They created LFR for groups who couldnt down normal / didnt have the time to / didnt put the effort in. Enjoy that.
But yes i get your point, agree to disagree, its been like this since wow has been running
They created LFR for groups who couldnt down normal / didnt have the time to / didnt put the effort in. Enjoy that.
But yes i get your point, agree to disagree, its been like this since wow has been running
"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?"
The ones who were stuck on garalon when T14 ended were simply bad. (its not an insult)
Either raided once a month, or didnt ever valor capped, or didnt do LFR.
I consider my raid to be a little better than average, we barely finish the tiers when the new one opens, raiding 5 hours a week. We do not valor cap everytime, most of us do our LFRs do get gear, half the raid doesnt even know the strategy when we try a new boss.
Our raid is never full, we have to get 2/3 new guys every lockout and explain the strat to them, most of the time we need tanks, which is the worst role to need.
We do mistakes, we f*ck up sometimes, but we try to improve our strat and end up killing the boss.
I don't know what could be more average, stand in the fire everytime, raid 1 time a week, and don't follow the strat ?
It this helps some people to enjoy ToT a little more, i'm happy for them, I just don't think it was needed at all .
well, good thing blizzard is now catering to the majority of the gamers.
Thanks to the nerfs we had some progress last night, (we were 6/12, now we are 9/12) less time wiping on the earlier bosses = more time to work on new bosses.
---------- Post added 2013-04-12 at 02:41 PM ----------
exactly, I don't understand how people can be so oppossed to others playing the game when in fact, more people raiding = more resources spent developing raids = better raids. I mean, do they know blizzard nearly killed raiding back in cata because developing a game for 5% of the population was a waste of resources? Do they know dragon soul was what it was because of that fact?
No the people that were stuck on Garalon are bad compared to you. This is waht I have been trying to say, the people stuck on Garalon are the middle of the bell curve, they are the majority. If the majority stop raiding Blizzard will not provide normal raids and will only provide LFR. we should be trying to get more people to raid not less.
I do also wonder however if part of the problem has been the difficlty curve of raids so far in this xpac. It's not so much been a difficulty curve as a difficulty rollercoaster with easier bosses gated behind much harder ones. ToES gated behind Empress for example when the first fights in ToES are easier.
Last edited by Candiman; 2013-04-12 at 01:06 PM.
Why would anyone complain about these nerfs? They are for normal 10 man and it's only the first few bosses. It will allow a lot of guilds who were blocked to make a bit more progress. They'll still hit walls later on.
Anyone who has already cleared those encounters is not affected.
The Tortos nerf was definitely needed - it's not always possible in 10 man to have decent slows on them.
There is absolutely no proof for this whatsoever. This is just wishful thinking on your part. (and you changed your post...)
Raiding has always (since launch!) been an activity undertaken (and completed) by a minority of players.
This has increased over time and with LFR, but there's absolutely no link between player pârticipation and BLizzard's developments. Look at scenarios. you see people participating in them ? no, yet we are getting hc scnearios.
What has however happened, is that since LFR is out, people are asking for easier normal modes, than you can complete with no homework or effort, as people ask for in this thread.
Last edited by mmoc8ee790e781; 2013-04-12 at 01:12 PM.
No, there is proof for this. Blizzard have said that the original Naxx was seen by too few people. That is why the raiding model has changed. This is partly why LFR was introduced. So that the resources spent on creating raids are not seen as a waste. Raids take a lot of resources to create. If only 1% of your paying subscribers are using those resources then they will put those resources to better use.
I would actually like someone in this thread to give me a reason why having less people raid is a good thing.
Last edited by Candiman; 2013-04-12 at 01:16 PM.
The "difficulty rollercoaster" is the most valuable thing in raiding (too bad its not apliable on HCs). You cant make people bang a head agains a wall without knowing there is treasure on the other side, not just he loot from this boss but from all other easyer bosses after him. If you killed Emperess in HoF you got served protector loot for minimal effort and felt good. (we killed "Elite" protectors on 2nd pull after killing emperess back then). The greater obstacle you overcome the grater will be the reward. For exaple we worked 5hours on Durumu and after killing him we knew we will get Primordius and animus in the same amount of time or less (finally we killed it in next 3 hours next raidnight, man that felt good to down Durumu)
Yes but developing the different difficulties still takes resources. You have 10 normal,10 heroic, 25 normal and 25 heroic to balance, who is to say that if people do stop raiding normals Blizzard will not just stop developing them and just have LFR. To say that if you can't complete normals you have LFR is disingenious at best. A lot of raiders want to raid with their guilds and friends not 24 strangers.
Yeah but on t14 the walls were better placed: on MSV it was elegon, on HOF it was garalon and on ToES it was tsulong...
A guild stuck on elegon had the previous bosses to farm, could go clear the 1st 2 of HoF, eventually elegon would fall and progress was nice.
A guild stuck on horridon could go farm t14... for my old guild this wasn't a fun option, because we have been raiding since the 2nd week of the raids being released and we had already killed all the bosses on normal mode, didn't really want to go and farm heroics, so we quickly disbanded... some of them quitted the game, this is a failure on design, a boss like horridon should have been the 4th boss, not the 2nd.
No you see the reward for downing Durumu should have been the feeling that you had overcome a challenge with friends and got loot not that you now have 2 easier bosses to kill. You see you say the greater the obstacle the greater the reward but the boss after Durumu should be slightly harder and the one after that should be harder still. The treasure on the other side is the satisfaction of having killed the boss.
No not really. You have to spend time spamling in tons of data and tuning and factoring all kinds of information. It takes money and more importantly TIME to do that, it may very well not be worth doing if it takes that much time. Of your missing the point entirely though. If 95% of the raiding community is raiding lfr guess who the raids will be developed in mind for?
Their is no MEDIUM difficulty. The "busy" nature of normal raids and the fact that avoidable dmg STILL HITS YOU FOR DMG EVEN IF YOU AVOID IT means your just punished no matter what. The best example I can think of is Megara. In fact that one boss is a microcosm of everything wrong with raiding today. The first 4 or 5 heads are way to easy. Then all of a sudden number 6 is a fucking nightmare, the floor turns into an obstacle course, everybody takes dmg and nobody is stacked up and you've got 10 things to pay attention to in addition to your job of healing. It's all to much all at once and their is no sweet spot.
If you killed all 16/16 in the time yout should not have much difficulty on Horridon... but guild disbanding over such small thing like not killing boss in 1 week? how much time did you gave him? I assume you dont raid 20+ hours so giving him a healthy 10 hours of progress should be no problem, did you never got stucked on Boss?
my brain just cant process this... and I dont know what tied you together all that T14 if 1week on Horridon was enough to break you down.
Also, designing the encounters for higher difficulty levels, then awkwardly adapting them to LFR, leads to the most important encounter -- the version in LFR -- not working all that well. This may be the biggest hidden cost of multiple difficulty levels, the design constraints that it introduces.
"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?"