Taking out the trash

In The Burning Crusade, the 5-mans had trash galore. Five, even six packs in Shadow Labyrinth, constant streams of adds in Shattered Halls, complicated trash pulls in Karazhan and Serpentshrine. I still remember with dread being the tank standing there using spell reflection to get the attention of Hyjal caster waves. Dealing with trash has always been a part of the game, as it has been part of the genre. In fact, one of the reasons that Naxxramas 10/25 felt so empty to me was that it simply held less trash than it did as a 40-man raid at level 60, so huge stretches of the place were deserted, as if Kel'Thuzad had gone on a staff-cutting binge and pink-slipped half of the Scourge before you even got there.
After we'd gotten Ulduar more or less on farm and moved on to Trial of the Crusader, I was pretty ready for a break from trash. I was very excited about a trashless dungeon where you just fought bosses. Wouldn't that be epic? Wouldn't it be awesome for every fight in a raid to be an epic struggle against a named, powerful adversary?
Turned out, not so much.
Removing the trash from TotC didn't make it feel epic. Partially, this could be due to the other design change of TotC, namely that it takes place in a single round room with no real distinguishing features. Combined, these two facts make the bosses actually start to feel like trash pulls. I did Faction Champions my first time in a kind of bored daze, wondering why it was taking so long to kill them. Ironically, instances like Black Morass and Violet Hold, despite basically being the same (big area, you don't go anywhere) managed to be more compelling than TotC because they used variations in the terrain and trash spawning in waves to break up the tedium of the big round room. Perhaps TotC would have been better with a few naval battles just like actual coliseums had.
There's a fine line in trash difficulty and, more importantly, trash respawn times. Trash difficulty should be high enough to engage your group and get them focused, and this difficulty can often be used by designers to give you a sense of what the boss mechanics are going to be. This is a useful role for trash, to get players looking forward to the boss and what it may or may not do to them. If the trash respawn is too long, once you've cleared it, then it may as well not matter at all. If it's too short, it ends up chewing up limited time you may have to learn a boss's full suite of mechanics and work on defeating him.
Take two bosses, Halfus Wyrmbreaker and Magmaw, and consider their trash and timers. Magmaw has three trash mobs, one with a straightforward suite of abilities and two with a charge/switch mechanic. These trash pulls don't take long to deal with once you know the mechanics, but they don't particularly educate you about the boss and serve no real purpose. However, they're at least easy to deal with, so their two-hour respawn time is not onerous. (Although I'm not discussing them here, the trash for the Omnotron Defense System is superior in that it is educational in nature.)
The trash pulls on the way to Halfus Wyrmbreaker, on the other hand, are excruciatingly tedious. They involve mechanics based on other sections of trash (the glowing orbs that do massive damage to anyone) that require a group to learn on the fly how to deal with them. They teach you nothing at all about the Halfus fight. And there are a lot of these pulls. In this situation, there is absolutely no reason for a two-hour respawn time for this trash. Forcing people to reclear this trash every two hours when first learning the boss is, in effect, working in a "We don't want you to spend your three hours a night working on this boss; if you can't get him in two, we want you to call it" mode -- which is fine, if that's what you're going for. But it's a punitive design choice, one that punishes you for being new to an encounter.
Getting a boss to 20% over the course of a night, being near the end of your raid and wanting to make that one more attempt that you think can push you to victory is a fun part of raiding. Being unable to do so because all the trash just respawned and you only have 20 minutes left in your raid is not a fun part of raiding, and I don't think it's a good design choice to force time-outs on us. The two-hour respawn, in this case, basically penalizes your raid for taking a raid break, for having a tank AFK because her husband called from work or what have you.
Honestly, the best trash I've seen in the past three years of raiding was Ulduar trash. It often taught you what to expect in upcoming fights, it was numerous and complex enough to be entertaining without being so numerous that it felt like a slog, and it engaged players in how to overcome it without becoming more daunting than the bosses. So far, to my mind, Cataclysm trash is somewhat above vanilla and BC but below the bar set by Ulduar. You definitely need trash, but right now, we maybe need a bit of a cleaning service, since trash is actually serving as an artificial and pointless gatekeeper to content.
World of Warcraft: Cataclysm has destroyed Azeroth as we know it; nothing is the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion, from leveling up a new goblin or worgen to breaking news and strategies on endgame play.Filed under: Analysis / Opinion, News items, Raiding






Reader Comments (Page 1 of 3)
Jeff Jan 26th 2011 6:11PM
I LOATHE the trash before Halfus.
jonas Jan 26th 2011 6:45PM
We didn't even start BoT till we'd downed most of BWD, so I never really thought much about the Halfus trash. We just CC'd heavily and nuked it down.
On reflection, if we'd started there instead of Magmaw/ODS, yeah, that would have sucked. At least that trash drops lots of epics!
As for "teaching trash", I found the elementals before the Council pretty neat; same for the Faceless Ones before Cho'gall. I initially hated the Atramedes trash, but now that we have a good kill order figured out it's not too bad; does feel almost like a mini-boss though. The 3 pulls (drakonid + 2 corehounds) in BWD are a royal pain though - I've was knocked off the edge twice last week, to the vast enjoyment of the rest of the raid.
Kuro Jan 26th 2011 7:26PM
LOATHE does not begin to describe how I feel about this trash. We had issues with RS 25 trash and we eventually figured it out -- oops the mage hit the fireblast button and spread her dots to a CC'd mob .
10 man is fine... a lil tricky to deal with, but if you get an over-pull you can easily diagnose the problem, reset, correct errors, and fix it. On 25 man it was just a nightmare. 25 people in that smallish room dealing with packs of hard-hitting, criss-crossing trash. CC's breaking, tanks biting off more than they could handle.
And it's one of multiple reasons we're doing 2 ten man groups now.
swelt Jan 26th 2011 7:48PM
If you think the trash before halfus is bad, wait til you see the trash before the ascendant council. I swear, the guy that designed that needs his head examined. Randomly pathing mobs in a huge crowd and you specifically want to pull pairs of two opposites (without pulling others). Give me a break. Worst. Trash. Ever.
Skarn Jan 27th 2011 2:24AM
Swelt, did you ever do the trash between the Twin Emperors and C'thun in AQ40? At appropriate level? That was true Hell in Azeroth.
MikeLive Jan 26th 2011 6:29PM
The trash before Halfus didn't respond when we did it the other night... unless they don't respawn after the associated boss dies?
Kvothe Jan 26th 2011 6:33PM
You are correct. Most all trash in WoW is "linked" to a given boss. That is, the trash will only respawn while their linked boss remains alive. If the boss is killed, the trash will no longer spawn and will in fact DESPAWN if the instance is soft reset.
Matthew Rossi Jan 26th 2011 6:35PM
That is correct, trash does not respawn if the boss it is linked to dies. This is why trash respawn serves as a learning gate, and not a general gate.
Twill Jan 26th 2011 6:38PM
This applies to every instance except BWL that I can think of.
In BWL, its only the trash that is actually mentioned in this article that respawns btw.
flawless Jan 26th 2011 6:38PM
Trash has, for the most part, always been linked to a specific boss - especially when it's pre-boss trash instead of just trash lying around an instance. That specific trash is indeed linked to Halfus, and won't respawn after he is dead.
Angus Jan 26th 2011 6:39PM
All raid trash is designed to not respawn after you kill their boss.
This is an incentive to kill him since you won't have to deal with it again.
I believe this has been the case since vanilla.
Fenrix Jan 27th 2011 1:33PM
Not true. Vanilla design had trash respawn on a timer regardless of boss kills. The one exception in Molten Core were the core hounds, which would stop respawning after you killed Magdamar.
If you stopped halfway through you would have to spend the first hour clearing all the trash that respawned from the first night. Trash being consistently locked to a boss was more a Burning Crusades development.
Mr. Bob Jan 26th 2011 6:32PM
I know nothing about the trash mobs before this boss however, I do recall some of our guild's best discussions and joking around on vent while clearing trash in MC, BWL and Kara. I miss that more than struggling on bosses.
Ishammel Jan 26th 2011 6:32PM
Superb article - and you voiced pretty much all my opinions on trash (d)evolution over time.
Old Man Franks Jan 26th 2011 6:35PM
I disagree wholeheartedly with this Article. Trial of the Crusader was one of my favorite instances ever for the very reason that it lacked trash.
Trash is annoying and time wasting. I preferred when it could be AOEd down quickly because then we could get to the real fun of being in an instance: The Boss encounters. Those are where the challenge and fun should be.
Baba Jan 26th 2011 7:03PM
But at the same time, those dungeons / raids which are trash-heavy have the potential to feel much more real, e.g. in BRC you went through the bar, eating halls, engineering rooms, torture chambers, sleeping quarters etc.
In Kara you got to explore an entire castle, with distinct features like a ballroom and stables. TotC completely lacked this, and that made it a chore to run, a loot pinata, whereas the two I mentioned are fun for me to run.
N-train Jan 26th 2011 7:11PM
I liked the lack of Trash in ToTC too, but I think there is a place for meaningful trash as it allow, more than anything, for your brain to take a breather and makes reaching a boss a bit more meaningful.
I think where ToTC went wrong, honestly, was that nothing really changed. It was too few bosses in too cramped a space. They could have improved it, imo, by taking a page out of the Super Smash Bros playbook (specifically the pokemon arena stages) and allowing the environment to change and possibly play a bigger part in the whole affair.
A Naval/Air battle would have been great, maybe setting up a gauntlet-style encounter where the raid had to control points around the arena (making the pvp section more of a BG than an arena battle), or even adding another fight in the Anub area, which would have made Anub seem a little bit more important.
All of those things, imo, would have made ToTC, specifically, better without having to add any trash at all. Trash isn't necessarily required, but something to change the pace or vibe of the instance is.
pmumberson Jan 27th 2011 4:46AM
Why the hell does any post that expresses an alternative opinion to the majority get marked down in this place. Are you all sheep?
Twill Jan 26th 2011 6:37PM
Seriously, just make it one patrol. Why not? Its too easy? How about its a waste of time.
I thought Cataclysm was about experiencing new content, and leveling new alts through new zones. I would love to bring my alts up and experience the new quests, but the damn Halfus trash takes 30 minutes!
No joke though, go do this Quest Set:
http://www.wowhead.com/npc=38237
Twill Jan 26th 2011 6:38PM
That was meant to be a reply to Jeff's:
"I LOATHE the trash before Halfus."