So, in a 30 page discussion about Wildskeeper Reives, and their difficulty, the idea of rewarding plasm instead of, or preferably along with, bayld was tossed around.
There are some positives and negatives to the idea, but it's one that I hope SE implements.
I can take no credit for the idea as I was initially opposed, but it occurred to me, recently, that plasm is so readily available, only a small portion are missing out.
Here are the positives
Availability of plasm
Plasm is generally available to fairly casual players, but there is a section of the playerbase that still feels left out, whether it be due to their schedule (EU players have trouble finding runs), their status as "super-casual", anti-social, or just, undependable connections, poor gear, or, quite frankly, some people are just bad players. They have fun doing what they do, but they don't feel comfortable in groups.
WK reives rewarding plasm would make plasm available to everyone, and not in some small fashion like farming shards, but at an actual respectable rate.
It's my belief that so many players now have access to quantities of plasm that it is actually becoming exclusionary to the few who don't.
Occurrence of Wildskeeper Reives
I'm a big opponent of WK reives, but that's another thread (or two). At least on Valefor, they don't happen enough, and the numbers attending are dwindling, because people have their drops, are tired of not getting drops, or are pursuing plasm. As a whole, this makes WK reives worse for anyone trying to do them.
People who have moderate, or no, success in Delve boss runs might be enticed to come to WK reives if they had a healthy plasm reward. Other players, like myself, would come for the gear. I wouldn't scoff at a nice chunk of plasm, but I'd mainly go for the drops. Because of this, you'd stop spending 2 hours at a WK boss with one corsair.
As long as they tweak things so that any active 99 job can cap plasm earned, people would be willing to come on the necessary jobs. I had the good fortune that my first Yumcaxes and Hurkans were with an R/E/M brd and a mythic whm. He came bard because htat was most useful to the goal, however he started coming as DRG because bard would net a few thousand bayld, no matter the effort he put into it.
I go PLD because I am a good PLD and I can do my best there, but I don't know if damage taken isn't a metric, PLD quite often doesn't cap there either. I still go PLD because PLD is a necessity to have there, but I'd love to cap bayld (and plasm!) in all WKs I attend, as long as I'm not afk, which I'm not.
Cirdas [U] (The delve area) is quite laggy
At times, for everyone, cirdas becomes quite laggy. Why isn't exactly certain, but the more people doing delve, the laggier it becomes. It's stupid to click a macro and not have it execute til .5-2 seconds later. Especially when that macro is something like Cure V, Provoke, or most especially, Stun. There have been losses where the fault honestly does lie entirely with lag.
It's due, in some way, to SE's form of instancing. Delve doesn't like being overpopulated, and the lag boss is a mighty foe.
There are only two cons that I can think of
WK reives suck when they're extremely overpopulated
However, if they were going on several times a day, SE could cap the number of players within. Perhaps they could even add NPCs to track the battle size to let players know, in Adoulin, if a battle was full.
Some people will complain that this makes aquiring plasm to easy, for everyone.
SE said that they want the community to work together in getting boss clears (not the Mega Bosses, exactly). This is a way the community can work together.