Originally Posted by
Skroe
Let me reply from the opposite end of the spectrum. My guild finished US 52 in AEP, and I basically agree with you.
I've been GM/Raid leader of my guild since Sunwell without interruption, which probably makes me one of the most experienced raid leaders in the US Top 100 now that I think about it. And let me tell you... Blizzard's walking down a really questionable road when it comes to the difficulty of raiding, in the medium term. Let me preface by saying I'm really not concerned about its direct effect on my guild or me. We've cleared every instance US Top 100 except Uldir since 2007. We'll beat whatever Blizzard throws at us. That isn't the issue. The issue is the effect on the overall raid community.
In older video games, it used to be clear where the line was between "hard" and "cheap". Artificial difficulty was generated by having computer controlled opponents be able to do abilities faster, or have them travel slightly quicker than they should, or engage in visual trickery. You'd be playing, and even though its hard you'd feel challenged... until you came up to a "cheap" boss at which point the fun stopped and the joy of achieving something was overcame largely by the satisfaction of being done with it.
World of Warcraft has had essentially that, more than ever in the last two expacs - particularly in BFA - for an assortment of reasons. A lot more fights have artificially difficulty put into to them at the cost of interesting complexity. Overall the raid game has become cheaper, less interesting and more straight forward. There are several mechanisms by which this has been brought about.
First and foremost, Blizzard has created an extremely throughput-centric mode of gameplay in Mythic raids. In the past there were throughput heavy fights and you had to hit some kind of explicit or soft frenzy, but now nearly every fight is typified by multiple internal throughput checks and extremely protracted periods of people essentially being required to stand and attack or heal. This is fairly popular among the raiding community - we live in an extremely metricized raiding community for good or for ill. But it straight jackets what Blizzard can throw at you, thus simplifying fights. Another way to put this is that if the fight's enrage timer and healing requirement requires you to stand and cast for as long as we are doing so now, then the fight cannot simultaneously ask you to do many things beyond stand in case. Compare Mythic Orgozoa (in which you do max throughput and mix in shuffling for the entire encounter besides a single run down a ramp) to Xhul'horac in HFC or Dark Shaman in Siege or Heroic Alysrazor, or Heroic Dark Animus.
Part and parcel of this was slowing down gameplay to bring about a very-ill advised "Neo-Classic" feel (Blizzard felt they moved too far away from WoW's core gamplay), particularly in BFA. Big fucking mistake. Having longer casts, more things on GCD, and most importantly in my view, the two or three expac process of breaking the ability to do meaningful damage while moving by most healers and ranged DPS, implies that, now, to do maximally efficient DPS, you have to be planted, and for a fight to be hard, you need to be doing maximally efficient DPS. Therefore the fights all have to be less dynamic and much more slower moving, or be filled with periods where you can do nothing but stand your ground and cast.
Coupled with this their now two-expac crusade to break the power of mods (particularly WAs) and also simultaneously by putting abilities in all sorts of weird boss ability ques and timers to insert artificial difficulty in fights through abnormal and artificial pacing to create ease (see: Mythic Jaina in the Spring of 2019, Za'qul more recently). The breaking of mods started largely as a response to what the community came up with for Mythic Kormrok and Mythic Archimonde in HFC. They broke the ability to tell coordinates are in game space in a raid instance. In Legion, we saw EnemyFrames broke early, and then they broke some stuff for Mythic Star Augur with nameplates. This expac we saw some more nameplates features broken (evidently for Ashvane beams, which is a total joke to break anything for).
It's been such a weird fixation in their part. It reminds me, many years ago, of their pathological obsession with breaking the concept of people having to look online for the "right thing to do" to get "cookie cutter specs" (a crusade they eventually gave up on, because their end goal was, ya know, impossible). If people are creative enough to come up with brilliant mods and by implication, brilliant strategies to defeat their encounters... that's fantastic! If it trivializes a fight here and there... big deal. It's not like all fights are winners in the current model anyway. I'd argue it was as cool executing the Mythic Archimonde beam spread WITH the WAs than it would have been without it. But Blizzard devs never like being one upped by us, their paying customers. It's like an ego thing.
Basically, this straightjackets boss abilities to be things that 20 people can respond to only in a semi-dynamic manner. So they have to be relatively simple. A good example of that is soaking the wards on Azshara. Instead of having to make a non-overlapping grid dynamically sorted by a WA (but still high-risk), we have replaced it with a list of soakers that someone on discord reads out. Ho-hum.
We also have to throw into the pile the elimination of useful raid CDs down to a bare bone few. The raid game was better with Smoke bomb, with Aspect of the Fox, with Anti-Magic Zone, Amp Magic, Roars on all druids, Skull Banner and so forth.
It should be clear right now where i feel the problem is: Blizzard has replaced a fairly dynamic puzzle which had a lot of moving parts in order to complete the picture, with a fairly simple puzzle that became difficult through increased throughput requirements.
Let's talk about two specific fights in AEP.
First Orgozoa. What the hell is this mutant disaster of a fight. So for (during Prog) a maximum of 4 minutes and 20 seconds you stood in this small Oval and your job was to just do damage and do heals and tank swap, as hard as you can. You had to not be an idiot and spread a periodic debuff, but the goal was to get the boss down to 40% before the number of raid debuffs became unmanagable to the healers. They tank also got destroyed by Boss damage. That's what passes for phase 1 of the 5th of 8 bosses. You stand your ground, and throughput to get the hell out of there. And then you go down a long ramp, just once, and your only goal is to not get knocked off of it. Then at the bottom, Orgozoa has her Phase 1 abilities, and adds that do some interesting things. But because you have to do <40% of the boss's health, you end up, even during prog, only killing the first set of adds (that just got cleaved down with one mob interrupted and one mob soaked) and ignoring the second set while you burned boss. Awesome end fight mechanics /sarcasm.
This mangled mess of a fight is the encapsulation of everything wrong with WoW raiding in BFA. Why is phase 1 four minutes of pure throughput-centric entirely static gameplay (and also the hardest part of the fight)? Why is the interesting ramp utilized only to rush down in about 20 seconds? Why is his transition point 40%? Why are the P2 adds so meaningless that you can ignore the second set on prog? Why is Phase 2 so not dangerous that most guilds killed the boss after seeing P2 a few times?
Here's a better version of Orgozoa. Phase lasts until 70%. It's mostly the same... maybe the debuff's go out a bit quicker if you want to make a DPS thing. But you're out of the first room by 2:30 during prog. Then, you have to SLOWLY snake down the ramp as a group. Orgoza is tanked and dragged along (there is a frontal cleave!). You have to kill eggs (which will otherwise swamp the raid in the last phase), dodge swirlies as a group, and get Orgozoa from 70% to 50% before you reach the end of the ramp. In the last phase, you have to move Orgozoa around the room and cause her to break her own eggs, and you have to kill the adds inside of the eggs too (in adition to the Naga adds that are already part of the fight). The eggs's adds (let's say, 6 of them) are fixated and have to be kited by a bunch of raiders and killed as a group. Breaking the eggs causes slime to spill out, thus shrinking the fight area. The end. Something like that. We have no made better use of everything they have there.
Now let's discuss Queens' Court. This is a pretty dark good fight. I like it. I like raid leading it. What I didn't like was the 7:30 frenzy. Almost every guild during Top 100 prog killed it between 7:20 and 7:38 or so. And for the life of me, I can't understand why. The fight had a lot of interesting mechanics and overlaps... it had a legit good Raider-IQ testing design. So how dumb is it to get to the very end, and wipe at 4% due to enrage? The challenge is their HP pool all of a sudden? Because for the rest of the fight, the challenge was the actual fight mechanics. This illustrates the cognitive dissonance Blizzard has regarding some of these fights. What is the point of the Queen's Court Fight? Is it a DPS check fight? Is it a mechanics check fight? Is it both? If both why both? Is the fight enhanced by it being both?
This is what I was saying by a "feeling cheap". When a guild wipe son enrage during Queen's Court prog, they don't feel like they got legitimately beaten by the fight, especially since they would have had to execute all the mechanics. They feel like they got sucker punched.
Now for guilds like mine... we just deal with it. I mean, I'll raid and run my guild until Blizzard stops putting out raids. We'll keep being consistently between US ~50-80 (hopefully the upper end, but you know how life is). We'll continue to have a great time in the process.
And the raids aren't even bad right now! AEP was overall a pretty good raid, as was BoD. Uldir had a few good fights but was largely a fucking fiasco due to the same reasons I've outlined here (did Zek'voz and Fetid Devourer, otherwise fine fights really need to be that tightly tuned in the first raid of the first tier for bosses #3 and #5 respectively?). I've tested all the mythic Nyalotha bosses to considerable success so far. I think it's going to be a very good raid overall. But the same pitfalls are potentially there. Does Blizzard have a plan for what they want Mythic Vexiona to be? Or Mythic Hivemand? Because they have to choose to do it right.
So I absolutely get why the raiding community has shrunk. It's like what I've long said, since Highmaul - raids have to be a compelling advertisement for why raiding is a fun, worthwhile hobby that people should keep doing (particularly the first raid of an expac). I consider Highmaul to be pretty much the worst raid ever released (and it isn't close). A ridiculously mistuned, visually boring instance, at the start of an expac, where one of the "Warlords of Draenor" is a pushover first boss and the last boss, Imperator, was a 15 minute snoozefest that was cheap, not hard. It was coupled with the 10 minutes without interrupts missing or you lose fight (Brakenspore), the "Camera Angles are still bad in 3D games in the 2010s" fight (Tectus), and the "so badly tuned guilds exploited" fight (Butcher). Highmaul was an advertisement for why people should quit raiding. And they did. In massive numbers.
And here we are again. Uldir was an advertisement for why raiding can be a stupid, waste of time hobby where you get frustrated off of cheap mechanics from mistuned bosses in ugly looking dungeons. BoD and AEP mostly got it right. Nyalotha will also mostly get it right.
I like AEP. But I've raided without stopping since 2005. But putting myself in the shoes of a newer player, or someone who is still progressing and raids one day week - people who very well might join my guild and guilds like mine a few years from now if the game continues to engage them - I totally get why they might say "fuck this" after the frustration of Ashvane was followed by Orgozoa, then by Queen's court and Za'qul.
I think the solution for Blizzard is rather simple. Blizzard needs to figure out what they want these fights to be on an individual basis. Some SHOULD be tight DPS and healing checks. That is part of the game. But do they all? By loosening up the gameplay of the game, by loosening up their mindset about what they want players to accomplish, I think they'll find people get a lot more satisfaction from what they are producing. They should ask players to do more moving (and empower them to be useful while doing so), do more fight-specific gimmick game play, and push fights that require complex solutions via through de facto mod/WA requirements and CD organization (and number of CDs).
Basically there is a happy medium between the MoP model of raid gameplay and where we are now they should aim for. But Blizzard needs to be receptive to the idea that people saying "fuck this, I feel trolled, not challenged" have had an argument all expac.