I came into this thread expecting four bootleg...er, bank tabs filled with rootstock alcohol.
I am disappoint.
I'm all for teaching new players the ropes. That being said, if the archer really is bragging about being able to take aggro and getting into an argument over something silly (like keen vs. power charms) like OP said, it starts falling into a gray area of "is it really just a new player, or someone who has an attitude"?
When Mystics were the preferred healer for MC, a lot of priests complained about how they were unwanted and received a bunch of buffs that pushed them way past mystics.
I don't see why they can't do the same for Mystics now that it's pretty evident that priests are preferred for everyone except maybe zerkers. A stacked debuff on Sharan Bolt that stacks for -12% and overrides Triple Nemesis would go a long way towards doing this.
Warriors are just sucky when it comes to tanking, in fact I find myself tanking better in offensive stance just for the way better damage.
I don't believe this at all. Please elaborate.
Personally, I would prefer if, instead of constantly re-referencing MCHM, they could actually make the newer dungeons harder (or add a "very hard" mode to them). This would actually be very easy to do, since a lot of the current dungeons are deemed very easy because of the following:
1) Lack of one-shot or excessively deadly mechanics.
2) Way too easy to recover from mistakes.
For instance, WHHM could be made very challenging if they changed the spin attack and tail poison to a unmitigable one-shot (must be dodged), significantly increased the damage of the small poison circles (maybe 30k damage to geared players + 10% max HP per tick), made the petrify a one-shot, increased his secondary aggro rate, and made it so that priests and mystics cannot resurrect anyone in the dungeon. For added fun, have the petrify for tanks be a one-shot as well instead of a cleanable effect. It might not be quite MCHM (with its tons of debuffs), although it will still challenge players enough to force them to play with skill rather than just mash through it.
If they could do this and add a "final mode" to future dungeons with the true top gear (that is only 5% better than the second-best), even if it's not quite MCHM level, it would be much better than expecting everyone to constantly come back to one dungeon.
"Cannot stack with crystals that have the same effect" means the crystal does not stack with itself. Namely, if you tried putting two focused-type crystals in the same weapon, TERA won't let you. Stacking 3-4 different critical crystals (Savage, Acrimonius, Focused) is pretty standard in most DPS crystal setups, in fact.
TR being down is an outrage. It has costed me precious minutes that I would not have spent on TERA anyway due to being at work!!!
Thus, the workers will rise!
We will not compromise!
For we know that EME owes us all a bag of rice!
Long live Lenin! Kill the czar!
We salute thee, sickle and star!
Keep in mind, though - slayers already have a higher crit rate than warriors do, thanks to the multiple triple crit glyphs on their skills (while warriors only have a double crit on scythe). Triple crit effectively adds +100 to their crit for 4 seconds when they use the skill.
Berserkers may have arguably higher crit rate as well, in fact, due to how their crit glyphs work.
And that is exactly the point: to encourage people to put in the time and effort to become good, same as you did at your moment... instead of providing 'shortcuts' that are detrimental both to the playerbase quality as a whole and to the individual experience of each player in the long term (as Zuvel illustrates).
This is not going to happen.
As a former RIFT raider during the hammerknell era, I agree with what you have said in the first sentence. MCHM is a pinnacle of skill only in the sense that it requires you to know how to respond to a number of mechanics. While completing MCHM correlates positively with skill, not beating MCHM does not make anyone a bad player. Almost everyone, with enough practice and dedication, will eventually be able to accomplish the same thing.
However, even back when people didn't sell quills, the majority of players still didn't complete MC by themselves. The needed resources were always easily accessible; people had MC training runs all the time, and it was fairly simple to get into a guild to learn to run MC, or gather a bunch of people for a training run yourself until you are able to complete it. Instead, people simply bought Regent off the broker and went off to level alts or dance around in town. The same thing will happen if people are no longer able to buy quills: people will stop aiming for the top tier of equipment and instead be satisfied with the T15 equivalent of WH gear.
There's a lot of reasons for this. Excelling in MCHM, first of all, requires a continuous time commitment that not all players are willing to give. This was one of the main barriers of the dungeon back when it took 5 people a considerable amount of time to learn it, and will remain a barrier now. With most of the skilled players not running the dungeon anymore once quills are no longer sellable, a new player seeking to learn MC will have to gather a group of people and devote time to learn with the group. It's not like WH where you can just click one of the random LFG pugs and get in, or BG where you can just queue - no one will want to learn with you in MC if you try to play "on your own schedule" and ignore the needs of the group.
While you'd be right to ask "hey, why are those people playing if they can't even devote that little bit of time?" The answer to this question has always been "those people are the ones holding the money." There are a lot of people out there with heavily variant schedules that can't easily commit time every day to something in an MMORPG. Their work can vary daily from being "nothing to do today, click run on a project and type on phone" to "hey this project needs to get done now gogogo", and they can come home in various states of exhaustion depending on how the day goes.
People like that - the casual playerbase - will probably never commit the time to learn a difficult dungeon no matter how much you prod them. Nor is completing MCHM the only way for a player to be "good"; even if you make quills 100% unsellable, the players that are actually "bad" now will just continue to not care about the game and settle with the second best like they did with Regent back then. The players that are good that never completed MC on their own due to irl circumstances? They'll continue to be good with the second best gear and continue to never complete MC because neither IRL nor player attitudes will change with the accessibility to the best gear in the game.
Now, phrasing the question in a different way - do they deserve the best gear in the game - and it becomes a much more open-ended question. A lot of casual players are totally okay with the idea of being limited to the second best gear. The question of "deserving" vs. "not deserving" had always been the real debate behind quill sales; the player base will not change if quill selling doesn't happen. Bad players won't sudden become good if they can't buy quills.
While I do agree that people that do not complete MC might not "deserve" VM2 gear, per se, I also feel that it would hurt the economy - the people that used to make money selling quills are now forced into dailies (more gold generated per day), membranes (deflating their price), and LoT/KN (deflating the price of MW alk and MES) like everyone else, and prices of everything change suddenly as a consequence with shifting supply.
tl;dr: Don't disguise the issue. It has always been about whether people that can't complete MC do or do not deserve VM2, not about improving player skill levels end-game.