LFR and normal are all easy as fuck, HC is only for the best anyways.
LFR and normal are all easy as fuck, HC is only for the best anyways.
PvE is a minigame // Rerolled from affly to spriest after 8 years, thx pandaland changes
They had to make things "more complex" or everyone would clear content week 1.
Oh, wait ...
But you don't really need them, as long as you are not going really hardcore. It's just an option most raiders don't use.
In TBC and Vanilla did we have less spells, but different ranks and the way we had to use them, was what matters. Healing is in my opinion quite boring nowadays - not so many decisions to be made, it's rarely the case, that I have to think if I should cast this spell now or that I have the feeling that it really matters what I use. It's usually quite obvious if I have to go in an aoe-rotation or single target healing. I don't have to worry about threat, the placement of my totems, 5-second-rules, keeping something in CC during boss fight ...
It doesn't matter anymore where you place a player in the raid - buffs are raid wide anyway.
I can't be anymore a good shaman, by knowing exactly what totems to use in which kind of group or when to switch them. They are just there and I'm done.
So yes, for me beeing a casual and mainly leveling since Wrath, I feel overwhelmed by the tons of skills I have and annoyed by the fact, that I don't really need them and that eyerything is just faceroll easy. At least until you hit heroic mode, where you are required to raid at least 3 times a week, something I have never done and will never do.
I haven't tried flex raids yet, but I hope that they might bring some of the "middle class" raiding back again. I'd love to be finally a bit challenged again and not only have to decide between bored and too "difficult". It has a reason why I was never in a hardcore raid guild although many wanted me to join.
Last edited by Laily; 2013-09-26 at 11:59 AM.
The average Molten Core fight was so incredibly simple that it makes LFR SoO look like upside-down rocket surgery. The hardest part about raiding at level 60 was convincing 40 people to show up on time. The average player was so horribly bad that on Baron Geddon, whose only notable mechanic was to give players a debuff that made them explode after about ten seconds, you actually split up the raid to minimize the damage done by the idiot who would inevitably blow up the raid. In contrast, the SoO LFR group I got this week one-shotted Iron Juggernaut without any tactics required beyond "there's lots of stuff, dodge it".
But really, what we need is just a TL;DR version of the dungeon journal. At least 75% of the stuff in it is irrelevant. If I can't do anything to prevent it anyway, there's no point in informing me about the names and specific mechanics of the four different forms of raid-wide damage that each fight has. If you assume that every fight involves AoE damage, tank swapping and stuff you don't want to stand in, most SoO fights can be explained in a sentence or two.
Diplomacy is just war by other means.
Uhm.. if you're trying to say that raiding has social and theory-of-mind difficulty with stereotyped interests and repetitive behavior then I am not sure I agree with that statement.
If that's not what you're saying then I think you are using the word "autistic" incorrectly.
Normal is the name for the mental disorder present in the majority of humanity.
You entire post falls short on the presumption that a lot of abilities = hard fight
Paragons of the klaxxi is a very very simple fight and is basically just kill boss kill add move from shit. Nobody in our raid group even bothered reading tactics for it.
Also +1 for selective comparisons. The rest of the bosses in that instance had a lot more abilities than most SoO bosses yet you chose the patchwerk fights that were not designed to be complex, just a gear check. The idea of patchwerk fights seems to have fallen off the table now, they just dont create patchwerk fights anymore, so if you compare a fight like brut to a newer fight, yes it is gonna have less mechanics.
Volun-told - A supposedly optional event, award, assignment, or activity in which a person (or persons) are required to attend either by persons-in-charge nominating them or their peers expecting them to be there. The individual often has no say in the matter, and non-attendance in frowned upon.
I am so tired of seeing terrible people, being admired, for being terrible people.
Let's not forget tuning, either. Difficulty isn't comprised solely on mechanics alone...when was the last time you actually had to worry about an enrage timer? Sunwell 1.0 required 22+ players to have Leatherworking (aside from Kalecgos and Felmyst, but they still helped) for the notorious permanent drum haste buff.
SoO normal is NOT EVEN CLOSE to as tightly tuned as Sunwell 1.0
Now, heroic is an entirely different story...but I'll even venture to say that M'uru 1.0 is still up there as far as raw difficulty (maybe not mechanical, but certainly in tuning) as anything in SoO heroic (OK, Blackfuse / Paragons / Garrosh are probably all more difficult).
So yes, fights are more "complex" in that players need to be aware of more boss abilities, but the overwhelming majority of raiders aren't having to deal with razor's-edge style tuning, making it easier to be aware of such mechanics. Oh, and let's not forget the more diverse toolkits across all classes to deal with the increased number of "big damage things to worry about" (we're talking cooldowns here, people)...which makes all of these aforementioned mechanics more forgiving.
edit: I'm tired of saying mechanics.
I'm not saying this to be rude, but what the hell does autism have to do with raiding? It's a pervasive development disorder that primarily affects communication and the neural network. And if it was your way of 'nicely' saying 'retarded', then that's kind of fucked up.
Yes yes a thousand times, yes. Its utterly ridiculous now.
Man I miss T7.
Approx 6% is what you get these days if you consider an average raidsize of 15 ppl (to allow for 10 and 25 man guilds) and see that 34 000 guilds were 1/12 normal in T 15..then we speak of 500 000 raiders
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I guarantee, if you took Method and 15 players from Blood Legion, put them on a private server, and told them you'd give them a million dollars each for clearing Naxx 40, or Sunwell, or AQ 40, or whatever the fuck your raid of choice is, they'd kill all those bosses so fast it would make your head spin and the time actually spent on bosses would be so little it would utterly shatter the original world first records. People are better at the game than they used to be, deal with it.
And yes, I'm obviously talking about servers where the raid they'd be doing was being ran on the patch that it was released on.
If Goku's power level increases at the same rate till the end of DBGT as it does till the end of the Frieza saga, as a SS4 Goku would have a PL of roughly 939 Quinoctogintillion. For reference that is a 260 digit number. A PL of 14,600 is required to destroy an earth sized planet. There are about 2 nonillion earths worth of mass in the universe. That means SS4 Goku can destroy the universe about 32 Octosexagintillion times over. There's a reason they made Goku a god at the end of GT.
tbf you are comparing a boss with mutil adds to a boss that is a stand alone boss.
oddly enough. on the pull where we killed sha of pride I was taking so little damage that i swapped over to ret spec for 300 strength food buff before pulling. i forgot to turn on righteous fury and we did just fine. it was work keeping ahead of the bear tank during my turn and I felt like an utter scrub when i figured out what was going on, but yeah a decent rotation can make up for some awesome derp.
and omen although nice is not necessary with voice coms, which every raider uses, and target of target somewhere on your screen.
I don't think so. It's just like any game, it evolves as its players do in complexity.
The original GTA is way more complex than the new GTA.
COD/Halo is way more complex than Doom.
I enjoy the complexity.
Re-read the bolded part of my previous post and see if you disagree.
edit: I'd still like to add that only one guild in the world killed M'uru 1.0 (and it wasn't bugged / "mathematically impossible").
I remember that many of the vanilla bosses were about endurance and preparation. I think one of our Nefarian-kills took like 20+ minutes. And in MC you weren't even supposed to survive. We had a healer that could stay out of combat and res us as we died. We had to consider resistance gear, pots, threat meters and boss spesific macros. And there were a handful of bosses that required quite a few tanks. I would often hot-swap from 2-hander to sword'n board just to keep the adds from wiping the raid. I don't know the modern raids outside LFR, but back then it seemed like it was easier to wipe the raid. In LFR, you die because you did something rather reckless or stupid, and you die alone. In vanilla you get some kind of debuff and wipe the raid. And also those annoying LOS mechanics. The Instructor in Naxx would wipe us if the different people weren't positioned perfectly, and I remember that the flying dragons in BWL gave you a very serious fire damage debuff if you didn't wait out the duration behind a wall where he couldnt see you. I don't really miss that part....the only thing I miss is having a shammy in my grp with the old winfury totem. It doubled my damage output
Mother pus bucket!
It's an issue now the gap between the top and the bottom.
There's so many resources available online and so many that read them now that if Blizzard made bosses as simple (in general) as the old ones then a large number of raiders would stomp the shit out of them unless they made them all tough gear checks.
So they have to keep making bosses have tons of mechannics and things to watch out for and this means unless the mechanics get toned down then they're very tough for entry raiders