I cant see people compromising the entire raid simply for the chance at one extra drop, when the risk of wiping would mean simply running the raid another time would probably be more beneficial.
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Not to be disrespectful or anything, but that's on them. If someone can play a game at a respectable level using their feet then nobody has any excuse. You can't expect everything in life to be tailor made for a tiny minority of users, video games least of all.
There are also failsafes in place for these people in the form of tomestones and other token related gear that is 100% guaranteed regardless of effort or participation, so that's a moot point entirely.
This idea won't work.
You are not thinking hard enough about all circumstances.
Other players can get you killed, lower your dps by making mistakes that you must correct, and lower healer performance due to too many mistakes they must correct. Tanks can die while using cooldowns and playing properly simply due to healer mistakes.
Say a mechanic happens which I do correctly, but the other players do not do it right and as a result I die. My performance goes down even though it wasnt my fault I died. There are plenty of ways to kill another player and ruin their performance while not dying yourself.
The system would need to be waaaay too precise to properly calculate all these possibilities.
Well no, really. Two raises back to back is 7 200 MP. RDM have 14 400 MP. If we play full uptime, we mostly sit around 7 - 8 000 MP most of the time, with Lucid Dreaming used on cooldown.
A RDM can raise roughly once every 90 seconds, if Lucid Dreaming is used on CD. A little less if there is a Refresh Song.
Now the healer not healing is another problem. But it's everyone's job to avoid unnecessary healing too!
That's exactly why you would need a system that rewards the whole team for doing good and not reward each person. Worst case scenario, if you're personally rewarded for your DPS, it would be to your benefit to help other DPS die so that you'd have to take care of monsters more.
If the team as a whole is rewarded, you'll have no reason to backstab people.
I would love to have this system implemented for a couple weeks just to see people like op run back here and beg for it to be reversed.
What's the point of giving better players better rolls? If you're top dps, most likely you already have better gear so system like this would only make rich richer and poor poorer. Similarly stupid and impossible to implement, but more beneficial would be reversed system where people with low ilvl would get better rolls.
Uh...but the OP's suggestion was to add a +20 to loot rolls if your performance is high.
If the entire group gets +20 on their rolls then what's the point? It cancels it out and negates any bonus at all at that point. I was replying specifically to OP's suggestion so...yeah, not sure why you replied to me with this? It has nothing to do with my reply to him about his idea.
Your idea is also faulty and not thinking hard enough about the entire picture. One person can play with very high performance while the other 7 barely scrape by....then that one person gets screwed due to other players ruining the group performance.
It isn't a good system to reward player or group bonuses based on single player performance OR group performance because no matter how well you personally play other players can ruin your bonuses by killing you, playing poorly, etc.
Either system has serious flaws and in my opinion will only create more grief, hate, and segregation between players than there already is.
Any system that would reward tanks for staying in tank stance would be incredibly daft. Tanks and healers are so strong that tank stance is almost entirely useless for most things beyond establishing initial enmity.
That's why I suggested a performance bonus chest system.
I replied to you to flesh out your fear of consequences, not because I was disagreeing :p
At worst, you'd simply have the same situation as now, you wouldn't lose anything by having a system that support improvement with bonuses. It's like saying "first participation bonus is bad because I could end with no first timer". That's what they would be, "bonuses".
Frankly, tanks play the same whatever stance they use, so it's not like playing would be less engaging. Right now, they don't use it because the only way to earn loot is to kill the enemy. If you had different objectives, it could change the meta a little.
It's a nice thought, OP, but then there are veterans who are just rolling through content to help out or doing a quest, and literally do not need any gear from the dungeons. I'm a 70 DPS rolling through a level 51 dungeon - I know my rotation inside out and, and I'm going to be passing all then loot anyway. Despite contributing 50% of the DPS for the whole dungeon, I'm not going to lot on anything. So it.... does nothing for anyone else.
Maybe if this was applicable to non-gear items, like minions or ponies/birds/dogs, but even then it's trying to solve a problem that really doesn't exist. If someone's performance is poor because their iLvl is low, they need the gear more than anyone else, don't they?
-50 dkp OP
Putting words in my mouth, nice one. You don't know me at all, so kindly take those assumptions elsewhere, thanks. For all you know I may have a disability myself, yet I've been able to work around it to become a better player.
The game isn't being made "harder" for anyone with these suggestions at all, and my point still stands that regardless of ability and effort, everyone gets guaranteed loot/currency in literally every duty. Quit playing the disability card, the majority of the playerbase frankly doesn't need to know or care that someone might possibly play poorly because they have no hands or whatever other problem. All they care about is getting through a duty as smoothly as possible without having to carry dead weight.
I'll say it again, much more clearly this time. People with disabilities choose to play this game in spite of said issues, they aren't special, they are held to the exact same standard of play as everyone else. Get good or get out.
Actually, it would because half the engagement comes from optimization. If I'm arbitrarily forced to sit in tank stance, I'm basically losing damage for no discernible reason. Ironically, this makes it so the healers have even less to heal when normal mode is already mostly a joke. Put simply, it wouldn't change a thing. People such as myself wouldn't even look at normal mode for longer than we have to or wouldn't care regardless. Forcing tanks into their stance in a manner such as this screams laziness. It means the devs have no idea how to actually make tank stance engaging or fun but they'll force it on you anyway.
Those filthy casuals!
After depriving them of any fun because we want speedrun everything, it is more than welcome remove them rights to any loot (the same loot we don't event care to roll because... don't care).
How they dare to think they have any right... they must be grateful they had an opportunity to see a glimpse of how the game must be played, before we kick them out (and disband).
They must be grateful we gave them the time to rethink how they must approach this game. We are them saviors. Ho, yesss.