B) enough players doesnt mean that the raidgroups are full, since the ones raiding a lot are usually the ones after loot.
C) LFMs dwindle with the levelcap increase as well (how much is hard to say, so it doesnt factor much.
D) how on earth am i supposed to know the percentage for that unless i ask, and get answers from a large portion of players (not forumites)
Dystopia = utopia achieved
Now you can stick your head in the sand all you like, there are far more people in the Heroic level ranges then in the epic level ranges thus the reduction in LFM's is not all because of the level cap, the reality of the situation currently is that there are more characters sitting at 20th then there are combined between the levels 21 - 25, the truth is, if it was all about the increased level cap, we would see more end game LFM's, which, is not the case either.
Also, I mentioned all LFM's are down, not just raids, but just LFM's in general, for any quest at any level, there are just less overall LFM.
The truth is, this game was very loot focused, loot was a major motivator for people to run content more then once, it was in many ways what made the content re-playable, after all the best exp ends after the first run, and starts to dwindle from there, even with their new hope to revitalize the end game with their ransack reduction, the first run boons make doubling Heroic Content a waste unless you simply don't own enough packs to not farm a quest, and EXP farmers are less tolerant then loot farmers, after all, when it comes to loot, you can be a bumbling idiot, as long as you can pass loot you are welcome along for the ride, but in an EXP farm, you better bring your A-game, because now you're mistakes are costing the Group Leader what they came there for, EXP, and that never goes over well.
So live in a dream world that you think this change is good or better because there is fun now opening a chest again, the reality is, unless you are putting up LFM's to have other people help you on your quest you are doing less for the life and social aspect of this game then the Grindersaw loot farmer did who took anyone, gave them exp and some bonus loot, maybe even some advice on how not to get pasted by every mob in the quest, all in exchange for them passing him some digital bauble and, not only that, the Grindersaw was willing to keep running that quest with an open LFM and a revolving door of noobs and casuals alike till they got that item they wanted.
Well the new loot seems to have struck a blow and it seems that those days and the LFM's with them are gone now. I do hope you enjoy this new direction where a Vet has now even less motive to put up with a new player or casual, and not to be rude, but it's painfully clear that 'the players not motivated by loot' are not filling the gaps in the LFM panel that the players who were motivated by loot used to fill.
With this xpack they have removed most of those and added way fewer permutations while expanding the power of the ones they added. So that many items are way more powerful then former named items at that level and more or less shot the market value of those hard to grind items through the heart. That's a terrible way to design and an awful way of making former gear worthless. Sure - the random stuff is more powerful but it collapsed the market and made almost all previous items worthless.
I dislike how old loot was curbstomped. Now I understand newer and bigger shinies come out with updates and level increases. But this new loot provides bonuses at much lower levels and is pouring from the sky at a rate you can't give them away faster then you come across them.
I dislike the removal of both more interesting damage types but also the missing convalescent (heal amp) of parrying, that while restricted to certain gear slots at least provided some survivability.
I dislike the enchanments found anywhere. Recently seeing Vorpal Handwraps and Vorpal Bows. Really? That piece of cloth is so deadly it can chop your head off?
The new loot system is just a hot mess.
Git off mah lawn!
If, If's and But's was Candies and Nuts, we'd all have a Merry Christmas.
This new loot is awesome
One day I'm going to find a Masterful, Cursed ML 7 for each of Deadly 6/Seeker 6/Speed 6.
On the other hand, lately the loot tables seem to spit out the same limited number of prefixes and suffixes, while other more useful ones were removed.
So... not exactly exciting.
Because the implementation is ****, the overall change is boring and unimaginative. Whoever thought of it should be removed from a position of design. And mostly, BECAUSE IT WASN'T NEEDED. Much like, well most of the changes over the last year or so, this was a fix for something that wasnt' broken. Instead, it is just another step in moving the game away from being a D&D game, because the current design team doesnt' actually like the game they have been hired to work on.
On the plus side, I'm saving tons of plat now since there is nothing remotely interesting to buy in the pawn shops or AH.
Where I disagree is where they scaled some of the damage-types suffixes and prefixes so that Acid in lvl 5 is far less than Acid in lvl 23. Before you had Acid Touch, Acid, Acid Blast, and whatever. Now the damage type scales with minimum level. That, in my opinion, was kind of an improvement. However, it seems that we may have lost critical bonuses on some of these damage types, which truly sucks.
Where they soiled the bed is the fact that everything comes out Ghostbane, Retributive, Solar, and Ripsote. I have yet to find one of the Tyrant / Crusader / Rebel weapons that had some interesting uses, Fury of the Sun, Tidal, Lacerating, and so on. Those were weapons that I thought were interesting enough to collect and actually use.
Now the pulls are almost complete ****. I do, however, have lots of 2-augment equipment blanks and weapons with red augment slots on them. The armor, however, is total ****.
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