Heroic wise I preferred ToT with the non-linear difficulty of bosses. It prolonged it because you decided to skip Horridon and go work on IQ ever though your guild could of gotten both down and you also got a break in progression and got to go kill some normal farm bosses in between the heroic kills. It also doesn't limit Blizzards imagination and can make each fight to its fullest potential without worrying about linear difficulty, which is why I think everyone though the first 8-10 bosses in Siege were undertuned.
A point I haven't seen made yet...
.23% kill rate is not a measure of the difficulty of the specific encounter. There are 13 encounters prior you must kill within the same lockout to even be able to attempt this fight. Thus the .23% value is an really the indicator of the difficulty of defeating all 14 bosses, not simply H Garrosh.
And to echo points that have been made in a number of posts, it is good that the ultimate end game is hard and needs to be earned and not something many will do, either due to personal choice, lack of opportunity, or lack of ability.
Last edited by Namor of Muradin; 2014-01-10 at 03:45 AM.
Isn't like.... every tier like this anyways?
Will most likely still be under 1%-1.5% in 4 months unless they start the % nerfs.
Blizzard could tune a boss so difficult only 25 could kill it, if that - yet, what's the point? If it's unbeatable, then it has no draw.
0.23% killing heroic Garrosh at this point means he has no draw for at least 94% of the playerbase that hasn't down at least heroic Immersius.
This is seriously leaning toward "devs wasting time and money designing heroic raid content" when they could be designing content to occupy the other 94%.
LFR exists and is necessary because the community makes it so.
Pugs used to be way more flexible, now only with the introduction of flexible sizing are they getting remotely back to how they used to be.
Many people are stuck in LFR because they cannot break into traditional raiding due to the organisational requirements, the need to commit to the times that someone else dictates as being acceptable.
Their ability to actually play to some sufficient standard of performance is irrelevant, or their ability to learn and get up to that standard.
LFR is not "seeing the content", as you are inferring.
Otherwise why would you or anyone else raid anything else.
The very fact that people DO raid flex, DO raid normal, DO raid heroic proves that argument wrong.
Simple as that.
So what you are saying that there is no other content in this game other than heroic garrosh? Please.
Also how much time do you think went into the heroic bosses? Have you actually done any heroic mode? Every single boss is just the same as normal, scaled up hp and damage and possibly one or two added abilities that are completely unimaginative. Just check the bosses.
Immerseus - Add spawn that do nothing, a debuff on the boss that gives you a stacking dot when you attack the boss.
Protectors - Rook adds share health, Suns Calamity deals 10% more damage each cast, He's poisons also proc on Garrote.
Norushen - There are 5 portals to the underworld
Sha - First boss with some real changes. The rifts aswell as banishment provides some new elemets to the fight.
Galakras - Help the goblins open the tower
Iron Jug - Normal
Shams - Each boss got 1 new ability
Nazgrim - 1 new add type
Malkorok - Existing ability now also spawns an add that slows nearby players
Spoils - Killing a mob spawns a spark on the opposite side
Thok - Trash added as adds on the boss fight
Siegecrafter - Wohoo, atleast a few changes. One weapon gets overpowered! I guess the laser is kinda "new". Turrets get health and needs to be killed, magnet stays longer and mines spawns new mines when killed. Not really huge changes.
Paragons - Other than some minor changes (like scorpions actually have to eat a parasite and Korvens amber being immune to damage), the only real changes are the catalysts, Hisek got a new ability, Kil'ruk got a new ability. Probably the fight with the most changes to be honest.
Garrosh - Normal with a tighter dps check, a few minor changes like adds in P1 randomly fixating. A fourth phase that with a few extremely simple and easy mechanics.
How much developmet time do you think went into all these heroic modes? I also would not be surprised if a lot of the heroic mode abilities were intended to be in normal mode but was scrapped. Every heroic mode is basically the same as normal with 1-2 changes that cant have taken many hours of development time.
It's also about quality of content.
Lots of people don't want to collect every achievement in the game or do 10000 pet battles and collect every pet.
Say Blizzard add an achievement which is killing 100000000 million mobs, would people be stupid to whine about no content then because they haven't completed everything?
The Sleeper was intentionally designed to roflsmash any raid that tried him during that expansion - it wasn't until many expansions later and a server-wide player arranged event, that one single server was able to kill him. Even then, the boss had so many scripts tied to him that GMs were concerned it would break the server so they initially despawned him. The server was given another chance later though.
By the way, once attacked - the Sleeper despawned from the server permanently after he roflstomped the raid attacking him. That's why it took several expansions later - there was only one server left with him spawned - a full PvP server that up until then had limited PvE guild progress.