Spoonless wrote:
While there are certainly some gearchecks in Operations, I don't see anything that is really "difficult" enough to cause a need for DPS meters. Maybe as they implement more DPS races as a form of difficulty, like Blizzard does, we'll need them, but there don't seem to be many fights where it's like "your DDs have to be pushing at least 10k DPS each or we lose".
Personally, I like it this way, where boss fights are more about the mechanics than pure gearchecks. But, I'll admit that if you make the bosses more of a gearcheck it prolongs the endgame content. WoW lives and dies by this. You typically have to farm one or two bosses to get gear to be able to beat the next one, etc. With less forgiving droprates, it keeps people grinding the same dungeons for months to progress. It's artificial difficulty, but that's what seems to keep the "hardcore" raiders hooked, rather than burning through the content and unsubbing until the next content update.
And then complaining that there's not enough content.
I swear that mindset drives me nuts. I have so many discussions with friends of mine about vanilla WoW, and how things "mattered" more back then (according to them) because stuff is handed out like candy in WoW now. Granted, things are markedly easier, but at least half of their "good" memories come from the artificial rarity of certain items. One friend has four halves of the bracers needed to get a Thunderfury. The two right halves are on his horde warrior, and the two left halves are on his alliance paladin, both on separate servers. He put the work in to get those bracers, running MC, BWL, AQ, Naxx, the whole shebang, main tanking the entire time, yet he never saw the light of day as it were.
And I try to explain to them, it's artificial difficulty! It's not *hard* to get those things per se, it just takes time. And most importantly, you can be the best raider with the best raid group in the world and NEVER see those items, despite all your hard work. The model of today (and a much more effective model) is consistent work resulting in an eventual, guaranteed reward. And I really hope Bioware avoids the trap of artificial difficulty via dps/gear check bosses that WoW had in spades.
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