
Originally Posted by
arus2001
More or less, and in general I take the shit personally because while I'm not uber-casual, I have both an unstable RL schedule (hurts static forming) and casual friends. So there's a mix of sympathy and empathy going where, while I don't intrinsically care if there is grindy content, I do care if there aren't alternatives to it that can help keep people on equal footing, not close-but-a-tier-or-two-behind because someone just can't let go of that exclusivity.
And if such a mentality must absolutely truly remain, then I don't mind it manifesting solely through aesthetics. This isn't to say the "welfare" versions need to look like shit, but let the "raid stuff" do the glowy things or whatever. The only other benefit large-scale content should yield is getting stuff more quickly, but that should be a given with having more mouths to feed by default (And RNG deciding it's mage day or something). It actually reminds me of how much I loathe how little current dungeon bosses actually drop even if they have 100% chests.
Either way, Yoshi more or less vocalized the time disparity thing in his own way. I don't think upping the mythic cap addresses that, really, as people are just going to feel obligated to grind 450 instead of 300, but it gives me the faint glimmer of hope that maybe he's not dense about this clash of demographics and may one day be brave with reward systems instead of fearing the backlash of a vocal minority.
Edit: Though in seeing another released blurb where craft gaps are intentional and they're letting the RMT bogeyman win here by avoiding comparable items, it seems like we're just reiterating the same tired dungeon runner game loot schemes.