
There is a reason why the discussion about separating the gear for each aspect of the game popped up plenty of times. Those who like doing multiple activities in the game (pvp, raids, m+) see little reason to complain about this (beside getting screwed by RNG) while those who only focus on a single aspect feel they are forced to participate in the other contents simply to stay competitive in the content they want to push.
If one wants to push mythic content then after the initial gearing up from heroic mythic should be their main source of loot for them, and the same should apply for heroic and normal raiders too. Same applies for those participating in PvP. It would be nice to have a stable gear progression path back, which might be what Blizzard is aiming to bring back. Titanforging does not fit into that concept.
I think it is simply becuase blizzard devs hate players.
Players disliked AP farming for azerite traits. So devs lowered trait cost. And in the same patch implemented essences. Farm to level 80 yay!
Later players were so fed up with titanforging and its RNG aspect so devs removed it. And also added corruptions. Which is more random, more unreliable and simply put RNG fest.
So every time players hate something, devs remove it and add something else to magnify upon what players dislike.
And I cannot blame you for that. Raiders, especially the ones who are at the middle of this equasion (too good for heroic, but not just there yet to progress deep into mythic) since plenty of them tend to be pretty vocal about loot and how to obtain it.
I still feel that the reason hides underneath the psychological effects of these systems and how it effects their revenue. Despite losing a lot of players and making questionable decisions Blizzard still managed to keep this game afloat for more than 15 years now after all. It is still one of the most popular MMOs out there.
As you said later in your post, thereâs also the initial gearing from heroic that influence mythic progression. So, actually, it never worked like âonly mythic gearing influence mythic progressionâ.
That being said, regarding the separation of activities, a kinda smart (I think) solution to this gearing problem could be this one (feel free to discuss about it, Iâm open to debate around it):
In two words: horizontal progression.
Long version:
Consider the different tiers: Tier1 (molten core), Tier2 (BWL), ⌠an so on up unil now TierN Nyâalotha.
Imagine that gear from Tier1 is not more powerful than TierN from Nyâalotha. But instead TierN and maybe also TierN-1 (eternal palace) provide items with active/passive effects that are required to beat nyâalotha or make the nyâalotha raid easier.
Said effects are then disabled for subsequent raids, in particular:
TierN-1 effects are disabled on TierN+1, so they are still useful for raiding the next tier (TierN) but not the subsequent ones.
Now you have progression, but nothing is really more powerful, at least not because of some ilvl.
The lack of alternatives I guess
I mean aside from some korean MMOs there is not much to look at in this genre
Even SW:ToR strugled to stay alive⌠but on the other hand, like Star Trek online both of this sci-fi mmo is doing well - and since different setting (sci-fi vs high fantasy) they are not each otherâs competition
Really?I play ESO at times,and have friend who is hardcore Gw2 fan and plays it from time to time.Even Monster Hunter World is a good mmo.SW tor is kinda dead in the water imo.But the genre is far from being dead.
Because it was a terrible undesirable motivation draining anti friendly competitive grind inducing system and it took 4 expansions of people railing on it for them to get that
Also Iâm very very happy with the removal but thanks for worrying about my wellbeing
That could work, yes, but that linear progression worked only when raids had a single, or at most two difficulties. Right now we have 4, so even if the ilvl increases would be kept low we would soon reach a point (like two tiers in) when by the third tier the power progression pushed the first tier out of existence. Blizzardâs design phylosophy changed as well, because they do not seem to want people to go back to older tiers for loot (which oddly enough is not a problem when it comes to trinkets for some reason.)
The genre is sadly isnât that popular anymore, I guess because MMOs inherently require large time investments, which with the way the world is progressing forward we have less and less time to invest into.
Having said that other MMOs beside the ones you mention are still alive (SW:ToR, GW and GW2, ESO, Star Trek and Neverwinter) but their playerbase is nowhere near as close as what WoW still has. The only real competitor is FF14 on the market.
For certain its popularity can be thanked both to the brand and to lack of alternatives. Still, compared to other similar games it is still 15 years old, which âsuccessâ canât just be attributed to the two of these alone.