All sorts of dungeons are required for main story. Should they be in MSQ roulette too? :rolleyes:
Systems in place are fine as is. Gearing multiple things is already easy enough. ilvl cheese is also a non issue
It isn't about the rewards.
It is the fact that you would now have the following in MSQ:
1. 3 x 4 man dungeons
2. 3 x 24-man alliance raids
How do you allocate players? What if you have 6 people going through the quests queuing for each different instance? This means that you now need to find a whopping 78 people to ensure that everybody is covered. This is assuming everybody queues at ideal roles. People could be waiting hours for their queue to pop. Especially if 3 separate alliance raids are looking to be filled.
With the current MSQ, you would only need to find 9 people to get 3 players through.
The alliance roulette provides more than enough players for a moderately quick queue for the MSQ players, as people are queuing in general.
It could work similarly like the mentor roulette does, try to find what is most in need and fill it. The advantage now is that we have the duty support for Castrum, Praetoruim, and I think the trial as well. We didn't have that back in SHB when it was made mandatory. I would say its got its pros and cons to pushing it into MSQ Roulette, but honestly does feel like the best option at this point. Another solution could be breaking the Alliance Raid Roulette in half, having 50-60 Alliance Raid Roulette and a 70+ Raid roulette or something similar.
I feel like by now the 6.2 raid tier could not have a loot lockout at all and things largely would be the same.
Agreed, personally I think the rewards shouldn't be as strict as the fights themselves.
As much as I would like that myself, I can kindof understand why the cap exists in the 1st place. I can only speculate on one part of it, as it involves engangement metrics that they may have to keep up. The only other reasoning for the cap is to prevent people from just burning through the content and to make sure they have something to work toward.
I think that could work out well, just as long as it had a weekly cap like it does in savage raids. Give more avenues to get that stuff.
Yeah, I should of went back and checked that video before posting that. Thanks to both you and Deveryn for linking the vid for me.
But why? What problem would be solved by this? I mean, obviously everyone wants to gear up faster given the option, but that's true no matter what the tome cap is. If we raise the weekly cap to 900 the conversation just changes from "it would take 2 years to gear up every job with tomes!" to "it would take a year to gear up every job with tomes!" Nothing really changes.
Gearing doesn't need to be fast. This game isn't designed around massive ilevel differences and constant upgrades in the first place. The "starter" gear (crafted and normal raids) is already good enough for everything except maybe an ultimate. If it takes a while to gear up, who cares? I know you want more gear Right Now™, but that's just your inner loot goblin talking.
I can understand that one, kind of the "give and inch, they take a mile" situation. I am kind of curious how they are going to handle these next 10 years on this, because it's very easy for the game to start to stagnate if things are kept entirely the same.