Well since everyone accused me of trolling in my last post, lets try this again.
Accessibility, difficulty, uniqueness, these are the things disappearing from World of Warcraft.
One of the standards we have been forced to accept is the inevitable nerf hammer content receives over a period of time. Going all the way back to vanilla, i dont think there is any piece of content that hasnt been touched by this.
However, if we were to talk about more recent things, lets compare last 2 expansions, Wotlk and Cata.
One of the biggest disappointments (to a lot of peope in Wotlk) was the lack of challenging gameplay. 5 man dugeons, somewhere along the line, became a snoozefest, chainpulling and aoeing every mob in sight. Naxxramas, one of the best raids back in the days, was turned into an amusement park with people competing who is going to clear it faster (think about 45 min was the record for clearing it). Ulduar was the holy grail of raiding, oh the difficulty leves, challenges, it was beautiful, before everything became nerfed to the ground. And then everything went straight to hell with ToC, as it provided no challenge at all.
Wrath became known as "era of casuals", which is confusing to say the least. A casual player is someone who doesnt have much time to play and does when he feels like or can. A more appropriate title would be "era of bad players". Blizzard failed to provide real challenges ingame so people failed to learn anything; they stood in fire, they didnt know how to play their class, they made major mistakes and never put any efford in improving themselves. On the contrary, with Blizzard failing to provide any challenge and nerfing the content along the way, they gave a false sense of improvement to people.
I am not alone in this thought. Here is a quote from Tom Chilton (http://www.nextmmorpg.com/hot-blog-q...chilton-at-gdc)
"A lot of the feedback that we had heard about Wrath was that a lot of our dungeon content was too easy. We think there is a place for some of that content to be easy, and I think that’s at the normal difficulties, where we really want people to be able to get through it without stumbling too much. But we also wanted to have that additionally level of challenge with the heroic difficulty. We feel like with Wrath we kinda dropped the ball in that it almost felt as if there weren’t two distinct difficulty modes on the dungeons."
Blizzard heard the pleas of these people and during Cataclysm beta spoke highly of their new "challenging" dungeons. They said "heroics will be heroic again". In beta and in the first days of release, they were challenging, but soon returning to Wotlk model, more and more nerfs started hitting the content; both to dungeons and to raids. Cataclysm 5 man dungeons once again turned into snoozefests, aoeing everything in sight. Raids didnt get away from this either, with Blizzards desire for most people to see the content before the next tier, nerfs are being slapped onto anything that moves.
Now, lets talk about hard modes, about heroic raids. Take any Cataclysm raid and compare normal and heroic difficulty. Lets actually involve some statistics here.
Blackwing Descent: normal / heroic
Magmaw: 50967 (95.12%) / 4164 (7.77%)
Omnotron Defense System: 47877 (89.35%) / 1801 (3.36%)
Maloriak: 42602 (79.51%) / 4563 (8.52%)
Atramedes: 35009 (65.34%) / 5079 (9.48%)
Chimaeron: 35303 (65.89%) / 7225 (13.48%)
Nefarian: 13455 (25.11%) / 602 (1.12%)
Anyone can see that there is a huge leap in difficulty going from normal to heroic. In order for more people to see the content Blizzard is nerfing the encounters. So why is this an issue? Because normals arent that hard to begin with. Lets assume normals provide a decent challenge to an average guild. By nerfing this and making it more accessible, you are turning experience of an average guild to a snoozefest, to accomodate people that are bad or not in guilds (in order to see the content). Even if you have a guild that has cleared 13/13 on normal, there is still such a huge leap in difficulty to heroics that they may hit a brick wall after 1-2 bosses and will be unable to continue. Statistics prove this.
The most obvious message this statistic gives is that content on normal difficulty (on release) is too hard for it to be cleared by the majority of guilds. It however, provides a decent challenge to an average guild. And since good guilds have heroics, both average and bad guilds have to compete over the "normal" difficulty, which constantly keeps getting nerfed to accomodate the bad players.
What this game needs is simple: 3 difficulty levels - heroic - normal - easy aka see the content.
By doing this, you keep the 2 demographics: average and bad sepparated. Average guilds will find challenge in normal modes, while bad guilds will be able to clear the easy mode and see the content. Going back to Tom Chilton, this is also the same guy that said that Blizzard needs to look beyond 0/1 and create more difficulty levels, besides normal and heroic.
Give bad players the option to enter an easy dungeon, where they can aoe everything and receive a green item and a cookie at the end. Leave normals to the average player that wishes some challenge and appropriate loot and then leave the heroic difficulty to be truely heroic again (5man raids if you will). Its okay if not everyone clears heroics, theyve already seen the content on easy and normal. Provide challenge in every aspect, teach people how to play the game, instead of lowering the bar every patch or simply, give them a platform (easy mode) of their own.
When you complete a challenging task, a heroic dungeon, an extremely diffucult and obtain an achievement perk, an item or a mount, you feel proud of the accomplishment and you should. You have worked hard and achieved something not many have. Now imagine waking up the next morning and finding out that the 310% flying speed, the rare mount from the last boss on heroic (or Sarth 3d), an epic item, a companion or insane title are a common thing, since Blizzard dedided to simply give them away to anyone with 5 min worth of time. Would it make you sad, would you feel disappointed, betrayed? All your hard work, now worthless? Well deal with it, this is how Blizzard does things. Instead of making 310% exclusive to people that have earned it (once you obtain a 310% flying mount, you are able to unlock 310% speed on all your mounts) theyve made it a common thing and spread it around. That insane title you worked you ass off? Not so special anymore, standards have been lowered (even though its a feat of strength as as such classified as "hard/impossible to obtain"). Latest thing? Call to Arms. Some people have spent 1-2 years farming for those mounts, which are now being given away in satchels. They should have recolored the new mounts that will be given away in CtA and let people that worked hard for their mounts proud, not angry.
Even though this is a fair post and makes some compelling arguments (and is even backed up by statistics), i am pretty sure it will be locked again and me, accussed of trolling. If you guys have any real counter arguments, lets hear them. Lets see how civilized is the wow community. And if you thing this game is just perfect as it is, im speachless.
p.s. Trolling - In Internet slang, a troll is someone who posts inflammatory, extraneous, or off-topic messages in an online community, such as an online discussion forum, chat room, or blog, with the primary intent of provoking other users into a desired emotional response[1] or of otherwise disrupting normal on-topic discussion.
p.p.s. I will be a good samaritan and report any user whos post i find to be in violation of the rules (http://www.mmo-champion.com/faq.php?faq=forumrules). This means any nonsence, gibberish, not on topic, not being constructive and so on.