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7-27-2009 @ 3:12PM
I really think this is a bad way of doing things for people. The payout for killing a hard mode is one item with a higher ilvl. Some of those items are very good, but there's one of them.The payoff for killing a new boss is 3 items, tier pieces, items for slots that you can't fill earlier in the dungeon, and in some cases access to more bosses.Doing Hearbreaker is nice, but in terms of getting your raid ready for hard modes, getting a first kill has a MUCH higher payoff then getting a hard mode.
7-27-2009 @ 4:25PM
/agreeI also think Schramm hit on the idea of progression. The hard modes are the built in progression of a raid. Instead of several areas of progression that are instanced seperately, you now have another tier of progression built into the game. It doens't hurt to try the hard modes after a few weeks of learning strats and downing bosses.The responsibility falls to the raid leader. If your raid isn't even coming close on a couple tries, then maybe you need to go back to the basic kill and try the attempt next week when everyone's gear has improved with a drop or 2.
7-27-2009 @ 4:37PM
This is where Blizzard is failing with easy/hard modes. Some hard modes are SO INCREDIBLY EASY it's stupid not to do them in 25-man, like Flame Levi and XT. Then there are the others that people really struggle with. Sure, we've cleared Ulduar25 several times, but when you try to push for a new hard mode, people get frustrated and say "f it" and go to normal mode, wasting it. Even now with 4 lockouts, that's a LOT of raiding basically the same stuff FOUR TIMES A WEEK. It makes me want back the old progression. Like the author said. Finish MC, then start to move onto BWL. Finish SSC and TK, then move onto Hyjal and into BT. Instead, we have to finish normal mode, just to go back into the SAME place with the SAME bosses and SAME lore, with slightly different mechanics for ONE better ilvl item. I say go back to having an instance, and make the boss, the boss. Never changes (besides nerfs/buffs for balance). You get the boss down, and progress.No picking modes or doing a fight easy to move on or wiping for no reason.
7-28-2009 @ 10:57AM
Definitely agree with you on that Drow, once I clear an instance on any mode in my mind its cleared, its more of a console gaming mentality to do the same thing with hard modes.I'm not against the idea of hard/easy raids though, its just that the way that they've been implemented was the lazy option. Instead good and fun game design would have us fighting the big bad bosses captains for the easy mode and taking a different route through the same instance (something I see Everquest 2 is doing), so even if we entered the same raid we could be doing something totally different.As for the original post, the hard modes really didn't work well with the guild I was in,our casual guild was unable to get it together for flame leviathan with a tower up (before it was nerfed, a few people were undergeared but it was more then doable, the reason for failure was mostly lack of will and effort, of course resulting in the poor result). Basically people just wanted the easy loot, instead I think it would have been cooler for that fight to instead give you the hard mode rewards for completing the fight better (maybe keeping some things intact like doorways, npcs etc) since then the best rewards are always sitting there for you on the table.
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