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8-25-2011 @ 4:25PM
"Guilds are eventually obliged to confront achievements, because that's where the most tangible rewards of raiding now belong."I disagree. Achievement Points are the least tangible of raiding rewards - gear, whether normal or heroic, is more tangible."Raid progression on its own is no longer enough."For this to be true, then it would mean that people raided for progression in BC while today they raid for gear. I don't believe that's really the case, but even if it were achievements still wouldn't have anything to do with it."The end result of achievements and heroic versions of raid content is that you're never quite finished with it; there's someone else in the guild who's waiting on the version they need or waiting to upgrade a piece of gear to its heroic brother."You were never quite finished with content before - there would always be a new patch or expansion. There was always more content down the line and that's still the case today. Today, we have more content from each patch thanks to achievements and hard modes, but there's still always the next patch. Hard modes or no, you're never finished until the game ends, so achievements haven't had any effect in that regard.... and there always was, and always will be, somebody waiting on a drop. Whether it was your guild's 10th Eredar Twins kill or 10th Heroic Putricide kill, people still need gear. THAT certainly hasn't changed.
8-25-2011 @ 4:29PM
"I disagree. Achievement Points are the least tangible of raiding rewards - gear, whether normal or heroic, is more tangible."Right - and achievements in raids lead to mounts, which are far more tangible than gear as far as showing off what you can do. Invincible still, to this day, gets more comments in PuGs than anything else I have. Similarly titles; Death's Demise shows PuGs who know that I'm srs bsns, and gets a lot of questions as to how I got it. Both of these things are immediately visible to a person. Gear is usually only apparent if you play that class. And there is a big difference between being finished with something (ie, the content is on farm) and having to do progression on it. Having to progress 3 times per encounter is mentally more challenging than having to farm something 10 times. That's the 'never been done' aspect.
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