I don't think it is fair to categorize the concerns of the high end raider as vanity on their part about where they appear on the leaderboard. Take a moment and look at it from their point of view.
In it's purest form, if we take out all variances, the game should work somewhat as follows: the harder a mob is to kill and the more people it takes to kill him, the better the reward should be for defeating him. This is distilled down into a term, Risk vs. Reward (RvR). In a perfect world, RvR would be the best implementation for everything, but in practice, it's not.
The thing is we build lot's of ways to advance, and balancing all the ways to advance and making it so that the reward from something that is harder always yields a better reward becomes very difficult. Not only that, but something that is very hard for one group of players can be almost trivial for a different group of players merely due to their makeup. A kiting group may be able to defeat mobs that would knock a tank out of his socks, but in a different encounter, where the mobs summon, they would be toast. Then, as time advances and new content is released, newer, easier ways of doing things are introduced to the game. This completely nullifies RvR.
Back to the high end raider. They live on the cutting edge. Everything they earn, they earn the hard way. Most of the encounters they fight are by far harder than anything anyone else in the game does. In some cases, the events they are attempting are broken to begin with, and have to be fixed before they can even be completed. As such, the rewards from those encounters are typically the best available in the game. That's only fair. They are the trail blazers, and they should be rewarded for doing that. So for them, RvR is very real.
The leaderboard isn't so much about ego as it is a comparison of power. The sudden jump to power of someone who was clearly two years behind them in content demonstrates that the cultural armor had a huge jump in power. They feel that jump in power is unjustified.
As I said in previous posts, I don't think the cultural jump in power is so far out of line when compared to the jumps in power of the high end raiding gear, the mid level raiding gear and the group gear. The problem is that it manifested itself way faster than the other three. In a few months when each of those groups of gear have had time to develop, the issue will not be nearly as significant and the person who is in Last Blood and Anguish gear won't be near the top of the leaderboard.
The second issue of concern the high end raiders complain about is that the cultural armor is overtaking the TSS/TBS raid gear. I don't see that so much of an issue with cultural armor itself, but rather the general change in power levels of all armor and equipment in the expansion. If the developers step on cultural armor as being too strong now, it may well be overly weak when the other three gear types have had a chance to develop. I think that will bode poorly for the advances that have been made for tradeskills in the game.
In it's purest form, if we take out all variances, the game should work somewhat as follows: the harder a mob is to kill and the more people it takes to kill him, the better the reward should be for defeating him. This is distilled down into a term, Risk vs. Reward (RvR). In a perfect world, RvR would be the best implementation for everything, but in practice, it's not.
The thing is we build lot's of ways to advance, and balancing all the ways to advance and making it so that the reward from something that is harder always yields a better reward becomes very difficult. Not only that, but something that is very hard for one group of players can be almost trivial for a different group of players merely due to their makeup. A kiting group may be able to defeat mobs that would knock a tank out of his socks, but in a different encounter, where the mobs summon, they would be toast. Then, as time advances and new content is released, newer, easier ways of doing things are introduced to the game. This completely nullifies RvR.
Back to the high end raider. They live on the cutting edge. Everything they earn, they earn the hard way. Most of the encounters they fight are by far harder than anything anyone else in the game does. In some cases, the events they are attempting are broken to begin with, and have to be fixed before they can even be completed. As such, the rewards from those encounters are typically the best available in the game. That's only fair. They are the trail blazers, and they should be rewarded for doing that. So for them, RvR is very real.
The leaderboard isn't so much about ego as it is a comparison of power. The sudden jump to power of someone who was clearly two years behind them in content demonstrates that the cultural armor had a huge jump in power. They feel that jump in power is unjustified.
As I said in previous posts, I don't think the cultural jump in power is so far out of line when compared to the jumps in power of the high end raiding gear, the mid level raiding gear and the group gear. The problem is that it manifested itself way faster than the other three. In a few months when each of those groups of gear have had time to develop, the issue will not be nearly as significant and the person who is in Last Blood and Anguish gear won't be near the top of the leaderboard.
The second issue of concern the high end raiders complain about is that the cultural armor is overtaking the TSS/TBS raid gear. I don't see that so much of an issue with cultural armor itself, but rather the general change in power levels of all armor and equipment in the expansion. If the developers step on cultural armor as being too strong now, it may well be overly weak when the other three gear types have had a chance to develop. I think that will bode poorly for the advances that have been made for tradeskills in the game.
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