| I think that without an endgame system in place, that there is nothing to seperate the people who invest time into your product from the people who don't.
The only problem I see with current endgame raiding models is the timesink aspect of it. By the time you clear the immense amount of trash then kill off a couple other baddies that you have on farm status, you have maybe 3 (tops) attempts to try a new encounter before having to call it a night.
In no way, shape, or form do I sit in the "the best equipement should go to casual group encounters" camp. Tougher encounters should generate better rewards, and an encouter that takes 40 to defeat is tougher than the encounter that takes 10 to win. |