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12-07-2010 @ 6:31PM
It's always a case of damned if you do, damned if you don't with Blizzard's decisions. Just the other day people were lamenting the "death of small guilds" due to the advantages big guilds would have in leveling. Now there's people complaining that all guilds will all level at similar rates because it's so easy to hit the cap.
12-07-2010 @ 7:05PM
You've hit the nail on the head.There could be a glitch that gave some random class "god" mode, and blizzard could change it within an hour of it being introduced...And you would immediately have thousands of people on the boards complaining about them taking it away, how it was 'needed', and how Blizzard should have caught it before hand...
12-07-2010 @ 6:39PM
Sadly, being in one of those small guilds (half a dozen members left, most went to large "zerg guilds" in order to benefit from the perks), while I'm happy that this change was made, I'm also sad that it wasn't made sooner.Ah well, I didn't want those people in my guild, anyway.
12-07-2010 @ 6:53PM
He did quite sum it up, didn't he? @(cutaia)@wutsconflag You're better off without them too. If they just wanted the perks, the guild advancement was the least of their concern. Also, I wish this would have been addressed sooner.If they have put up an article about the concept behind guild levelling like the other raid progression articles, we could've prevented the player attrition that happened. Some people who left their guilds didn't 100% wanted to leave, the guild perks just gave them added incentives to join the big ones.
12-07-2010 @ 11:44PM
I agree that someone was bound to pissed off no matter which road they took here, but I wish some middle ground could have been reached (and maybe still can be).As the GM of a small guild (15 ppl) I'm happy to see this go because the prospect of having every legendary weapon or creating 10,000 flasks is just about impossible for a guild like ours. I think the system is there to reward the active and to promote and reward guild activity, not be a game of who can hoard the most players.That being said, I think guild achievements were a good excuse to allow the group to work towards a tangible and focused goal, and that's what I'm not happy to see go. If your guild is active then you're going to level up, even if you've 100 people and no one says a word to eachother. With guild achievements giving exp (or a real reward of some sort), you could create group goals and promote teamwork.It's like the original guild talents system: I don't like the way it was planned on being implemented, but I do like the idea of a way to customize one's guild. Same idea here: I didn't like that achievement exp gave huge guilds a substantial advantage, but I do like the idea of tangible rewards the guild as a group can work for.
12-08-2010 @ 8:35AM
Completely agreed. I'm really at a loss as to how this is such a 'blow' to guilds anyway. Blizzard is not encouraging guilds to work together with this change? What? There are still plenty of achievements that reward TANGIBLE THINGS such as pets and mounts and so forth for accomplishing achievements. These achievements are still bragging rights that your guild worked together to achieve them. That's what they SHOULD be, not "Our guild worked together so we could mass rezz people and your guild can't." It should be "You know what, our guild worked together and accomplished all this because we're a guild who DOES THAT and encourages members to help one another out and accomplish difficult tasks." Honestly, if a guild hinges their success on what level they are, I'd be highly suspect that they're also guilds who can't make it through a raid without raging at their members because something is difficult. Blizzard didn't remove the bonuses for certain achievements... just that those achievements count for the LEVEL of the guild. I still fully am annoyingly reminding my members to kill every living critter they see as they level because it'll make eventually getting that armadillo pet easier. I, who never used to kill a critter needlessly unless it was to get extra rage before a pull, am now killing poor rabbits every chance I get. And I've turned my guild just as murderous. We're having fun seeing the number go up and players are joking in guild chat about the huge spells they're using to kill a single moth. When working together, isn't fun supposed to be a part of it? There's people saying how they planned for these achievements. That's honestly great. But why do the achievements have to be guild exp for you to still be proud you managed them?
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