
Originally Posted by
Velhart
I guess people did not care for my achievement idea. The solution to raiding is simply Normal > Hard > Savage. Until SE is able to make that happen, raiding's scaling and difficulty are always going to be a mixed bag.
If we assume they stick to Normal > Hard, then the achievement system should really be a must. Progress normally like you do in Creator, but to pull off things to get specific achievements in the raid, you need to meet certain higher expectations in skill and gear composition to pull it off. I don't mean the achievement you get at the end for completing it. I mean like what WoW does when you pull off a hard feat you wouldn't normally do in the fight, but get an achievement/reward for doing so.
The achievements can give titles, minions, and mounts. I would even argue that in terms of reward structure, you put some generic looking dungeon gear in Normal mode, then put the actual raid armor set in Hard. Earn the achievement in that raid turn, then the items to let you dye the raid gear be in the chest. It can work if SE makes it fun and it requires very minimal extra work on their end, letting them make something for the midcore scene, and adding that extra topping for the hardcore.
Again, adding an extra difficulty mode is the best solution, but the achievement system would be a great thing to have if SE isn't willing to dish the extra difficulty tier.