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3-16-2009 @ 3:33PM
The more we hear from Ghostcrawler, the more I think there was some benefit in the old days when no one from Blizzard ever talked about game design intent. I liked working my way through an encounter assuming that there was some magic formula for success, rather than that my entire group was just getting hit by the nerf bat in an attempt to make things just a little harder.I agree that skill should be the primary determinant for raid success, but sometimes skill seems a little more driven by the RNG than by the group I'm with. Particularly in PUGs, where so many things seem to go wrong, a little bit of breathing room to learn the encounter and for newbies to learn their roles might be welcome. I know Naxx and OS are on easy-mode compared to previous raids, but new people still need a place to learn how to raid, and it does seem like there are some places where that can be hard - on the healers especially.And ditto the earlier comment about lag and frogger - I hate those damn globs.
3-17-2009 @ 5:22AM
I could see heroic KT as kind of RNG based. Wrong people get mc'ed game over. But heroic KT is such a great fight for finding out your raids weaknesses.
3-16-2009 @ 8:16PM
I agree with where you're coming from. I used to look forward to hearing from GC on the forums, starting with his input during the Wrath beta forum days. Now he just sounds more and more like the games' elitist jackasses I loath to even associate with. I am in a guild that is, at times, held back more by RNG and connection issues than by skill and desire to hang in there for new content. But I'd "choose the player" any day over leaving and joining a different group just to beat bosses. The game for me is based on hanging out with friends and having a good time. To continue to nerf the different classes as a way to make content harder rather than simply making the content tougher seem lazy and backwards to me.
3-17-2009 @ 8:24AM
I agree with John. :) "The game for me is based on hanging out with friends and having a good time. To continue to nerf the different classes as a way to make content harder rather than simply making the content tougher seem lazy and backwards to me."I think there are ways to make situations more difficult withoutdoing so for entire roles or classes. And for those of us not even planning to see the inside of Ulduar, it's frustrating to think that we may have healer shortage for 5 mans because even with dual spec, many may not enjoy it anymore. (Especially with PuGs often blaming the healer for any wipe, whether or not it was their fault). Maybe the best raiders can take it but this sort of nerf will affect those who either don't raid or are casual raiders as well. I think Uldual NEEDS to be hard. It should be something to test the best players and best raiding guilds, for people going for the best gear, the toughest challenges, the progression, the glory of being there and being victorious. Some fights shouldn't be dumbed down for the casual players. But that's where the challenges should be created, not in changing how the classes operate.
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