Merode wrote: ↑
3 months ago
I understand the sentiment but with such cold logic, hunters will always be lower in DPS than rogues and fury warriors. Same with warlocks having lower dps than mages, not to mention warlocks will be higher on threat. So the conclusion is, game is biased in that some classes perform better.
Would these classes be considered worse
in the eyes of council? I hoenstly don't know, since this system is new to me.
As a Warlock class lead, I would have to consult with them and see their sentiments on the matter. This is yet another thing DKP cannot account for - like I said, if I'm stepping in saying "Warlocks haven't received a piece of loot in 2 months, let this go to them" and people will say "yeah, that's reasonable" it's fair game.
Trying to account for this in DKP is damn impossible. Should Warlocks have the same rights as Mages in the first patches? No, because Mages do more damage, their consumables are more expensive, the upgrades on them are more justified. Should Warlocks always be behind Mages? No, because that's bullshit to them. Where do we draw the line? As far away to give items to the Mages, as often as we need to keep the Warlocks playing. You can't design point system that can do a better job than people talking it over. Human problems require human solutions.
emberfiend wrote: ↑
3 months ago
Roughly speaking, DKP ensures that the interval between upgrades is minimized for each person. What is an excited warlock who puts in extra effort over the following two weeks worth to the guild, as opposed to an extra 0.07% raid DPS from giving it to the mage? :P
But effort and need involved in the raid is not leveled out evenly. If you're just looking at it from the perspective of "how many raiding hours did everyone contribute" then yeah, DKP does make sense. But tanks for instance put in a lot more effort for the raid and the raid needs them to be well geared. Even people in favor of DKP agree you can't make them roll for items the same as other classes.
An item which gives a mage 0.07% extra damage goes to that mage because he's doing 20-50% more damage than the Warlock behind him and because he's paying for some consumables that the Warlock is probably not paying - or he's paying them at a different price, who knows.
That extra 0.07% raid damage means faster clear times, fewer wipes and so forth. That extra 0.07% damage also means that people will be less likely to think "oh, he's a biased asshole, he gave that item because of X, Y, Z reasons" and more likely to think "alright, he gave that item to him because of extra raid damage, fair enough".
We're going to have "excited" Warlocks too, but you can't base all your decisions on maximizing people's excitement. Excitement doesn't do DPS better or tank better, and people do want to clear content faster and faster. There's also a human part to consider (which I've talked about earlier) but it shouldn't be your go-to decision making perspective, or else you really are going to stink of corruption and ineffectiveness.