"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
You can't meaningfully farm gear from 2-3 bosses. When progression is due to gear because you have reached the limit of your skill, you have to get gear from somewhere. "Somewhere" isn't two bosses for 5 weeks.
---------- Post added 2013-04-15 at 01:53 PM ----------
That, except that the buff goes up to 200% with 4 stacks of Cracked Shell. There will be a few DPS who just focus the boss because it's fun to see the big numbers, or because it's easy, or both.
Most normal raiders do LFRs for a while because LFRT15 gear can be better than NM T14 gear.
Take out all the normal raiders off of LFR's, and see how the group performance is. I'd love to see that, they'd wipe left and right and the dps/heal would be very low, there would be lots of wipe.
If "average" people are already struggling with LFR difficulty, how could you nerf NM enough ? And then the difference between LFR and NM would be so slim there would be no point in having 2 different difficulties.
It's an honest question, i'm not trying to be right, I'm just wondering what would be the point of having 2 difficulties of almost the same level. Or maybe then we should nerf lfr too..?
Which they ccouldn'tt get while current because most of it is behind garalon.
That's replacing the top end of average with bad just to serve your argument.Take out all the normal raiders off of LFR's, and see how the group performance is. I'd love to see that, they'd wipe left and right and the dps/heal would be very low, there would be lots of wipe.
If "average" people are already struggling with LFR difficulty, how could you nerf NM enough ? And then the difference between LFR and NM would be so slim there would be no point in having 2 different difficulties.
But that's the situation we have now - the difference between normal and heroic is just as small, but serves a lot fewer people.It's an honest question, i'm not trying to be right, I'm just wondering what would be the point of having 2 difficulties of almost the same level. Or maybe then we should nerf lfr too..?
As an interesting addendum to this, gear means much more now than it has ever meant before. Total stats scale more than linearly with item level, DPS scales multiplicatively with secondary stat gains, and item level differences between tiers are higher now than they have ever been before thanks to three difficulty modes, elite, thunderforged, etc. Tier over Tier gains in DPS are much larger now than they have been at any point in the past. Looking at the top end parses, DPS from the start of tier 14 to the high end of Tier 15 has scaled by about the same percentage that it did from the start of tier 11 to the end tier 13 heroic.
Wrong.. I cleared T14 NM before 5.2 and did some heroics post nerf, we're 6/12 NM in ToT as of tonight and I still need at least 3/4 pieces of gear in LFRs . (Trinkets, Chest, Head, Shoulders, Off-Hand from the top of my head), and i'm 511 ilvl. (and I had 3K valor when 5.2 went out, meaning I was able to buy lots of 522 VP gear, imagine those who didnt)
Most normal guilds can still do LFR for some nice gear, unless you've been clearing it since week 2 or 3.
There's still lots of NM raiders going into LFR, skewing the "average" dps/heal or whatever. The "average" LFR player is even lower than you may think.
Last edited by mmoc70ab634a7b; 2013-04-15 at 11:46 PM.
Last edited by Darsithis; 2013-04-16 at 02:54 AM.
I wonder the same thing. The difference between LFR and Normal is HUGE.
The diference between last Normal boss and first heroic boss is none, actually, first heroic boss is easier than last Normal one.
I can tell you that Jinrokh Heroic is easier than Lei Shen Normal. And that Stone Guards Heroic were easier than Empress Normal.
The thing is, both Normal and Heroic are tuned for a single, very small group.
Then you have LFR tuned for uncoordinated groups and bad players.
And the average player, which represents most of the people, have NONE aimed for him.
The major difference between the "LFR player" and the "average player" is that when you take raid leadership and communication away from an average player, he becomes an LFR player. It's like trying to pug RBGs AND do it without voice communication. In general an uncoordinated group is hugely less effective for no reason other than the lack of coordination.
That said, I think LFR is kind of fun just because of its lack of coordination and the crazy things that happen because of it.
Now if you took "LFR players" and put them in a coordinated group, they would be much better. It's doubtful, though, that they would be better enough to find the current normal modes to be a lot of fun.
I don't think the average player even raids. The numbers on WP are very, very low compared to the whole population of WoW. (43k guilds have killed Stone Guards normal).
Last edited by Squirl; 2013-04-16 at 07:28 AM.
Now that it has been an entire raid week since the nerf, has anyone looked at the increase in kills of bosses two and three?
Horridon was up a bit, but is still lagging 10K guilds behind where Feng was at this time in T14.
The problem is not just Horridon tuning, but the persistent effect of T14 tuning. Many guilds didn't gear out in T14, and appear largely not to be "playing as intended" and sticking there to gear out with the 10% nerf.
I don't think there's much Blizzard can do to fix it at this point. They've pretty much verbed the pooch with this design. I wonder how many mulligans they can call on raid design before people on the dev team start getting replaced.
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
I just don't understand why these bosses needed a nerf. I have read the arguments on both sides. Horridon and Council tool my guild about a week a piece to get down and that was in 25 man, but each week we didn't down them, our 10 man group went in and down them. I know these where the best 10 players we had out of 25, but it didn't seem any more difficult.
On the other hand, if a large number of guilds are having trouble downing it, it no longer affects me, so I do not care if they nerf it. It is still not an easy mode kill and requires some strategy and skill.
Whats unclear? It's been gone over ad infinitum why it was done. If you still don't understand theres a comprehnsion check you are failing.
What? You cherrypicked the best 10 people out of 25 and a fight suddenly seemed easier? Theres a surprise.