Ok so people HATED ToC. It's been pretty well documented how disappointing that raid was, following as it did the majesty of Ulduar. That circular room with no trash got very old after the first couple of weeks.
However, I would like to present the following argument: As a raid, Dragon Soul is just as poor as ToC, if not moreso. ToC suffered from several things:
1. Totally boring architecture / art style. Pretty obvious one this, I mean it was the same circular room, until the floor fell away for the last boss revealing another circular room.
2. A totally messed up difficulty curve. Normal modes in ToC were INCREDIBLY easy for the most part. That is an issue but not necessarily for the reasons some people might think. The problem was the heroic modes. These were such a vast order of magnitude harder than the normal modes that it was extremely difficult for many guilds to get into them. You would kill anub on normal fairly easily, and then think "ooh, lets try heroic mode!" Then you'd run into the heroic Northrend Beasts encounter, a colossal cockblock of a difficulty wall, with tanks getting floored in seconds and other such nasty things.
3. Faction Champions. Nothing more needs to be said about this really, I'm sure the majority of raiders will have, at one point or another, experienced the fun of having all of their plate melee DPS suddenly turn onto your warlock / generic clothie and cut him to ribbons before the healers could so much as think "OH FFUUUUU"
These are just a couple of reasons why people didn't like it. However, consider this:
The bosses in ToC were actually pretty interesting. The Northrend beasts was a 3 phase fight where each phase was very different, requiring good healing / tankswaps and burst DPS in phase 1, solid positional sense / awareness and DPS in phase 2, and more good positional awareness / ability to run very fast away from an angry yetiomg in phase 3. Jaraxxus was a fairly fun fight as well, with add control, a new mechanic in the fire debuff that followed people around requiring your raiders to not be stupid with where they left it, another new mechanic in the form of the "reverse bomb" effect, requiring snap burst healing on a specific target and obviously the solid burst requirements to kill the adds before they overwhelmed you.
Faction champions was, despite it being the most hateful thing in existance at the time, was arguably a pretty interesting fight, in that it required your raiders to do more than just go through their DPS rotation. Long forgotten buttons like disarms, stuns, snares, roots, offensive dispels, silences and other such forms of crowd control were dusted off. All this combined with the need to be able to turn on the dps in a pretty big way to blow down your chosen target before that stupidly OP resto druid made a mockery of your dps.
Twin valkyr also added a new mechanic in the form of the orbs that people always seemed to get hit by despite them moving in one direction and never following people. It needed snap burst, solid DPS overall and was, on the whole, a decent ish encounter. Anub arak was also a fairly interesting fight, with the last phase in particular presenting healers with a different kind of challenge, and the burrow phases needed good awareness and movement from your raiders.
Say what you like about the pure numbers involved and the way they affected the difficulty, but from an encounter design standpoint, the raw mechanics of the fights themselves were in no way bad in ToC.
Now lets compare this with Dragon Soul, the final tier of the expansion.
1. Artstyle - not much to say here really, its just using environments recycled from the previous expansion for the most part, and the bits that arent are re used from levelling content in Cataclysm. Hardly groundbreaking
2. Difficulty curve - Can't say much for the heroic modes as I have only killed Morchok so far but on normal modes it seems pretty easy overall, and heroic morchok doesnt seem wildly harder than normal madness, so in terms of how it leads you into its heroic modes you could argue the difficulty curve is better on the whole.
3. The encounters themselves. HERE is where things go bad for Dragon Soul. Forget the numbers, think about the mechanics of the fights. I propose that they are FAR less interesting than the ToC fights. The majority of DS fights have very few interesting mechanics, and mostly boil down to "stack up, and spread every 30 seconds or so." As with ToC I am only really talking about normal modes here, as the core mechanics dont change too much on heroic IN GENERAL.
Morchok starts the instance, and involves everyone stacking up, and hitting the boss. When he pulls people in to him you run away and LoS his AoE, which doesnt really hit that hard anyway. You also need a few people to stack on the crystals he spawns. That's it. hardly inventive, and far less interesting than anything in ToC. Zonozz - The way this is handled on normal is probably quite different to heroic, but on normal it basically boils down to "stack up, melee run away to avoid his AoE thing, then ranged run in when he summons tentacles." Again, interesting? No, not really.
Yorsaj is basically the same thing - you all stack up, then you kill an add when it spawns then you stack up again and heal. Hagara is possibly the most interesting of the first 4 encounters, but even then, its still pretty much just, "dps boss, dont stand in ice, kill the add, rinse and repeat." Again, I would argue far less interesting mechanically than anything in ToC.
Ultraxxion is an extremely boring fight, and sticks to the theme of "stack up" except this time you dont need to spread out. patchwerk 2.0
Blackhorn is probably the most interesting encounter in the whole instance, requiring abit of add control, burst dps and some positional awareness.
This brings us to the 2 Deathwing encounters. The final two encounters of the expansion and the culmination of all of the lore and questing up until now. The final showdown with one of WoW's biggest baddies. Except... it's a pair of add fights. Spine is, mechanically extremely boring, requiring the raid to stack up AGAIN, and just DPS adds. Sure it needs your dps to stop every once in a while, and the whole raid needs to move into one of the lava pols to get hooked on when he rolls but lets face it, this is one of the most mechanically uninteresting fights in the darn game.
Madness is another add fight essentially, not really requiring much more than your DPS to be able to attack the right targets. Sure it gets progressively harder, but all it boils dow to is "can your DPS hit the right add" and "can your healers heal the damage?" The final part is just slapping an inanimate head of deathwing while tanking and killing, you guessed it, more adds.
So, on balance, I would argue that DS is a FAR less interesting raid than ToC. people slam ToC, and alot generally say they thought wotlk was bad because of it, yet I would contend that actually DS is just as bad as ToC, if not worse, as the artstyle / zone itself isn't wildly more interesting, and the fights are way less fun to pull.
Thoughts?

MMO-Champion
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