Guild Blog for <Debonair> EU, Zenedar.
Last edited by Shampro; 2013-05-24 at 04:06 AM.
Sadly, theres not much to say a lot of people think that things are exactly the same as they were at release, which I would agree that it was more of an issue. 3 Patches later? I dont agree at all, but whatever.
Last edited by Shampro; 2013-05-24 at 04:15 AM.
Anyway I was trying to stick to the topic - "Is ToT too challenging causing the guild break ups?"
No, I think the difficulty of the raid is great, I think there's too much of a barrier for guilds trying to gear up alts and new people and people getting burnt out.
I think the difficulty is pretty stellar to be honest.
I came back from a 6 month break, joined a guild in which a few of my old raidbuddies is in now and we're taking it easy, casually progressing with a few other cool people. We've been steadily progressing every week (at Iron Qon now) and while the bosses are challenging, they're not impossible and mostly just requires good execution of a proper tactic, led by a good raid leader.
We have that so it's going pretty smooth for us.
(Note, the guild is fairly fresh, it's not like it's been progressing since 5.2 release.)
Originally Posted by Ghostcrawler
In an MMORPG, especially as competitive and big one as WoW, there need to be multiple levels of difficulty in order to satisfy the needs of the different audiences.
The developers are also the ones that set the rewards for completing the various tasks in the game. There is prestige that comes with those and that plays quite a big role in theme park MMORPGs. Arguing that the only reward should come from within won't bear fruit. It is the same as saying that anarcho-communism is the best political philosophy. It will simply not work large scale with humans being the way we are.
I just cleared ToT normal on my alt with a complete PuG.
4 or 5 of them haven't even seen the bosses past Tortos.
No clue about this whole 'too hard' issue.