So now that we're partway through 4.2, couple of the top guilds creeping into Firelord territory, I'd like to take a look back through Cataclysm so far.
As I was posting this on the official forums, Paragon reached Firelord status. I'd like to offer my personal congrats to Paragon for Firelord about 20 minutes ago. Good job guys. I have to say I was rooting for Vodka, but nobody puts in the time and effort like Paragon does.
Disclaimer: I do not PvP.I don't care about PvP. I hate PvP. If you have any disagreements with this thread pertaining to PvP, take it elsewhere. This is coming purely from a PvE perspective. My characters include my Main, a Rogue, a Resto/Ele Sham, Prot Warrior and an MM Hunter.
A bit of history on myself, so this can be taken into context. I started raiding in BC shortly after t5 content started with a guild progressing through Kara, and worked my way up through most the content in the tier in a couple guilds of varying degree - Casual for kara, semi-hardcore for t5, and a hardcore guild for a few months in t6/Sunwell. In WotLK I formed my own guild and we did pretty well for ourselves, at the end of the xpac ending up 7/12 hardmodes with some casual 2-night a week raiding. In Cata, the guild eventually fell apart and I'm now currently in <Temerity>, who is, at the time of this posting, world #1 25m guild for 3-night strict a week raiding according to wow-progress and we're US #31 25m overall.
Now, I'd like to touch on a couple topics here. First a foremost, raid lockouts.
Before I breach this topic, I'd like to mention that I'm very very happy with the raid content. The content in general is great, it's a huge refresh coming off ICC to see some raids that are taking a step forward in difficulty. This is coming just from the raid lockout perspective.
Coming from a person who has been doing raid leading since he started raiding in Kara, through guilds and PUGs alike, I think the raid lockout change is a good thing. It allows for a lot less stressful pugs, as it's muchmuch easier to find 9 competent people to do a quick raid at any given time of the night compared to 24 people. The same goes with guilds - You see tons of 10man casual guilds that weren't possible back in WotLK and BC, and they have fun doing that.
Now the problem with it. Looking back at t11 hard modes, and even the normals to a lesser extent, it's is insanely hard to balance. Blizzard, you knew this going into it and yet you wanted to try it anyway, and I commend you for it. It's a sound system - Problem is, I repeat, it's impossible to balance.. Look at Heroic Halfus, for example. This fight was much, much easier on 25-man due to the fact that you needed to have 3 tanks to do it, which was a huge deal on 10-man. Look at Al'Akir, who was never really balanced to begin with - That fight was much more forgiving on 10-man as you didn't need nearly as much DPS. In current tier, I've heard reports of guilds downsizing to 10mans to kill Ragnaros such it's much easier. Baleroc, the pure mechanics make 10man much easier, and you see a lot of top guilds getting their first (and subsequent) kills on 10-man. The fastest kills in the world are a solid minute faster on 10-man then 25-man. A minute. I know the question everyone is going to ask me - How do we fix this? Really, there isn't a right answer, and I won't pretend to know what the right answer should be. Should we go back to 10/25 lockouts being split with 10's being easier? Should they be forced to do more testing? Should *all* content be gated when it comes out?
Personally, I'm a 25-man raider through-and-through. I'm not a huge fan of 10-mans, though I do run them with my alts quite a bit. So if I was being biased, yes, I would like to see the lockouts split like they we're in WotLK and have everyone on equal footing. But that causes problems elsewhere, like having to farm 10-mans for that one piece of BiS gear that is lower iLvl, Blizzard having to completely design 2 sets of loot (plus heroic pieces) for each, etcetc. I do really believe that Blizzard has tried to make the content as fair and even as possible for everybody, but being the massive MMORPG giants that they are, I personally expect nothing but the best from them in this regard, and we haven't seen it this expansion. I know I'll be extremely happy if the next Dev Watercooler means we get to see some insight from GC and the devs about what they think on this topic.
Now, the other topic I'd like to tackle in this..mini-blog, would be the DPS balance. I won't get onto healers, as I'm not a hardcore raid healer by any means. I'll make this one short, I promise.
Class balance has gone pretty well in Cataclysm. You can argue this anyway you want, but we've come a long way since WotLK. Yes, part of this is class homogenization. I'm ok with that. Classes do have to be the same to an extent if you want balance, it's just a part of the game. Most of the classes right now are mostly equal in a Patchwerk fight, the problem comes down to target switching, which most raid fights have. Let's have an example - Fury Warrior vs Assassination Rogue.
Fury Warrior ramp up time depends on if they need to sunder or not. If they don't, no ramp up time. If they do, 3 GCDs.
Assassination Rogue ramp up time - This is almost like Kitties in WotLK. Best case scenario with extremely lucky RNG, we can ramp in ~7 seconds. That means SnD has to have 10+ seconds, redirect is up with CP 4-5 CP on target, and we can redirect->Rupture. Worst case scenario, our ramp up time is closer to 35 seconds. On average, it's between 15-20 from real-world experience.
What's the tradeoff here? Do rogues do more DPS once their ramped up? No, no we don't. I'm using Warriors & Rogues as an example here, but it's not the only example. Overall, it seems as if the Devs are balancing around patchwerk fights, and not much else. The solution would not just to be "Hey, Rogues have terrible ramp time, they need more DPS". I'm ok with doing the same DPS as Warriors - I'm just saying we need to somehow make the ramp times for *all* classes a little closer together.
Something else I should mention before I close this out is Shamans. DPS Shamans...who is anyone kidding? DPS Shamans are just outright terrible when played in a hardcore environment. Enhancement shammies are decent enough at the beginning and middle of a tier, but they don't scale well at all with gear, and by the end of the tier they're always solidly far down on the DPS meters. Elemental shamans are the same way, they hover along the bottom of the meters, and when movement is involved...they go even farther. Granted, I know with patch 4.2 Blizzard was working on some of these issues. Being able to cast LB while moving is pretty substantial and will help, but it feels to me like a quick fix. Class balance in raids comes down to class balance in PvP - Why can't we just split the two up? Yes, it would be a little confusing to people at first. But it would save many, many headaches in the long run and solve a ton of the crying that happens on a daily basis. Trying to balance around PvP and PvE is a lot like trying to balance 10m raids with 25m raids, if you get my drift.
I appreciate any feedback or corrections to this, let's just try and keep it civil, eh? I'll be reporting posts from anyone who wants to be directly harmful to the discussion.