The OverAchiever: Reconsidering achievements and raids
Every Thursday, The Overachiever shows you how to work toward those sweet achievement points. This week, we engage in a miniature retrospective.
Two weeks ago, we published The OverAchiever: Why Icecrown was less fun than Sunwell. It's definitely become one of the more controversial OA topics I've written about and attracted a lot of discussion, neither of which I had really anticipated. Some people agreed with me, some didn't -- but either way, the comment thread is a very interesting read.
While I hadn't been intending to revisit the topic so soon, I lost internet access after Hurricane Irene strolled through my area and had an extra week to mull over the points people had raised. The conclusion (perhaps erroneous) I've reached is that, if anything, the issue is more complicated than we all guessed, as the normal/achievement/heroic split may also point to a deeper systemic problem with the 10-man and 25-man model, too.
As a quick summary of The OverAchiever: Why Icecrown was less fun than Sunwell if you don't have the time to return to it, the general premise was that raiding has generally been less rewarding since Ulduar. Blizzard has split progression through raid content into its normal version, the achievement associated with the encounter, and then its heroic version, and made each necessary for meta achievements like Glory of the Icecrown Raider.
While this extends the life of a given raid, it was my argument that it did so at the cost of many players' enjoyment. Having to worry about three different versions of an encounter, and needing all of them for a meta, has changed the way raiders experience content in a way that isn't good for the game.
For lack of a better term, I'll refer to the overall problem as the normal/achievement/heroic split.
Which direction is the excitement?
Making the game more exciting for 99% of the player base is worth making the game more boring for the other 1%. I'm going to use Celton's comment here as a means of encapsulating a very valid point made by a number of people: Namely, that progression itself is still an attractive part of the raiding experience for a number of people and that the current normal/achievement/heroic split isn't necessarily a concern as a result. While it wasn't my intent to dismiss the population of people raiding purely for progression, with the benefit of hindsight, it's apparent that that is exactly how the article reads, and I apologize.
In rereading the comments, it's apparent that a lot of people have had issues with how raid achievements are currently designed. This discussion is probably going to be helped by teasing the raiding population into those likely to care about achievements and those who don't, without falling into my previous trap of assuming that it's a blanket concern.
For our purposes, let's say "casual" denotes anyone who doesn't bother with the heroic versions of encounters, "hardcore" is anyone who does, and "elite" is someone at the top of the raiding pile and in a realistic position to compete for world firsts. While this is a necessary gloss on how people in the game approach content, I hope it's largely accurate for how each population sees its priorities in raids.
Squeezed in the middle
I think it's fair to conclude that it's the folks in the middle getting squeezed. While this reduces the population of players for whom the normal/achievement/heroic split is a problem down to more manageable (some might argue negligible) levels, these people certainly exist. Actually, it can be argued that they form a plurality of the hardcore raiding population, as the vast majority of these people will never be in a position to compete for a world first. A hardcore raiding guild without world firsts to recommend it has to have something to make it an attractive option, and achievements are an undeniable selling point. If you're a raider with the time and gear to go for heroic content, which guild is more attractive while you're browsing the recruitment forums: guilds that promise you a raid drake or ones that don't?
This is where I get the feeling that hardcore guilds are basically obligated to do achievements; they're one of the few things that helps them attract, compete for, and retain players in an age where raid-quality gear is so accessible outside of raids, and factions are no longer an impediment to recruitment. Achievements are not only a selling point for guilds as a whole, but they're also a pseudo-résumé for the players who have them (unless the character in question is a reroll, which people will understand). As Kalon noted, achievements are now among the most reliable outward indicators of a player's experience within raids unless you have the benefit of an Ensidia guild tag. Most of us don't.
The slow bleed of the 25-man raid
The second observation to be made is that if you accept that Blizzard's normal/achievement/heroic achievement split is in fact a concern, a real problem lies in how it might be accelerating what seems to be an already-present trend: 25-mans are going the way of the dinosaur.
Under the normal/achievement/heroic model for anyone seeking a meta, new people brought onto a raid team end up causing a huge headache for everyone concerned. Until you outlevel and outgear content, it's usually impossible to combine an achievement with the heroic version of an encounter. This means spending a week or two redoing the normal version of a boss in order to get new folks their achievements, returning again and again as needed for other new recruits or anyone who couldn't be there for a previous achievement kill. A 25-man raid team has more schedules to work around, more people coming off the bench, and more recruits to juggle than their 10-man counterparts.
As an example, back when Icecrown Citadel was progression content, I wound up having to keep a spreadsheet of players in my 25-man guild who still needed the individual achievements and heroic kills per boss. After a few months in ICC, we wanted to run and hide for each new person brought on board. We wouldn't have recruited them if we didn't like them personally and need their talent, but each person represented another week's worth of boss kills that often had to be done on normal with drops that would all be sharded. It didn't seem right to recruit someone only to screw them out of a drake, so we persisted, but it was pretty discouraging. As Heather observed, guilds in this position feel like they're never going to get anywhere.
I think there's a fundamental problem with this model, as it attaches an undesirable penalty to recruitment -- and no raiding guild can avoid having to recruit. The bite is doubled on encounters like Sindragosa and Cho'gall, where the inability to do the boss on heroic in a given week means you also forfeit the chance to do the heroic Lich King and Sinestra.
So 25-man raiding is definitely not the more compelling model if you want to get everybody their raiding drakes/phoenixes while navigating the normal attrition rate on a raid team. While the most obvious solution is to shrug off achievements and just focus on heroic progression, I think that hardcore guilds are basically trapped on this point, for the reasons described above.
So I leave it to you, readers: Is the game outgrowing 25-man raids? Are two different raid sizes just not worth keeping around anymore?
Reader comments
While the entire comment thread is very much worth your time, I picked a few additional comments that I think give a good view on the issue on all sides:
Working on achievements? The Overachiever is here to help! Count on us for advice on Azeroth's holidays and special events, including new achievements, how to get 310% flight speed with achievement mounts, and Cataclysm reputation factions and achievements.
Two weeks ago, we published The OverAchiever: Why Icecrown was less fun than Sunwell. It's definitely become one of the more controversial OA topics I've written about and attracted a lot of discussion, neither of which I had really anticipated. Some people agreed with me, some didn't -- but either way, the comment thread is a very interesting read.
While I hadn't been intending to revisit the topic so soon, I lost internet access after Hurricane Irene strolled through my area and had an extra week to mull over the points people had raised. The conclusion (perhaps erroneous) I've reached is that, if anything, the issue is more complicated than we all guessed, as the normal/achievement/heroic split may also point to a deeper systemic problem with the 10-man and 25-man model, too.

While this extends the life of a given raid, it was my argument that it did so at the cost of many players' enjoyment. Having to worry about three different versions of an encounter, and needing all of them for a meta, has changed the way raiders experience content in a way that isn't good for the game.
For lack of a better term, I'll refer to the overall problem as the normal/achievement/heroic split.
Which direction is the excitement?
Making the game more exciting for 99% of the player base is worth making the game more boring for the other 1%. I'm going to use Celton's comment here as a means of encapsulating a very valid point made by a number of people: Namely, that progression itself is still an attractive part of the raiding experience for a number of people and that the current normal/achievement/heroic split isn't necessarily a concern as a result. While it wasn't my intent to dismiss the population of people raiding purely for progression, with the benefit of hindsight, it's apparent that that is exactly how the article reads, and I apologize.
In rereading the comments, it's apparent that a lot of people have had issues with how raid achievements are currently designed. This discussion is probably going to be helped by teasing the raiding population into those likely to care about achievements and those who don't, without falling into my previous trap of assuming that it's a blanket concern.
For our purposes, let's say "casual" denotes anyone who doesn't bother with the heroic versions of encounters, "hardcore" is anyone who does, and "elite" is someone at the top of the raiding pile and in a realistic position to compete for world firsts. While this is a necessary gloss on how people in the game approach content, I hope it's largely accurate for how each population sees its priorities in raids.
- Casual 10-man and casual 25-man Probably won't care about raiding achievements.
- Hardcore 10-man Probably cares about raiding achievements and will go for each tier's meta (e.g., Glory of the Cataclysm Raider), but may or may not suffer the attrition that makes the normal/achievement/heroic split an issue. More on this later.
- Hardcore 25-man Probably cares about raiding achievements and will go for each tier's meta, but is far more likely than their 10-man counterparts to have logistical difficulties getting everyone through the normal/achievement/heroic grind.
- Elite 10-man and elite 25-man Probably won't care about raiding achievements until heroic content is on farm.
Squeezed in the middle
I think it's fair to conclude that it's the folks in the middle getting squeezed. While this reduces the population of players for whom the normal/achievement/heroic split is a problem down to more manageable (some might argue negligible) levels, these people certainly exist. Actually, it can be argued that they form a plurality of the hardcore raiding population, as the vast majority of these people will never be in a position to compete for a world first. A hardcore raiding guild without world firsts to recommend it has to have something to make it an attractive option, and achievements are an undeniable selling point. If you're a raider with the time and gear to go for heroic content, which guild is more attractive while you're browsing the recruitment forums: guilds that promise you a raid drake or ones that don't?
This is where I get the feeling that hardcore guilds are basically obligated to do achievements; they're one of the few things that helps them attract, compete for, and retain players in an age where raid-quality gear is so accessible outside of raids, and factions are no longer an impediment to recruitment. Achievements are not only a selling point for guilds as a whole, but they're also a pseudo-résumé for the players who have them (unless the character in question is a reroll, which people will understand). As Kalon noted, achievements are now among the most reliable outward indicators of a player's experience within raids unless you have the benefit of an Ensidia guild tag. Most of us don't.

The second observation to be made is that if you accept that Blizzard's normal/achievement/heroic achievement split is in fact a concern, a real problem lies in how it might be accelerating what seems to be an already-present trend: 25-mans are going the way of the dinosaur.
Under the normal/achievement/heroic model for anyone seeking a meta, new people brought onto a raid team end up causing a huge headache for everyone concerned. Until you outlevel and outgear content, it's usually impossible to combine an achievement with the heroic version of an encounter. This means spending a week or two redoing the normal version of a boss in order to get new folks their achievements, returning again and again as needed for other new recruits or anyone who couldn't be there for a previous achievement kill. A 25-man raid team has more schedules to work around, more people coming off the bench, and more recruits to juggle than their 10-man counterparts.
As an example, back when Icecrown Citadel was progression content, I wound up having to keep a spreadsheet of players in my 25-man guild who still needed the individual achievements and heroic kills per boss. After a few months in ICC, we wanted to run and hide for each new person brought on board. We wouldn't have recruited them if we didn't like them personally and need their talent, but each person represented another week's worth of boss kills that often had to be done on normal with drops that would all be sharded. It didn't seem right to recruit someone only to screw them out of a drake, so we persisted, but it was pretty discouraging. As Heather observed, guilds in this position feel like they're never going to get anywhere.
I think there's a fundamental problem with this model, as it attaches an undesirable penalty to recruitment -- and no raiding guild can avoid having to recruit. The bite is doubled on encounters like Sindragosa and Cho'gall, where the inability to do the boss on heroic in a given week means you also forfeit the chance to do the heroic Lich King and Sinestra.
So 25-man raiding is definitely not the more compelling model if you want to get everybody their raiding drakes/phoenixes while navigating the normal attrition rate on a raid team. While the most obvious solution is to shrug off achievements and just focus on heroic progression, I think that hardcore guilds are basically trapped on this point, for the reasons described above.
So I leave it to you, readers: Is the game outgrowing 25-man raids? Are two different raid sizes just not worth keeping around anymore?

While the entire comment thread is very much worth your time, I picked a few additional comments that I think give a good view on the issue on all sides:
- Sahara and DeathPaladin: One problem with the Ulduar version of hardmode = achievement, was that sometimes a raid group would unintentionally trigger the hardmode while intending to do the regular mode. Yep. This is a genuine problem with the Ulduar approach to incorporating the heroic version of a fight in an achievement. I think it's more responsible for us to admit that a return to the Ulduar model for raid achievements is not exactly penalty-free on its own, in addition to being a bigger burden on raid designers. DeathPaladin had an excellent point here about every encounter's having to be designed around how to activate the hard mode limiting what developers can do.
- Brock: Achievements are just an optional way to have a different experience in an encounter that you may not have had otherwise ... It sounds like you feel achievements are a required part of progression and not an optional diversion. This is ultimately true (much as I squirm over admitting this in an achievement-oriented column), though I would argue that achievements are only optional to a point, largely for the guild recruitment problems described above. For the raiding metas, achievements are explicitly intended to be an unavoidable part of your guild's progression. However, there's nothing that says you have to do them.
- Razz: Regarding the move away from the Ulduar-style (which seems to be pretty widely admired), one thing that Blizzard said to justify the UI toggle was that they didn't want people to have to use external resources (like Wowhead) to figure out how to engage the heroic version of the encounter. With the Dungeon Journal now in the game, maybe ... they can use that to explain how to do the encounter on heroic. Hmm. The Dungeon Journal may wind up impacting Blizzard's future raid design in a way we can't really anticipate. I think developers have the right to expect that players (or at least raid leaders) will have read it before attempting an encounter, and is that going to give them more room to play with innovative mechanics?
- Lissanna: I can't really parse her comment in a sentence or two, but there's an excellent point here concerning developers' issues with pacing content that can't be returned to its classic and BC level of difficulty. While the game is much better off with more accessible raids and no more nightmarish keying requirements, it does leave us with an awful lot of players blowing through content at the speed of light, which is not the ideal way to experience it.
- Moonburn: Concerning the 10-man and 25-man models: (Scaling issues inhibit) encounter designers, who have to take into account four potential modes for each encounter. It homogenizes encounters, and I think contributes to the fatigue that raiders feel. This was actually what prompted today's detour into thoughts on the 25-man raid issue. Maybe the ultimate problem isn't how raid achievements are designed -- it's that they just work better at the 10-man level.
Working on achievements? The Overachiever is here to help! Count on us for advice on Azeroth's holidays and special events, including new achievements, how to get 310% flight speed with achievement mounts, and Cataclysm reputation factions and achievements.
Filed under: Analysis / Opinion, Achievements, The Overachiever
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Reader Comments (Page 2 of 2)
goldeneye Sep 10th 2011 3:53PM
But then what will the "hardcore" groups do when the last raid in the expansion goes easymode?
notmuchtosay Sep 11th 2011 4:57AM
@goldeneye
I cannot provide you any statistics, but the end of every expansion tends to see 'hardcore' guilds complete the raid, then take holidays until the next expansion. So, I don't see anything changing there.
For example, read Mathew McCurley's blog post today:
http://wow.joystiq.com/2011/09/10/guildox-finds-the-worlds-most-experience-raid-boss-killer/
As I stated before, the difficulty would be modified on a patch by patch basis. Patches take some time to be released, so any 'hardcore' guilds slightly behind the top 1000, or whatever number is used to determine 'enough' guilds have cleared the content, would still have some time to complete on the original difficulty.
jfofla Sep 8th 2011 6:57PM
When people bitch that Hardmodes are not new content, I wonder what they really want.
Would you prefer Blizzard only have normal mode raiding?
DarkWalker Sep 8th 2011 7:50PM
Hard modes are not new content. They are just harder versions of existing content, for players that want a more difficult game.
Methuus Sep 8th 2011 7:44PM
Regarding your question to the readers: I will be amazed if there are still two raid sizes in the next expansion. It's just so much extra work for Blizzard with very little payoff.
Now, whether the single size in NEXTEXPANSION will 10, 25, or split the difference at 15, I don't know.
DarkWalker Sep 8th 2011 7:49PM
What I see as the best way to tackle this problem (or part of it) is to do away with raid locks whatsoever. Find a way to reward the player based on just the highest difficulty/group size boss kill he did that week, but let he do the encounters, in any difficulty level, as many times as he wants.
This way, having to take a few players through an achievement run is not a week of lost progression. It's just an extra raid the raid leader has to find enough willing players to run, knowing they will still be able to do the "official" guild run the same week.
moonburn Sep 8th 2011 8:30PM
Thanks to Allison for noting my original comment!
A few points of reference: I ran a progression guild during Burning Crusade and the early part of Wrath, then raided in a World Top 100 guild for a year before retiring due to real life commitments. I saw raiding during Burning Crusade when it was a very different model from what it is today, and while I agree that creating content that is experienced by a very small portion of the game's players is an undesirable model, so is an endgame that has lost most meaning to a growing number of players. I don't think it's an either/or choice, though.
One of the big advantages the Burning Crusade model had was that almost all of the endgame content was available either from release or within a few short months (everything up through Black Temple). That gave a LOT of content for people to work on over the course of the expansion, including heroics that ranged in difficulty up to a challenge even for people in T6 gear), and it was only well in to the second year that issues cropped up with the top guilds running out of things to do (necessitating the Sunwell patch, which in itself, offered a great deal more content for players at level 70).
Since Wrath was released, Blizzard has offered raid content that is "current" for only a few months, and then it's shuffled off into the "old content" graveyard. This constant hamster-wheel of raid "seasons" (which I refer to that way because they are integrally linked to PvP seasons) means that end game players never have more than one tier of things to work on that are meaningful, and as with Firelands, that can be as few as 7 bosses.
Combined with my earlier comments about the need to factor in 10m and 25m versions of an encounter, plus normal and heroic modes, means that not only does an endgame player have fewer challenges awaiting him/her, but those challenges just aren't as interesting as they were in Burning Crusade. (And make no mistake, I am not defending everything about BC - it had its share of flaws and there are some parts of Wrath and Cataclysm that are far superior).
The point of all this is that Blizzard's goal is, or should be, supplying sufficient interesting and challenging endgame content each expansion so that its players don't become bored and leave, and that guilds don't face crippling difficulties that diminish the benefit of being in an endgame guild. Clearly they are failing at both goals right now, as is demonstrated by the exodus of players and the decline of 25m raiding and raiding guilds (case in point, my old Top 100 guild is reduced to 1, sometimes 2, 10m groups that are in the Top 500 range due to lack of people).
I am not suggesting that Blizzard should go back to the Burning Crusade model. I don't work for Blizzard and am not a game designer, so there are elements to which I am not privy and probably don't understand. But I think the fact that endgame content is so - shallow now (in other words there simply is not a lot for players to do at max level other than raid, or BG, or arena, or CURRENT heroics that feels like it matters) that most players are finding less and less reason to keep playing, especially if they are not interested/able to play at the very highest level, or even if they don't raid at all.
What I AM suggesting is that Blizzard needs to sit down and take a good hard look at how people play, and how people WANT to play, and offer deeper content at the release of a new expansion for players who enjoy all varieties of endgame: progression raiding, casual raiding, 5m instances, perhaps solo adventures that feel challenging (and are suitably rewarded), PvP, and other means. If they want people to continue playing as much as they did in past expansions, then Blizzard needs to give them reasons to do so, not just a "Here's this patch's raid tier and PvP sets, seeya in 5 months!"
moonburn Sep 8th 2011 8:43PM
And for the record, Lissanna's comment on the last article is spot-on. The guild I ran made it through Kalecgos in Sunwell before the big nerf, and we on average would down 2-3 bosses per month. The fact that there was a LOT of content out there that was waiting for us was a powerful incentive, and when we downed Lady Vashj or Archimonde we had a major sense of accomplishment, not a "OK well next week we start heroic mode". Right up to the pre-Wrath nerf we were pushing pushing pushing. Having something new to push AGAINST made all the difference!
When you clear 7/7 normal mode now, and all you have to look forward to is resetting to a harder version of the same fight, well, it's just not the same!
Heather Sep 8th 2011 9:25PM
I honestly agree with moonburn. And I think that a lot of times, these heroic modes...it's almost like Blizzard is just trying to give us "more to do" to stretch out the patch time. But it ends up burning people out. Like me. I'm quitting raiding, I'm so burnt out.
I remember when raiding was fun. It hasn't really been -fun- since Ulduar, which is a shame as I play the game to raid. :-\
Also, Allison, thanks for the quote. :)
moonburn Sep 8th 2011 10:31PM
Lissanna's comment on the original post was dead on. When I ran my original guild, we started mid-expansion and pushed all the way to Brutallus before the pre-Wrath nerf, killing on average 2-4 bosses per month. The fact that we had several dozen bosses that were all essentially current (just because you were progressing in Tier 5 or 6 didn't necessarily make previous tiers either easy or obsolete) gave us a lot to work with and a lot of motivation to keep pushing. When we downed Lady Vashj or Archimonde, we were thrilled by the achievement (little A) and didn't have a "Sigh - guess next week we start on heroic modes" mixed emotion.
All of this is academic for me, since I haven't logged in in almost three months and don't intend to return to the game. But there are enough people I know and talk to who DO play that what goes on in game still interests me, even though I don't see it directly.
moonburn Sep 8th 2011 10:49PM
Heather, I re-read your comments on the previous article and agree with you whole-heartedly. Burning Crusade encounter design was mostly amazing (with the exception of Tempest Keep, which was mostly awful), largely because it wasn't encumbered by concerns about raid sizes and varying difficulties. The boss was the boss was the boss - and you felt a real sense of accomplishment even for defeating the easier bosses like Void Reaver or Lurker Below.
AND. Importantly, the instances were very well integrated into the surrounding quests and zones. There was a definite story linking you to Magtheridon, Gruul, Vashj, Kael'thas and Illidan that you saw all through your questing time in Outland, and it made you want to "finish the job" by doing the raids. In Northrend, the only clear example of that was, you guessed it, Ulduar (and even there they kinda dropped the ball by giving you a long, informative quest chain that took you to two 5m instances, but didn't lead you to Ulduar itself. And once inside, you kinda had to know what to look for in order to see the story pointers leading you to Algalon, which was an epic encounter and epic final chapter to that story).
Some aspects of the game are much improved over where they were five years ago. Some are much worse. But I feel that Blizzard has tied themselves in so many knots with the current endgame model trying to please everyone that, as we're seeing now, they're pleasing no one, and paying the price with diminishing player counts and dying guilds.
kinnson Sep 8th 2011 8:37PM
I don't think the normal/achievement/heroic split you speak would be as much of an issue if normal and heroic had separate lockouts still.
You would be able to add in normal mode achievements still after completing your regular heroic runs. Keep extending the normal lockout as you get the achievements.
I think the idea of making normal and heroic share a lockout is ridiculous. Especially now that you can cap your valor points with heroic 5 man content.
moonburn Sep 8th 2011 9:10PM
And to answer Allison's question put to readers:
I don't think 25m raiding should go the way of the dinosaur. Yes it is harder to manage a 25m raid guild than a 10m, but 25m encounters simply have more flexibility in terms of design and raid make-up than 10m do. Karazhan and Zul'aman clearly demonstrated that raids *specifically designed* for 10 players could be every bit as compelling and interesting as 25m, but they didn't eliminate the epic feel that 25m raids had during the same expansion.
I personally feel that Blizzard should return to the idea of some raids designed for 10 players, some for 25, but not necessarily the same instances. I don't think that will happen, since there is a sizable player base that simply prefers 10m raiding period and would not be happy if there wasn't a progression path that included 10m guilds. But if Blizzard goes the opposite direction and simply does away with 25m raiding in the future, a great amount of the awesomeness of that scale raiding will be lost for good.
Grayclaw Sep 9th 2011 12:33AM
I'm actually rather ambivalent about achievements in raids (though it does bother me a bit that all the metas are tied, not to the achievements alone, but also to heroics). However, I wanted to make a remark about the issue of normal vs heroic raids.
Normal is in fact not really "normal" anymore. It's become the obstacle course you have to run in order to get to the real raid. In effect, it is the "key quest chain" of latter Wrath and Cata. Except that when you get to the real raid, it's a duplicate of your key quest. Just with more volcanos. Or more spiders. Or more story.
Our guild just downed Rag for the first time last weekend. Now, we already knew that Rag wouldn't be getting legs and wandering around for the "normal" version of the fight, but we also knew that we just had to get him to 10% (like Lich King) and then we would join forces with the Archdruids and Cenarius to finally defeat the Lord of Fire. Right? We hit that 10% mark and I was ready for some sort of immobilizing effect where Rag was going to try to wipe us out while Malfurion and Hamuul go all Wrathful and Bearish on his ass.
Nope.
Rag just disappears muttering something about "Too Soon" like he suddenly forgot a very important appointment, and could we perhaps come back again next Thursday? In the meantime there's some coffee and epics in the chest in the lobby.
There was this moment of confused silence in Vent, everyone looking around wondering where Rag went to. We wondered if the encounter was bugged, or if we had really defeated him. But no... there was the chest. We took the requisite screen shot, but to be honest it was completely anticlimactic. Rag just ran away. We didn't defeat him at all.
If the goal of NORMAL is for everyone to be able to experience the content.... why the hell didn't I get to kill Rag?! I don't actually get to kill him, if I am merely NORMAL. I have to slog through the rest of the bosses (again) so I can come to Rag on HEROIC. Then and ONLY then do I actually get to experience the content.
If I'm going to have to duplicate all my efforts for every tier, that is just as much of a grind as getting keyed was back in the Ony days. Except at least with key quests you actually got sense of achievement in FINALLY getting your Drakefire Amulet. Imagine if, after getting the amulet, you were told "Ok... but NOW go find HEROIC Rexxar! It's just like Normal Rexxar, except he can wander across five zones, and Misha will one shot you if you don't use cooldowns."
Sleutel Sep 9th 2011 9:07AM
On the subject of achievements for drakes, especially in 25s, I'm surprised that any guild would take time out of progression to do regular-mode boss achievements for new members. It's common practice in the hardcore guilds I've been in to only take time out of progression every few *months* to do an achievement backfill run for members who came in after the initial push. (That's why, e.g., I had all of the hardmode bosses in ICC-25 but LK down on 8/17, the week I joined that particular guild, but didn't get my ICC-25 drake until 11/30.)
If you're getting burned out by being forced to repeatedly go back and get achievements for new people, perhaps the problem isn't the achievement model but how you're approaching it. Hardcore raiders care about progression; anyone who puts their personal fancy drake ahead of the guild's progress doesn't belong in any raiding guild I want to be a part of.
Eirik Sep 9th 2011 3:55PM
> While the game is much better off with more accessible raids and no more nightmarish keying requirements, it does leave us with an awful lot of players blowing through content at the speed of light, which is not the ideal way to experience it.
By removing the barrier to entry, the pool of potential raiders is "everyone". But the speed with which a raid group - once it gains access - gets through the raid content itself is unchanged.
Once they have done so, they can serve as the cadre for pugs. The people pugged then carry that experience (and gear) to their own raid groups.
But the only difference between the current state and the "nightmare key barrier" scenario is the size of the potential raider pool.
What are you lamenting then? Surely not the greater number of people who are eligible to participate in raiding, since you applauded the barrier removal.
Eirik Sep 9th 2011 4:03PM
> ...who have to take into account four potential modes for each encounter. It homogenizes encounters...
It is the trade-off and conservation of resources. The chalk in the flour, the extra quart of water in the pot of cabbage soup.
Three additional modes for an existing encounter requires fewer art resources, and fewer encounter design resources than a complete additional encounter. The resources are limited. If I am not going to get an additional boss anyway, I might as well have the extra modes.
Eirik Sep 9th 2011 4:08PM
> Casual 10-man and casual 25-man - Probably won't care about raiding achievements.
On a functional and administrative level, you might be right. You can't get a heroic-only achievement if you can't do the heroic-level encounter in the "vanilla" way.
But on an individual raiding member level, there is a vast difference between resigned to the fact the the achievement is beyond the group you are raiding with, and not desiring to complete the achievement.
KaonNemesis Sep 9th 2011 4:56PM
For a long time now I've felt that they should remove the heroic kills from these achievements. It should just be: beat the raid on normal and do the extra achieves for the drakes. Heroic raiders already get better loot and server/world standings to gloat about, give something to the general raiders to aim for. I find putting the heroic kills in there makes raiders who have no business doing hard modes push themselves too hard trying to get them done in order to get the mounts.
Progression (for average raiders) could then be something like:
1) Beat raid on normal
2) Get extra achieves on normal while farming raid for more gear to handle hard modes
3) Beat raid on heroic
4) Beat extra heroic/hard boss (Sinestra, Algalon, etc)
jomwyr Sep 11th 2011 11:49PM
There's one dichotomy that seems to be ignored here.
* There will, and always has been, churn in experienced raiders.
* If normal is "too hard" for new raiders, they won't have the desire to progress through normal mode, let alone hard.
End result is a gradual but firm decline in raider numbers overall, and the rest of the game, as those players no longer have anything meaningful to do once hitting the level cap.
Yes there is a loss of experienced players; but there is a rather painful glass ceiling for new players. The switch from "able to run normal/heroic 5 mans" to raiding is rather profound. That the dungeon journal even exists is a damning indictment of this. That a person has to expend rather large amounts of time on reading websites, watching strat videos and the like is far more effort than casual players want in ... let's be honest... a game.
Basically, by trying to cater to the increasing skill levels of existing raiders, new players are largely cut off from entering raiding.
I put it to you, that worrying about the hardmode or not switches and so on, only satisfies a rather small proportion of the overall player base. Efforts spent on making raiding less complicated - or have strong methods for rapid up skilling of players within the game to raiding skill levels - would have a greater payoff for all raiders.
On the principal that criticism easy, solutions are hard: One possible solution would be to have per-player fudge factors within encounters.
Player X is inexperienced, stepping into a raid for the first time.
Player Z has downed this boss 5+ times, and completely cleared the previous tier multiple times.
So if X stands in a particular fire, they take mild amounts of damage and get rather large built-in-to-game ALERT: MOVE OUT OF THE FIRE.
If Z stands in the same fire, they take damage as per usual. And just the usual DBM/GTFO style alerts.
X doesn't wipe the raid through their inexperience, yet learns that standing in fire is bad.
Make that a sliding scale, and you end up with inexperienced raiders not being such a massive burden to the entire group; yet they get the thrill of a kill, and thus hooked on raiding.
Apply the same sliders to an entire raid (all 7 or 12 bosses or whatever), and as you progress from first down to Xth down, the fights *will* get harder and harder. You get a meta for downing at all, another meta for at "100%", and perhaps a 3rd meta for "GODMODE".
One advantage that I see here, is that this tweaking could continue to apply right through an entire tier. Sure you're now in full shiny purps from this tier, but we can keep tweaking the damage knobs that little bit more to keep you challenged while you're on 'farm'.
In a similar fashion to how gear makes content progressively more easy; multiple successes makes content progressively harder.