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5-09-2008 @ 4:43PM
While I understand your concern, I think that it's probably going to be all right. For one thing, I'm sure Blizzard will make the two versions of the raid different enough that people will still go for the 25-man ones. But 10-man and 25-man raids are two completely different completely animals. Compare any of the boss fights in Karazhan with the much more intricate and tactical strategies of even Magtheridon, to say nothing of Gruul, Maulgar, etc. It would seem that there would have to be a fundamental difference between the two. Large-group raiding is unique because it involves so much complexity, flux and flow. Considering Blizzard's own love for the stuff, I don't think you have to be too concerned.
5-09-2008 @ 5:05PM
I have to disagree. Karazhan fights like Prince Malchezaar, Netherspite, and Aran are *qualitatively* more complex than the Magtheridon, Maulgar, and Gruul fight. The complexity that requiring 15 more people brings is more a technical hurdle than anything else. I would further argue that bringing 15 more people generates an illusion of greater complexity thru the added burden of coordination those additional people require, but actually allows Blizzard to dilute the overall distributed lethality of the fight.Lose a healer or two in the Gruul, Maulgar, or Gruul fights, and you can limp through it (I know, because we have). Lose 1 out of 2 healers in the Nightbane fight, your chances are much, much slimmer.A 10-man raiding progression track is what I've been QQing to friends throughout the year, and I'm very happy that Blizzard has seen the light. Now a small, weekend-raiding guild like mine with awesome players can access lore-major content instead of being cut off from it, like we are now, just because we can't fill our cadre of healers with 4-6 more people that share our temperament and tempo.
5-09-2008 @ 6:04PM
I don't know what Starie is smoking -- Prince is tank and spank with some movement. Netherspite is complex to learn but easy to execute, just stand where you're supposed to at roughly the right time. Aran is a mess but aside from an interrupt rotation there's little team play, just DPS/heal and avoid damage.Maulgar has 5 mobs each of which requires a different tank AND dps strat. Gruul is tank and offtank and spank with some movement, but movement mistakes can directly kill other players, and the overall DPS on the tanks and raid increases linearly over time. Pre-nerf Magtheridon required significant team play, with serious add-management, *synchronized* cube-clicking teams, and timing the ceiling collapse.
5-09-2008 @ 7:01PM
I don't know what MATTLISTENER is smoking -- GRUUL is tank and spank with some movement. MAULGAR is complex to learn but easy to execute, just KILL WHO you're supposed to at roughly the right time. MAGTHERIDON is a mess but aside from a CUBE CLICKING rotation there's little team play, just DPS/heal and TANK ADDS.Fixed that for you.Seriously, all PvE content is the same. Figure out the gimmick, heal through the damage, kill the boss before he enrages. The difference between running into a green beam on Netherspite and running away from a green beam on Felmyst is just a question of scale. What makes it fun is knowing that it takes 25 people who all have the gimmick figured out, are all paying attention, and none of whm can make mistakes, and you still pull it off. Ten man raiding and 5-man dungeons are exactly the same, it's just that the odds of no one doing anything wrong are astronomically lower on 25's, making a successful kill feel like more of an accomplishment.
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