"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?"
We have faced trials and danger, threats to our world and our way of life. And yet, we persevere. We are the Horde. We will not let anything break our spirits!"
I dunno if ToT is too difficult or not, I didn't have any problem with it, but from the sounds of it, a lot of people do.
But they cannot make the game too easy either, if Normal mode was as easy as LFR, I foresee 2 issue:
1) people clear it with eyes closed, too easy, got bored, quit.
2) since people can blast through normal, they will think they are HC material, now they try HC after the dumped down version of normal, and found the gap to be too great, then demand HC to be nerf.
While may be they can make it a little easier, they can't make it so that 99% of the players can clear it, people at the lower end of the skill spectrum just have to suck it up I guess?
I don't believe ToT is too hard at all. Just because you actually have to pay attention to raid mechanics, doesn't make it too hard.
Exodus fell apart because they burned out from raiding too much. Attempting full heroic clears while undergeared contributed to the burnout.
Having said that, I think content should be nerfed to help players push past the next hurdle. I do not agree at all with the decision to no longer periodically nerf content. Heroic DS became a joke with nerfs but in general, they help keep the player base happy and healthy.
“I have never made but one prayer to God, a very short one: ‘O Lord, make my enemies ridiculous.’ And God granted it.” -- Voltaire
"He who awaits much can expect little" -- Gabriel Garcia Marquez
Yes it is. 10man raiding is a curse. If you have too few players, you are hurting when people are abscent. If you have too many, you have to rotate players a lot, slowing your progress or risking that players leave. Stepping up from 10man to 25man is insanely hard to do unless you merge with one or two other 10man raiding guilds.
Would be a lot easier, if health, damage, number of mobs/adds/events, etc and amount of loot scaled with the number of players, with 10 and 25 players being the lower and upper limit. That way you could always bring your entire raidteam while recruiting for 25 man raiding.
You're not allowed to discuss conspiracy theories on mmo-champion, which makes me wonder what they're trying to hide.
This, i mean NOONE can say how things would end up if they kept wow less casual from the turning point. Not even blizzard could tell you, what if they would have more subs today cause they stuck to their guns? We will never know.
Nice that no besserwisser can say anything about that at least!
No offense, but the attitude in this post is exactly what some of the "hardcore" raiders in this thread are getting at, there is no RNG in this fight, every platform has its abilities, all of these abilities are activated in a specific order at a specific time, and the entire fight is learning how to deal with each part of the fight, it is, however easier to claim its all random, and blame the encounter for you being unable to improve.
For example, are you aware that in the first transition you can group the raid into groups of 1/1/4/4 (ten man) with the 1's being tanks, as the only ability that will hit the tanks quadrants is bouncing ball? (and if you take the diffusion chain out in the first transition, for the P2 transition you can then group 4/4/2 with the 2 being tanks and as you have taken the diffusion chain out of action the other two groups can just stack.)
In normals, the entire fight is about knowing what you need to do and being able to do it while holding down a decent dps rotation, theres no fight you even need to two heal really and a third healer makes most fights super-safe unless you are doing something silly.
Just my two cents.
I don't think content should be nerfed to appease the masses who cannot or are slow to progress. Instead there should be an option to lower the difficulty, similar to the buff/debuff now present in MSV, HoF and ToES, but disabled by default. That way you can choose to have an easier time or do the raid as intended.
If by challenging you mean stupidly long boss fights and absurdly heavy time-consuming trash packs, than yes, I think it is.
I hated Sha of fear progression nights because of too long fights draining people very fast; and now we have almost all the bosses last just as much as Sha. What is worse, that even on farm good 1/3 of time during raiding, that precious time, is wasted completely on trash packs. The very symbol of trash absurdness is bridge before Horridon. We still don't understand what exactly Blizz wanted us to do there, because running directly with 4 adds on tails to mid-miniboss is impossible, and killing souls while running over the bridge is also impossible due to beams; so what we do is get our Bear to last miniboss and kill him solo, in something like 9 minutes, while we slowly pull souls one by one to the stairs and moving to the middle. The process is boring to no limits, and every time we're there, our vent is filled with rage and swears. Another good example is Megaera trash, it is also absurdly time consuming due to its numbers. Another good example is Animus trash, we've wiped on it more times than we did on Twins (actually we are wiping on it one or two times every time we're approaching Animus, even now, because they change every week), god damn it, stupid mobs with little to no signs of how to kill them and even more stupid oneshot aoe mechanics. Also I should mention trash before Lei Shen, their shield mechanic is nothing but yet another stupid time sink. And that unskippable movie after Council... arrgh. Actually, ToT has only one good trash, and it stands in the room before Twins, although Twins themselves are even more disappointing due to being as "hard" as first boss is.
TL : DR I think any trash that lasts more that one minute and any boss that lasts more that six minutes should not exist, really. Instead of artificially time-sinking every god damned critter in raid, they'd better make fights a lot more dynamic than we have now. I, though hating bosses based around raid-focus and raid-stamina challenge, don't mind having one or two such bosses in tier; but to have almost all the tier covered with everything required 10+ minutes to kill is absurd. It is much, much worse than having Patchwerk bosses; actually, I'm missing Saurfang all the time because it was nice, quick and dynamic fight.
Last edited by l33t; 2013-05-14 at 11:07 PM.
You miss my point, I was using the guy I quoted as an example to prove a point, that those who complain about difficulty are not looking past the fact they cant kill a boss to the reasons why they cant kill a boss, you could replace Lei Shen with Horridon and add some Horridon based advice, my point is, to say RNG is preventing you from a kill is a negative viewpoint, its not, "we need to get better" its "the fight is bullshit" and thats why people are finding ToT hard, because they have an external locus of control and are not willing to accept the fault may lie with themselves.
Hope this makes it clearer.