As for the Shell speed... It is far far far far... more likely you'll have a good snare source (like a Warlock) on 25 man than it is on ten man. Also far more likely you'll have a good mix of dps and dps spread all across the room to get the kicks on 25 than it is on 10.
They don't want DPS races in normal modes, they said if a normal raid group can execute the mechanics properly they should be able to down the boss. Gear checks and rotation checks will come in when guilds attempt heroic modes.
I think it's okey. The 10 man player base is overall less skilled and should't spend their time wiping.
Infracted; Don't call people less skilled, if you don't give a reason why you think so. (by Sonnillon)
Last edited by Sonnillon; 2013-04-11 at 08:21 AM.
Alt 10 man raids will become much more popular (at least on my server they will).
The same realm in patch 3.3 had a lot of 25 man ICC pugs going on but those were different times [better gear, separate lockout etc].
I think this is a good change. Theres been a lot of threads recently with people struggling on horridon. Make it a bit easier so those people can move on. No skin off my nose, I'm far past the point where I care, it just makes farm bosses easier.
I know they will get stuck on Megara or w/e in a week or 3 but at least they are seeing stuff, and crucially, have chance to gear a bit.
The garalon change is just funny. It doesn't really matter though.
About bloody time.
The Council of Elders fight I can understand, as that was over tuned (albeit not massively) for 10 Man. The Durumu changes effect both 10 & 25, and quite frankly is a welcome change. The fight is simple and easy enough, but that maze is just annoying. The encounter should be made a little tougher, but the maze should be made easier to see.
The Horridon changes I believe these are old, but I saw this nerf as unneeded. Horridon is not a hard fight if your DPS are focused on switching and making the most of themselves. I've seen plenty of guilds complain about him, while their Logs show 3 DPS are sat purely on the boss the entire fight.
The Tortos change, I don't understand. The point of the turtles is to pose a challenge, they're meant to move fast so you don't have much time to sit idle and just heal / DPS. The Bat changes also annoy me. The use of Tank & Healer Cooldowns (when managed right) is more then enough to overcome them...
These nerfs don't do much other then cement the old view that 10 Man is an easier version of raiding.
Realistically, if blizzard want the average would be raider to do normal modes there needs to be even more nerfing. Guess we'll see.
What we had to do though was be smart about how we did things. We positioned the boss so that all adds could be nuked down right next to him for extra Cleave damage, along with using Bloodlust on the third door, to get us through that area.
I'm not claiming that if we can do it, all should be able to, but sometimes people need to really think about how to go about their boss encounters. We spent ages wiping on Council of Elders because we just sucked at it, everything was going wrong, but now, we 1 (maybe 2) shot it every time because we're confident in the encounter.
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