I don't agree with you at all. Sorry, but you use defile as an example. If defile spreads it kills the whole raid. Wind lord, if someone runs into a bomb, it kills most of the raid. On LFR, it doesnt do anything really. Defile would be the same. And I don't know about you, but Feng, Stone Guards, Spirit binder, Garalon, Windlord, Tsulong, all have pretty interesting mechanics. Every single fight in a raid isnt going to be wildly different, they would run out of ideas. But I am really enjoying this tier and the different types of bosses we have.
Personally, I'm sick of raids where EVERY fight has to be a gimmick. I'd much rather see a higher bosscount with a few 'simple' bosses... tank and spank... or 'kill the boss while dealing with waves of adds'.
gimmicks are fun as a break from the ordinary, but when they became the norm... they lose their luster.
Re: Designing LFR First
Here's a member of the raid design team from just a few days ago which should some distance towards settling this. It seems they don't.
That would strongly seem to imply they design it normal/heroic and then adjust LFR afterwards. There's certainly nothing at all there to suggest they do it exactly the opposite way that you seem to imagine they do. And to be honest, editing and designing a raid from complex to simple makes more sense than the reverse. It's quicker, easier and always cleaner to cut stuff out than to add things. At the end of the day if they can't make any of the mechanics work, they can turn it into a straightforward stand-still tank and spank.Originally Posted by Blizzard Entertainment
Last edited by MoanaLisa; 2013-02-17 at 09:24 AM.
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Honestly, 10man has a much larger impact on raid mechanics than lfr ever will.
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There have been cool mechanics in this tier of raiding. There have been hard mechanics in this tier of raiding. There look to be cool, and hard, mechanics in the next tier of raiding too. If you actually read my post you'd see that neither have much to do with my point.Originally Posted by Mushroomkin
Faction champions was a perfect example of an incredibly easy encounter that still required raiders to leave their comfort zones to complete. The TYPE of difficulty is what I'm talking about. The TYPE of absolutely essential group cooperation and tactical planning and puzzle solving required to kill it. Even if its not a difficult fight.
The over-elaborate fights are my whole point, but not just in and of itself. Over-elaborate in that raiders had more role responsibility than just their healing, dps, or tanking role. There were subjectives to deal with. When I said "outside the box" i'm not just talking about unique, or even just fun/hard/etc mechanics. I'm talking about open-ended mechanics. Heroic Vizier is a really fun fight, but at the end of of the day you're still following a cookie cutter pattern to win (now, if the original version was altered to be possible instead of just removing the extra echos, it could have been different).Originally Posted by DakonBlackblade
-- We'll Dance As The Palaces Burn --
---------- Post added 2013-02-17 at 11:48 AM ----------
-- We'll Dance As The Palaces Burn --
I felt like it was that way in DS, as nearly every boss had very few mechanics which people needed to worry about.
Like... 2 phases max for every fight.
If this is true and not just a coincidence I think they only tested the waters. Because in this tier bosses actually are mechanically difficult.
Rephrasing: Even if it did limit their development it does no longer.