Doing the mechanics and skipping the mechanics via high dps are not the only two ways to get these achievements and their rewards, so curbing dps won’t accomplish the goal of restricting the achievements to those who can learn and perform the mechanics.
This ship sailed a long time ago, when ZOS explicitly condoned paying for carries for these achievements and other rewards. In doing so, they not only separated those rewards from actually doing the mechanics but even separated them in many cases from doing anything meaningful in terms of negotiating the content at all. When one is allowed to arrange for carries, as is officially permitted in ESO, it’s hard to argue for the preservation of the original sense of the rewards as representative of mastery of mechanics in group content. Curbing dps would make the encounters harder for most players, but it wouldn’t eliminate carries. It would just make them more expensive due to the increased difficulty and the probability that more players would seek them out in response to the feeling that they can no longer work up to the higher bar of mastering the content.
The current path ZOS has taken with powercreep therefore doesn’t open up the rewards to players who couldn’t do the associated content. They already had a path to those rewards in the form of carries. What it does is encourage players to participate more meaningfully instead of resorting to carries. The difference is significant in a video game predicated on power fantasies, as mentioned above.
There was a similar shift in rewards for content mastery when ZOS moved arena weapons to normal difficulty (and refused to provide perfected weapons to those who had the non-perfected versions from vet). This put the most desirable rewards for solo content, where carries are not permitted, within reach for many more players. For all practical purposes it’s impossible to distinguish between a non-perfected weapon earned before that change on vet difficulty or a non-perfected weapon earned after the change on normal difficulty. Here ZOS deliberately lowered the bar for achieving the usable rewards so more players could attain them.
That approach is consistent with their nerfing of mechanics from older content over the years (especially DLC dungeons and trials) to make them more achievable for more people. As with the arena weapons, rewards from doing content as released before the nerfs are indistinguishable from rewards for clearing the same content after said nerfs. When ZOS is not interested in keeping the rewards restricted to the original difficulty of the content over time, and in fact seem interested in deliberately making it easier to attain those rewards through multiple approaches (lowering the difficulty while raising our dps), it would be hard to convince them to reverse course there, especially given the effect it would have in terms of discouraging players from the content.
Doing the mechanics and skipping the mechanics via high dps are not the only two ways to get these achievements and their rewards, so curbing dps won’t accomplish the goal of restricting the achievements to those who can learn and perform the mechanics.
This ship sailed a long time ago, when ZOS explicitly condoned paying for carries for these achievements and other rewards. In doing so, they not only separated those rewards from actually doing the mechanics but even separated them in many cases from doing anything meaningful in terms of negotiating the content at all. When one is allowed to arrange for carries, as is officially permitted in ESO, it’s hard to argue for the preservation of the original sense of the rewards as representative of mastery of mechanics in group content. Curbing dps would make the encounters harder for most players, but it wouldn’t eliminate carries. It would just make them more expensive due to the increased difficulty and the probability that more players would seek them out in response to the feeling that they can no longer work up to the higher bar of mastering the content.
The current path ZOS has taken with powercreep therefore doesn’t open up the rewards to players who couldn’t do the associated content. They already had a path to those rewards in the form of carries. What it does is encourage players to participate more meaningfully instead of resorting to carries. The difference is significant in a video game predicated on power fantasies, as mentioned above.
There was a similar shift in rewards for content mastery when ZOS moved arena weapons to normal difficulty (and refused to provide perfected weapons to those who had the non-perfected versions from vet). This put the most desirable rewards for solo content, where carries are not permitted, within reach for many more players. For all practical purposes it’s impossible to distinguish between a non-perfected weapon earned before that change on vet difficulty or a non-perfected weapon earned after the change on normal difficulty. Here ZOS deliberately lowered the bar for achieving the usable rewards so more players could attain them.
That approach is consistent with their nerfing of mechanics from older content over the years (especially DLC dungeons and trials) to make them more achievable for more people. As with the arena weapons, rewards from doing content as released before the nerfs are indistinguishable from rewards for clearing the same content after said nerfs. When ZOS is not interested in keeping the rewards restricted to the original difficulty of the content over time, and in fact seem interested in deliberately making it easier to attain those rewards through multiple approaches (lowering the difficulty while raising our dps), it would be hard to convince them to reverse course there, especially given the effect it would have in terms of discouraging players from the content.
I actually agree with some of what you're saying. But I think you're mixing two different things here.
A player buying a carry is a completely different issue from a player actually playing the content and having enough DPS to completely bypass the encounter's mechanics.
I'm not trying to make achievements exclusive to players who can perform every mechanic perfectly. I'm saying that the mechanics should still be part of the game.
But when the optimal strategy becomes "don't learn the mechanics, just kill the boss before they happen", we've gone beyond simply making old content more accessible. We've effectively removed a major part of the encounter.
There is a difference between:
"We're stronger now, so we can handle this mechanic more easily."
and:
"We're so strong that the mechanic never happens, so there is no reason to know it."
The first one is character progression. The second one is the encounter losing its gameplay.
And that's ultimately what I'm arguing against. Not people having achievements. Not carries. Not power fantasy. I'm arguing against the game progressively losing the mechanics that made the content worth playing in the first place.
"...
Now my question is this, let’s play pretend and imagine that something so unnecessary as DPS caps on our ancient content became a thing, do you propose we strip everyone of their achievements?…
How do you differentiate between someone who took advantage of a patch their build was powercrept and someone who earned it after your proposed changes?
As an example, why do you believe a new player with 180k DPS deserves the same GH title as players who earned it by following all the mechanics when CR was released?
What about vAS? Why do you believe a group today with almost 2K DPS, who can complete the trial in less than 7 minutes by skipping all the mechanics, deserves the same title as the players who earned it by following all the mechanics when vAS was first released?
The same applies to any other achievement. Some older players actually had to learn and follow the mechanics at the time to earn their achievements. Now, all they see from many new players is DPS, because they have no idea how to handle the mechanics.
So why should they deserve the same achievement? It's exactly the same question you're asking, just looked at from the other side.
"...
Now my question is this, let’s play pretend and imagine that something so unnecessary as DPS caps on our ancient content became a thing, do you propose we strip everyone of their achievements?…
How do you differentiate between someone who took advantage of a patch their build was powercrept and someone who earned it after your proposed changes?
As an example, why do you believe a new player with 180k DPS deserves the same GH title as players who earned it by following all the mechanics when CR was released?
I'm an older player who got the achievements when the game was much harder and I couldn't care less if new raiders have it easier now. This just seems like envy and bitterness."...
Now my question is this, let’s play pretend and imagine that something so unnecessary as DPS caps on our ancient content became a thing, do you propose we strip everyone of their achievements?…
How do you differentiate between someone who took advantage of a patch their build was powercrept and someone who earned it after your proposed changes?
As an example, why do you believe a new player with 180k DPS deserves the same GH title as players who earned it by following all the mechanics when CR was released?
What about vAS? Why do you believe a group today with almost 2K DPS, who can complete the trial in less than 7 minutes by skipping all the mechanics, deserves the same title as the players who earned it by following all the mechanics when vAS was first released?
The same applies to any other achievement. Some older players actually had to learn and follow the mechanics at the time to earn their achievements. Now, all they see from many new players is DPS, because they have no idea how to handle the mechanics.
So why should they deserve the same achievement? It's exactly the same question you're asking, just looked at from the other side.
And what makes you believe my opinionis more important than yours or anyone else’s?I don't think the poll results are going the way OP hoped reading his other post about this.
Go join some random groups and see how many of them can burn through a vMoL twins fight. Or how many can get past the mirror boss in vLC. Yes, some fights and trials have become much easier but I believe that the majority of ESO players will still struggle in vet DLC trials despite the huge power creep.
A while ago I did vMHK HM with a pug.They tried and tried to burn through the last boss but kept dying to the adds that spawned too fast for them to burn through. Had to explain the mechanics and then… they only did the mechs and stopped doing damage 😅
Anyway, tldr - yes more people can burn through mechs but there’s still plenty of people who can’t. Adding caps or invulnerability phases isn’t going to make the game more fun for most players, just more tedious for the ones who can.
We can even see this mentality in Group Finder now. You can find groups looking for a healer or DD while the title says something like "Trial X Solo Tank." Even leaders are creating groups around solo tanking, sometimes while playing a healer or DD themselves. Before they even start, they've already broken one of the core aspects of the game and put all their faith in DPS alone.
And what happens to tanks? They start feeling like their role is becoming less important, so some of them move to DPS or other roles.