Let's discuss this further? WoD/Legion raid system is Wrath system with 25HC becoming 20M, 10mans becoming Flex and an additional LFR difficulty added from below. Looks like a return to the Wrath to me. You think removing LFR and limiting Normal and Heroic to 10man only "would be better than the current one"?? I don't agree.
Wrath ===> Now
25HC ====> 20M
10HC ====> 10-30HC
10N =====> 10-30N
none ====> 25LFR
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
It was so much easier to take 18 or 20 than 10 it basically made every F+F masochists for trying to keep with their long standing group instead of inviiting 8-10 complete strangers.
Given the aim of the design was to let already existing groups play together minus the toxic atmosphere you get pugging/LFR flex was a complete failure. It actively punished you for not inviting randoms!
Added to that some of the bosses were simply mechanically non viable at launch. They did fix it a little while later (8 weeks or something) and HFC is more doable but by then it was too late, the damage had been done.
I'm just talking about hardmodes.
It would be better to go back to a lesser 10-man hardmode (Wrath style) than for there to be no 10-man hardmode (WoD style), although obviously the Cataclysm and MoP model is preferable to either. The fact that they have the same name does not mean that Wrath 10 Heroic and WoD 10 Heroic are comparable. Under the WoD model, for example, Lich King wouldn't have Shadow Traps or the changed Frostmourne phase in 10-man.
Last edited by Mahourai; 2016-07-04 at 09:01 PM.
So far it looks like Legion will continue with the 20 man mythic system. The proposed ML restrictions would prove an issue for cross realm mythic groups if cross realm is to remain an option for mythic.
We shall see in the coming months what impact the class changes along with some buff removal has on group composition.
Huge failiure obviously. The major problem is: there are way too many difficulties in this Game! And when you reach Mythic you are already bored of the fucking raid! I had HFC Heroic clear after like 2 Weeks and then I quit, because I could not be bothered to do the same shit AGAIN!
In Vanilla and TBC I raided because I wanted to see the Bosses. If I could have killed Kael'Thas, Illidan and Vashj just in the Retard-Finder I would not have bothered killing them legit.
Failure killed 10 man guilds like mine though the poor content probably helped a lot with that too.
Mythic generally has changes which go beyond "same boss with more hitpoints", introducing new abilities, adds or even entire phases. Of course being too creative with it can be a problem, as shown by Imperator and his final phase - where parts of lore were hidden behind a rather challenging boss.
Either way - for people who "seriously" raid Mythic, number of difficulties is hardly a problem. They treat Normal/Heroic as mere stepping stones - a practice run before the real content starts. Helps that those difficulties generally have mechanics that are delibateraly weakened that you can generally ignore them, changing the way you play once you get to "the real thing". It's not LFR level of "I stood in fire and nothing happened", but "getting hit hurts, but doesn't instantly kill you". Of course it's the most creative it can be - but again, it's difficult to make 4 completely different versions of the same boss.
They should just remove RetardFinder and Mythic and make Heroic as hard as Mythic and Normal as easy as it is right now. So the Casualscrubs can do Normal and everyone who wants to seriously raid does Heroic.
That would make the Game so much better.
So, widen the difficulty gap by an enormous amount, remove content for people who enjoy some difficulty, but not too much and make it impossible for large percentage of players to see the bosses/get some loot. Who exactly benefits from that, other than you?
Mythic success or failure is debatable, but the debate mostly focused on static number of raiders, not "yet another difficulty level". Especially since people who raid it pretty much ignore LFR and only do normal couple times, so they never deal with four difficulties.
What difference does it make if there are 4 or 2 difficulties? All raiding guilds focus on only 2 difficulties: lower for farm, higher for progress. So guilds that only aim at Normal, do LFR for gear, guilds that only progress Heroic don't really need to do LFR much as Normal is enough gear for heroic, Mythic guilds, don't go below Heroic.
More difficulties mean, more people have a chance to walk the path from a new player to a Mythic raider if they show enough skill and dedication to do so starting from the easy stuff and then move on to harder if they don't find their current content challenging enough. This works much better than Vanilla/TBC system. It also makes it possible for the hardests content to get progressivly harder without locking out ppl joining WoW in later expantions and lacking years of experience from seeing what raiding is about. This is what was very wrong with Cataclysm since hard content was as usual harder than before and there was absolutely no entry raid content for the new players.