Wrath of the Lich King Retrospective: Naxxramas

When people talk about raiding in Wrath of the Lich King, a lot of the complaints often boil down to Naxxramas. It was out too long before a new tier of raid content, the fights were too dumbed down from the original raid's difficulty and it was too easy. It was an unimaginative way for Blizzard to cut corners and save time developing Wrath. While I'm personally critical of Naxxramas as a raid instance in its current implementation, let's look at these points and discuss their validity.
- Naxxramas was out too long before a new tier of raid content. This one's pretty subjective, but we can consider two factors. First, Naxx went live with Wrath's release in November 2008, alongside Malygos (Eye of Eternity) and Sartharion (Obsidian Sanctum). Malygos' itemization was half a tier superior to that of Naxx itself, so that items that dropped in the 10-man version of Eye of Eternity were equivalent to those that dropped in 25-man Naxx. Malygos-25 drops were superior to anything that dropped in Naxxramas off anyone but Kel'Thuzad himself. So while we could say that this entire tier of raiding lasted from launch until the release of Ulduar in April 2009, it's unfair to single out Naxxramas as the sole offender. Furthermore, Trial of the Crusader launched in August 2009, meaning that Ulduar's duration as the top tier of raiding was only a month shorter than that of Naxxramas/EoE/OS. Are we really arguing that the 20 bosses of those combined three raids had so much less raiding potential that an extra month or so wasn't at least subjectively justifiable?

- The fights were too dumbed down from the original raid difficulty; it was too easy. Not only is this reason extremely subjective, it also somewhat misses the point. Naxxramas-40 was the ultimate raid of vanilla WoW, the end of the road. It was in effect the blueprint for Sunwell and ICC. The fights were the cutting edge of raid encounter design, the gear the ultimate in vanilla's itemization. Compare that tanking sword with BC blue drops for an idea of just how good Naxxramas-40 itemization was -- you could walk into Karazhan in Naxxramas-40 gear and lose nothing, while if you walked into Naxxramas-10/25 in Sunwell gear, you were in fact missing out on blue drops from instances that were actually superior to Sunwell gear. (You could still run Naxx 10/26 in Sunwell gear; it just wasn't as crushingly superior to leveling gear as Naxx-40 gear was.) Now, asking the introductory raid for Wrath of the Lich King to be as difficult as the final raid of original World of Warcraft is not only absurd, I'm not even sure it's feasible. Naxxramas-40 had 40 people in it. You could see fights that demanded seven or eight tanks to complete. Given the constraints to adapt the ultimate 40-man raid experience into one that could be experienced by 10 or 25 players, Naxxramas is in fact a triumph of fidelity from its orginal format. It made changes only when doing so was necessary either from a story line perspective (i.e., Mograine can't be there because he's canonically somewhere else) or because asking two tanks to do what eight once did, or throwing all that healing pressure once handled by seven or eight healers onto three, would be absurd.
- Converting Naxxramas to a 10/25-man raid was an unimaginative way for Blizzard to save time developing Wrath. This, to me, seems at once the most reasonable and yet most inaccurate criticism of Naxxramas 10/25. It's the most reasonable because it's easy to see why people would think this. It is, after all, fundamentally the same raid space, the same models and as close as they could get to the original fights. Just pick it up, plop it in Northrend and tune the fights for different levels and numbers, and we're good to go, right? No way. First off, it's clear that an enormous amount of modeling and itemization work was done before the decision to use Naxxramas as a raid in Wrath. From the item names and the design of the instances in question (extra portals, huge hallways), we can speculate about where and what those raids would have been, but it's clear that choosing to adapt Naxxramas did little, if anything, to save anyone any work. Heck, making the decision to turn Naxx into a 10/25-man raid for characters 20 levels higher than its original design was, if anything, a ludicrous amount of work for the developers. Compare just the differences between Loatheb in his current form and his original form. Adapting a fight that not only had 40 players to 10/25, but also had consumables mechanics and a different raid comp (no shamans and paladins in the same raid, no death knights of any kind) requires so much work that it would actually be easier to start from scratch with an entirely new raid rather than trying to hold onto the feel of the old encounter. As to the imagination required, it's hard to dispute that the reason was much less "we can't think of anything" (since clearly they had thought of at least two other raids that Naxx displaced) and much more the stated reason of letting people get to see a raid few saw in vanilla.
Furthermore, while the developers did do some masterful work converting Naxx to a level 80 raid, the place where the conversion feels the most strain isn't at all in moving from level 60 to 80, but rather in moving from 40 people to a variable size of 10 or 25. It is my belief that it is the variability of raid size at 80 that is the culprit. Frankly, 10-man raids work best when designed for 10 people, and 25-man raids work best when designed for 25. The challenge of changing a 40-man to one of these two raid sizes is already pretty severe, but to then have to make a raid that works in either size at once is adding another hurdle to jump. Some raids feel best in one size over another. (To my mind, ICC-10 feels stronger, better designed and more epic at times than ICC-25, while the opposite is true for Ulduar -- your mileage may vary.) But I do think that in most cases, Blizzard has done well to design raids in Wrath for both sizes. However, in Naxx, I am of the opinion that scaling down to 25 or 10 was hard enough, and then having to be capable of flipping the switch between those two sizes was almost insurmountable.
Additionally (and to some degree, this is an unavoidable consequence of updating content from two expansions ago), Naxxramas just doesn't hold up visually compared to Wrath's other raids, especially big tent peg raids like Ulduar or ICC. Don't get me wrong, Naxx is a gorgeous raid instance, the absolute best of the best we had to experience in original raiding. But after not only seeing innovations and improvement in BC raids like Tempest Keep, SSC, Hyjal, BT and Sunwell but then moving into entirely new territory with Wrath, Naxx looks like what it is: an old raid. The revamped tier 7 gear often looks inferior to its original tier 3 models (who would dispute that Dreadnaught looked better than Heroic or Valorous Dreadnaught, as an example), and the original weapon models available through Naxx-10 don't even try to really update the old models (a wise choice on their part). To my eyes, this wasn't really as much an issue until Ulduar dropped, with its astonishing art design, absolutely making Naxxramas look older and more tired just by existing.
Finally, there were the achievements. While achievements have improved over the course of the Wrath raid cycle, in my opinion it would not be unfair to say that the way they were implemented in Naxxramas was often completely shoehorned into the instance. The Immortal/Undying was an absolutely grueling test not only of your raid and its ability but also whether or not everyone managed to have a completely flawless internet connection for every single fight. Frankly, with drake lust the way it was back then, those two achievements ended up with more swearing and tears due to stories like, "We had a perfect Immortal run until one of the healers DCed on Heigan," or what have you.
In the end, I'd argue that Naxx-10/25 was in fact an absolute feat of raid design and game design that did exactly what it was intended to do: provide an introductory raid experience with a great deal of variety, update the absolute pinnacle of old WoW raiding to a new raid paradigm, and give both old players and new ones a chance to experience a great bit of classic raiding most had never seen. Unfortunately, it was asked to do so much that there was really no way it could do it all perfectly and had problems balancing the 10- and 25-man formats. (Later raids designed with this paradigm more firmly in mind would improve on it.) It couldn't help the fact that it looked and sounded and played exactly like what it was, namely, content from more than two years previous to Wrath of the Lich King.
Filed under: Analysis / Opinion, Raiding






Reader Comments (Page 1 of 5)
Cetha Jun 3rd 2010 6:13PM
I'm a bit surprised that you didn't mention, if you did I apologize for missing it, that one of the good reasons for bringing naxx back was that so few people actually got to see it the first time around. here they made this giant place, and only a small percentage of the population could get in. so why not bring it back and make it the first step so that many more people could have a look.
which is of course ironic now as I wonder how many people who have hit 80 since ICC came out have only seen as much of Naxx as the weekly raid requires.
(cutaia) Jun 3rd 2010 6:21PM
I knew it was mentioned, but it took me awhile to find it again, so I don't blame you for missing it. :)
"As to the imagination required, it's hard to dispute that the reason was much less "we can't think of anything" (since clearly they had thought of at least two other raids that Naxx displaced) and much more the stated reason of letting people get to see a raid few saw in vanilla."
Hades Jun 3rd 2010 7:49PM
There is a type in the middle of the third paragraph.
"-- you could walk into Karazhan in Naxxramas-40 gear and lose nothing, while if you walked into Naxxramas-40 in Sunwell gear, you were in fact missing out on blue drops from instances that were actually superior to Sunwell gear"
Should read:
"-- you could walk into Karazhan in Naxxramas-40 gear and lose nothing, while if you walked into ***NAXXRAMAS-10/25*** in Sunwell gear, you were in fact missing out on blue drops from instances that were actually superior to Sunwell gear"
Hades Jun 3rd 2010 7:50PM
lol... I misspelled "typo"... ironic
Boz Jun 4th 2010 7:43AM
Bringing back Naxx might have been unimaginative to legacy players, but for folks like me who had never seen it I had a lot of fun.
I wouldn't mind seeing every raid retuned for max-level characters, including Ahn'Qiraj and Zul'Gurub. Some of us even missed out on The Burning Crusade, and I would love to kill Gruul, Illidan, Kael'thas, etc.
jrb Jun 4th 2010 12:57PM
i can attest to missing the end of vanilla, most of tbc, and the start of wrath. Instead playing at other times. Unfortunately that means i missed the best that wow has had to offer...
i still haven't cleared naxx, ulduar, or even togc from wrath, and never seen any raid instance in tbc. The best i did within vanilla before quitting was brs. It makes me a bit sad, but unlike original naxx, at least i can still visit all the other old content.
Babaloo Jun 3rd 2010 6:15PM
I remember grinding weeks and weeks for reputation gear and farming heroics over and over again for those damn leggings. Then, I stepped foot into Naxx. It was daunting, my first ever raid (I started playing at Wrath :O) but my guild helped me out and we fought our way through it, day by day. Each boss, difficult but entertaining, hearing about 213 Epics made everyone want to push on to the next boss. After around 15 attempts on Kel'Thuzad we finally made it, and I won my T7.5 helm that I wore well into Ulduar, which mind you, was also extremely epic. It feels like that sense of accomplishment and truly epic battles have gone, even in early Wrath. I can't say anything about 40 mans, as I never played them, but 25 people going through GEAR APPROPRIATE content felt good. No BS GS, no Achievement linking, just a well trained guild.
Molly Jun 3rd 2010 8:08PM
I started playing WoW 11/1/08 after my boyfriend convinced me to play. My first raid ever was Naxx10. It was so epic and I loved every minute of it. Even though it took me awhile to get a hang of my warlock and I wasn't very good, but I read up on the fights and how to play my class better. Although I don't play my lil lock anymore, I still raid on my tree and love doing the weeklys in Naxx to this day :-)
Neuropox Jun 3rd 2010 9:13PM
Heck when i started raidng in Wrath (wrath-child here) and gearing up, Naxx was the place to go. I farmed heroics and sat my way in on VoA pugs to try to get the gear to be able to go into naxx. I even farmed and spent 1000g to get the stuff for a titansteel destoyer. I even used a trinket i got when i first went in there well into TOC. But times changed, and now nobody goes there. Makes me alittle sad, knowing all the good times that are to be found in there.
(cutaia) Jun 3rd 2010 6:15PM
"The fights were too dumbed down from the original raid difficulty; it was too easy."
Tell that to pugs on my realm who still can't down Gluth or kill Heigan with more than 3 raid members alive when he falls. :(
Julianne Jun 3rd 2010 7:10PM
Heck with that- I haven't been in a Patchwerk weekly pug in awhile that didn't either 1. try to one tank it or 2. forget to kill the abom in the slime room and pull all of it when engaging patch. Note they did this even after something was said...
Still managed to four man it (one tank, one healer and two ranged dps)
vazhkatsi Jun 3rd 2010 7:51PM
my6 guild used to 2 tank the 25 man for 2 months, then we lost a few players and suddenly all the new people who had never run with us were demanding that we had to 3 tank it and that it wasnt possible otherwise. god.
orlochavez Jun 3rd 2010 9:03PM
This speaks more to the quality of raider that now inhabits the game post-3.3. In 3.2 one could reliably find a ToC10/25 pug every week that could make it to (and 90% of the time) down Anub. Now pugs run ToC25 requiring a 5k GearScore (which was unattainable in Ulduar gear) and the raid breaks up on Northrend Beasts because people don't know how to dodge Icehowl.
A lot of people came back to the game just for a shot at killing Arthas, and they're getting it by being carried by the ICC buff. Then they step into the previous tiers of wrath raids and wonder why they can't just steamroll everything with complete disregard for fight mechanics like they do in ICC.
Naxx 10/25 didn't require the most brainpower in the world, to be sure; but it still required basic raid awareness. What this meant is that seasoned raiders found the place extremely unchallenging (I single healed Loatheb in half epics our 2nd week through) while novice raiders found it to be a very capable "training ground" that introduced them to the basics of raiding.
The point here is that Naxx10/25 (10 especially) *was* a dumbed down version of Naxx40, and it had to be to achieve what Blizz intended. The failure of pugs to defeat the challenges in even this most basic of Wrath raids was not the failing of the raid instance itself, but of the product of making raid content far too accessible to players that should be sticking to 5mans and daily quests.
random Cow Jun 3rd 2010 6:18PM
Only bad things you had to say were about the place feeling too spacious, the achievments and not pretty?
The first 2 of the 3 concerns, on which this article is based, are pretty legitimate. The third, maybe not so much. it being such an easy raid instance, coupled with there being no new raid content for far too long, are exactly why so many people got so tired of the place. They had to run it every week, for far too many weeks, with no new challenges.
Seriously man, you have got to be joking. When did you turn in to Super Fanboi?
N-train Jun 3rd 2010 6:25PM
Clearly you didn't read into it enough.
Naxx was Endgame raiding in Vanilla, back when most people playing now weren't playing or couldn't have possibly put in the time to actually see it then.
As the article said, it was the main raid almost exactly as long as Ulduar was. You ran Ulduar almost exactly as many times as you ran Naxx (assuming you ran it weekly), except less, because it took time to get to 80.
And really, in terms of no new challenges, the only thing it lacked was any kind of hardmodes, though some of those achievements were pretty tough. But where the were no hardmodes there was Sarth (which did have 3 hardmodes) and EoE (one giant hardmode).
foust117 Jun 3rd 2010 7:10PM
ToC was out for far too long before ICC came out. Granted, ToGC added 5 more bosses, but they were artificially harder than normal mode. It didn't feel epic, came out as kind of a surprise, and 5 bosses is still 5 bosses. I know for my guild, doing ToC pretty killed working on Ulduar progression because the loot was better. Damn purple pixels.
In terms of the worst raid in Wrath, my money is on ToC.
Eisengel Jun 3rd 2010 9:44PM
Unless you missed the memo... it was the introductory raid. Introductory. As in new, unsophisticated, untrained, green, fresh, unseasoned, new recruit. Yes, I think absence of hardmodes is something you can expect for an introductory raid. Naxx was the raid that said, "Ah, hello, you've made 80 and graduated from questing I see. Well done. Let me show you around and give you an idea of what you'll be doing from here on out. If you have any questions, please ask."
ccbutch Jun 4th 2010 4:51AM
While it was an introductory raid, and for many people it was their first raiding expierience, it did have a few flaws.
An introductory raid is supposed to teach people the basics of raiding and give them a little ley-way to screw-up. Naxx could have been this, each fight was different, new raiders could have learned something from each fight that they would then master as they farmed gear so as to be better prepared for the harder tiers to come. The problem was, and Blizzard has stated this, was that it was under-tuned.
Let's take the spider wing for example. The first boss is a very simple target switch for dps which was accomplished, range check for the raid, which was accomplished, and kiting positioning check for the tank. How many tanks actually learned any-thing from this fight other than to stay in the damage and hope your healers and cool-downs can help you? That's not exactly the right introduction for raiding. Had the damage been harsher so as the tank would have to kite the boss like intended then some people would have complained, but it would be teaching all those new tanks a valuable lesson in positioning and kiting.
The second boss remained nothing about what it was supposed to teach people other than to get out of the rain of fire, and even that's debatable. The fight should of taught raids alot, general positioning as the poison only hit the closest people, but more over it would have taught specific target switching and burst/cooldown priorities. However it became a kill the boss then aoe the adds fight. It retained nothing that it could have taught people.
This was the biggest problem with Naxx, so many fight mechanics that could have taught new raiders could easily be bypassed with dungeon blues and epics. Once this was realized it became virtually impossible to find a group that would do fights as they were intended as you could just cheese it and get your loot. That's not how your supposed to be introduced to raiding.
(There were still fights that taught things but even then you could screw up horribly and still get the boss down)
Rob Jun 4th 2010 8:24AM
I did naxx as a guild run for two separate guilds. The first was a hardcore guild and we facerolled everything. It was trivial. The second was casuals who didn't raid, had no experience in raids. Every boss was a victory, and we had to learn every boss. We didn't fully clear naxx until after ulduar released, because we didn't raid enough and essentially people were not that skilled, so Haigen was always a challenge for example. Eventually we learned enough to one shot most bosses, but for that type of raider, new to raiding, it really hit the mark. Every boss had a different gimmic, or some challenge you had to overcome, and we couldn't really zerg it, since all we had access to was ilvl200 stuff (since we didn't do 25s).
So yeah in the beginning naxx was pretty challenging stuff.
yaminokishi Jun 4th 2010 9:47AM
@rob: apparently you were in the only casual guild in the world that didn't use the corner exploit on heigan.