Quote:
Originally Posted by Aadill
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An hour is relatively acceptable. Having a tiered system based on the hardest mob per tier to lock guilds out so they can't have a shot at the mob is not.
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I've said before the tier system could use some tweaking (my personal opinion alone.)
There are many examples of progression-based tiered rotation systems back on Live to keep guilds of differing capability separated and spread out.
However, it doesn't make sense in a progression model to achieve the next tier of raiding by killing the easiest mob in the tier and then you can't kill the other 2-3 mobs in the tier, therefore demonstrating you aren't capable of participating meaningfully in raiding in that tier. Unless I'm missing something.
You kill the hardest mob in the tier to prove you can kill the other mobs in the tier. Progressive tiered rotations were classic and kept guilds who couldn't kill the mobs from padding the rotation and artificially jacking up demand in a limited supply environment.
Why is this such a hard pill to swallow?