Ready Check: Looking at raid accessibility
Ready Check helps you prepare yourself and your raid for the bosses that simply require killing. Check back with Ready Check each week for the latest pointers on killing adds, not standing in fire, and hoping for loot that won't drop. Questions, comments, or something you would like to see? Email me at tyler@wowinsider or message me on Twitter @murmursofadruid.
Last week, we brushed upon the topic of what the next expansion might hold for raiding. Specifically, the talk centered around the concept that raiding cannot be Blizzard's sole focus any more. As much effort as has been put into raiding, not every player is capable of getting involved with it. The argument was that Blizzard needed to focus on other content for max-level players aside from raiding and questioned what impact that would have on raiding overall.
First, at little bit of information. The blog Player vs. Auction House went off the norm and provided a little bit of numbers gleamed from WowProgress about T11 raiding before 4.2. While there is some interesting data as it relates to last week's topic, that isn't the focus I want to bring up. An argument was put forth that Cataclysm raiding is less accessible today than it previously was. I feel this is a great topic to delve right into this week.
Looking back to classic raiding
First things being first, let us look at the argument being put forth. The assertion is that although the numerical difficulty of raid encounters has decreased -- the DPS and healing requirements being easier now than they were in the past -- the mechanical difficulty of these encounters has increased. Because even the most basic raid encounters have a higher mechanical difficulty than previous bosses, this sets the bar extraordinarily high for new raiders. In past raids, players were capable of making far more mistakes; also, there were fewer mistakes to be made, and these mistakes were not as costly to the raid as a whole.
It's quite a bit to take in all at once, and sadly, there isn't a simpler way of bringing it up. We'll break it all down in parts and address each issue separately to compensate. To begin, we have to look at the foundation of the argument, that today's raid encounters are more mechanically complex than past raid encounters. Depending on how you look at things, your view on the matter could be relatively skewed one way or another.
Comparing any current encounter to one found in the original Molten Core is a pure disservice to this discussion. I don't mean that in the sense that it is rude; it is more that one must consider the limitations of the time. Players had far fewer tools, both via in-game skills and now common addons. Blizzard had far more technical limitations and was inexperienced in raid design. A large factor in the difficulty of the original Molten Core (and all of vanilla raiding) was more the massive amounts of farming involved to get the gear and items required to stand a chance at the encounters, more than the mechanics of the encounters themselves.
This is not to say that Blizzard did not create brilliantly complex encounters during classic. Indeed, once they had the experience of Molten Core and Blackwing Lair under their belt, the design team churned out a wide variety of highly complex encounters: C'thun, Skeram, Rajaxx, the original Venoxis, and then a vast number of encounter in Naxx. What is important to note is that Naxx was reused as the first raiding content of Wrath, and many of those encounters still stood the test of time.
The Karazhan complex
A popular comparison for this theory is to look at either the encounters or numbers from Karazhan and use those as a comparison tool against what we have seen thus far in Cataclysm. This is a rather flawed view, as the data provided by Karazhan does not provide a full picture. Karazhan was Blizzard's most successful attempt at making raiding more open to a broader playerbase, but it was never intended to have the ramifications that it did. Blizzard understood the accessibility problem long before The Burning Crusade. This is why it created Zul'Gurub and the Ruins of Ahn'Qiraj, the first attempts at getting more players involved in raiding.
Karazhan, however, was unique in many ways. By many standards, it is a widely popular instance, but one thing that players fail to realize is that Karazhan didn't fulfill the purpose that it had. Karazhan was meant to be an introduction into raiding, a springboard for players to take a leap off of into the rest of what there was to offer. Yet very few players actually managed to do this. If you were to compare the numbers of players who cleared all of Karazhan and then moved on to actually clear Gruul's Lair and Magtheridon, it would be significantly lower than the population of players who raid today. Many players never progressed beyond Karazhan, and fewer still were the players who continued what progression they did make. As you moved from Gruul's on to SSC, then TK and from there, Hyjal on to Black Temple, you saw a pattern of fewer and fewer players who managed to complete these raid instances.
While a large portion of this is attributed to the increasing difficulty of these encounters, part of that was also due to the raid structuring of the time. Nowadays (and even back in Wrath), raids are designed to become outdated as each successive raid is released. Back in vanilla and The Burning Crusade, you had to gear through each raid in order. A raiding guild could carry you through higher content, but a fresh group of players would have to raid starting all the way at Karazhan and move its way up. Now, you can gear primarily though 5-man content in order to be prepared to enter the highest tier of raiding.
Spanning into Cataclysm
The data isn't yet there to support Cataclysm raiding, and even once Dragon Soul is released, we still won't have an entirely accurate view. Blizzard has taken many great strides to reduce the difficulty of raiding content while still attempting to keep it challenging and engaging, especially for hardcore players. With the past nerfs made to Firelands in order to open the content up even further, the data that we could glean now would be vastly skewed in favor of the most recent content -- yet that in and of itself is half the point.
Raids have been more mechanically difficult than was in the past. This is absolutely true. While the problem is as great as one might think, it is the inevitable nature of the game. Players gain more abilities, more sophisticated addons are created, and the newest content has to reflect this. Yet despite it all, none of the mechanics that we see are anything that surprisingly new.
Alysrazor tornadoes? Heigan dancing. Omnotron? How many council-style fights have we had so far? One in Ulduar, Black Temple, Gruul's Lair, Naxx ... and that's just off the top of my head. Debuff juggling, add catching, AOEing, teleporting, no healing! We've run the gamut of what this game can throw at us. Encounters might be getting more complex, but players have the tools to deal with them. Complexity does not directly correlate to difficulty.
Ready Check shares all the strategies and inside information you need to take your raiding to the next level. Be sure to look up our strategy guides to Cataclysm's 5-man instances, and for more healer-centric advice, visit Raid Rx.
Last week, we brushed upon the topic of what the next expansion might hold for raiding. Specifically, the talk centered around the concept that raiding cannot be Blizzard's sole focus any more. As much effort as has been put into raiding, not every player is capable of getting involved with it. The argument was that Blizzard needed to focus on other content for max-level players aside from raiding and questioned what impact that would have on raiding overall.
First, at little bit of information. The blog Player vs. Auction House went off the norm and provided a little bit of numbers gleamed from WowProgress about T11 raiding before 4.2. While there is some interesting data as it relates to last week's topic, that isn't the focus I want to bring up. An argument was put forth that Cataclysm raiding is less accessible today than it previously was. I feel this is a great topic to delve right into this week.
Looking back to classic raiding
First things being first, let us look at the argument being put forth. The assertion is that although the numerical difficulty of raid encounters has decreased -- the DPS and healing requirements being easier now than they were in the past -- the mechanical difficulty of these encounters has increased. Because even the most basic raid encounters have a higher mechanical difficulty than previous bosses, this sets the bar extraordinarily high for new raiders. In past raids, players were capable of making far more mistakes; also, there were fewer mistakes to be made, and these mistakes were not as costly to the raid as a whole.
It's quite a bit to take in all at once, and sadly, there isn't a simpler way of bringing it up. We'll break it all down in parts and address each issue separately to compensate. To begin, we have to look at the foundation of the argument, that today's raid encounters are more mechanically complex than past raid encounters. Depending on how you look at things, your view on the matter could be relatively skewed one way or another.
Comparing any current encounter to one found in the original Molten Core is a pure disservice to this discussion. I don't mean that in the sense that it is rude; it is more that one must consider the limitations of the time. Players had far fewer tools, both via in-game skills and now common addons. Blizzard had far more technical limitations and was inexperienced in raid design. A large factor in the difficulty of the original Molten Core (and all of vanilla raiding) was more the massive amounts of farming involved to get the gear and items required to stand a chance at the encounters, more than the mechanics of the encounters themselves.
This is not to say that Blizzard did not create brilliantly complex encounters during classic. Indeed, once they had the experience of Molten Core and Blackwing Lair under their belt, the design team churned out a wide variety of highly complex encounters: C'thun, Skeram, Rajaxx, the original Venoxis, and then a vast number of encounter in Naxx. What is important to note is that Naxx was reused as the first raiding content of Wrath, and many of those encounters still stood the test of time.
The Karazhan complex
A popular comparison for this theory is to look at either the encounters or numbers from Karazhan and use those as a comparison tool against what we have seen thus far in Cataclysm. This is a rather flawed view, as the data provided by Karazhan does not provide a full picture. Karazhan was Blizzard's most successful attempt at making raiding more open to a broader playerbase, but it was never intended to have the ramifications that it did. Blizzard understood the accessibility problem long before The Burning Crusade. This is why it created Zul'Gurub and the Ruins of Ahn'Qiraj, the first attempts at getting more players involved in raiding.
Karazhan, however, was unique in many ways. By many standards, it is a widely popular instance, but one thing that players fail to realize is that Karazhan didn't fulfill the purpose that it had. Karazhan was meant to be an introduction into raiding, a springboard for players to take a leap off of into the rest of what there was to offer. Yet very few players actually managed to do this. If you were to compare the numbers of players who cleared all of Karazhan and then moved on to actually clear Gruul's Lair and Magtheridon, it would be significantly lower than the population of players who raid today. Many players never progressed beyond Karazhan, and fewer still were the players who continued what progression they did make. As you moved from Gruul's on to SSC, then TK and from there, Hyjal on to Black Temple, you saw a pattern of fewer and fewer players who managed to complete these raid instances.
While a large portion of this is attributed to the increasing difficulty of these encounters, part of that was also due to the raid structuring of the time. Nowadays (and even back in Wrath), raids are designed to become outdated as each successive raid is released. Back in vanilla and The Burning Crusade, you had to gear through each raid in order. A raiding guild could carry you through higher content, but a fresh group of players would have to raid starting all the way at Karazhan and move its way up. Now, you can gear primarily though 5-man content in order to be prepared to enter the highest tier of raiding.
Spanning into Cataclysm
The data isn't yet there to support Cataclysm raiding, and even once Dragon Soul is released, we still won't have an entirely accurate view. Blizzard has taken many great strides to reduce the difficulty of raiding content while still attempting to keep it challenging and engaging, especially for hardcore players. With the past nerfs made to Firelands in order to open the content up even further, the data that we could glean now would be vastly skewed in favor of the most recent content -- yet that in and of itself is half the point.
Raids have been more mechanically difficult than was in the past. This is absolutely true. While the problem is as great as one might think, it is the inevitable nature of the game. Players gain more abilities, more sophisticated addons are created, and the newest content has to reflect this. Yet despite it all, none of the mechanics that we see are anything that surprisingly new.
Alysrazor tornadoes? Heigan dancing. Omnotron? How many council-style fights have we had so far? One in Ulduar, Black Temple, Gruul's Lair, Naxx ... and that's just off the top of my head. Debuff juggling, add catching, AOEing, teleporting, no healing! We've run the gamut of what this game can throw at us. Encounters might be getting more complex, but players have the tools to deal with them. Complexity does not directly correlate to difficulty.
Ready Check shares all the strategies and inside information you need to take your raiding to the next level. Be sure to look up our strategy guides to Cataclysm's 5-man instances, and for more healer-centric advice, visit Raid Rx.
Filed under: Raiding, Ready Check (Raiding)
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Reader Comments (Page 5 of 5)
bill670 Nov 5th 2011 11:20PM
Every one that wants to raid can raid if they put the time in and work for it. Therefore all raids are accessible. For some reason after BC Blizzard decided that all players should get cool stuff, not just those that worked for it. We had ghetto epics for the first time, so some players could feel better because they had a purple item.
Although this may be a little off topic I believe it is relevant. The whole homogenization of classes has ruined this game in my opinion. Blizzards strategy to make the game easier has actually made it boring in my opinion. Two classes can fill all needs at this time and it will be three when monks are released. Way too many classes have CC abilities and B'resses. The way Blizzard is headed one of these days we will have one class, no specs just three boxes you can check at any time. Tank, dps or heal. In order to make classes pertinent they need to have individual talents that make them special and needed. Foe example, a warrior should be the only class that can tank raid bosses, priests should be the only class that can heal said warrior. There should be one class that can CC, one that can provide needed buffs. Pallies and DK's can off tanks. Shamans and druids can raid heal etc. To go along with this. Strict DPS classes should do the most DPS period.
By structuring the game this way you allow players to have ownership in their class and what their specific class brings to the raid. This will allow more complex raiding situations because classes will only have one or two things to focus on. Working together as a team will result in a kill. No team work no nice stuff.
Now more on topic. I thought raiding in BC was designed fairly well. There was a specific pathway to get to Sunwell Plateau and Black Temple. You start out in Kara after the dungeons of course and work your way up. Gearing up along the way. This allows players to get used to raiding and get better at their specific job. Thus allowing developers to increase the difficulty and complexity of the next raiding release. It allows people that want to raid the enjoyment of raiding more and more difficult encounters and the joy that defeating them brings. You get raiding guilds that raid. That is there goal. Guild members work together to make the guild and the players better so that they can raid and progress.
I think bringing back 40 man or higher raids would also benefit the current state of raiding. It would allow more players to participate thus fewer get left out. You could carry lesser geared players and help them to gear up more quickly. It would also get rid of the one man screws up the raid wipes problem. If you think it to hard to organize that many people your are mistaken. I played well over seven years of Everquest with 72 man raids that were always full and had a waiting list.
Although it runs counter to my beliefs I do think the buffing process used in ICC was a good thing. Perhaps one or two raid releases later a current raid could be nerfed to allow less dedicated guilds and players to complete the content.
I think Blizzards make it easier strategy will eventually cause the game to become wither away. If you want nice stuff. Raid and get nice stuff. It is a slap in the face to raiders to see someone that face rolled dungeons one after another for weeks sporting tier gear. Let raiders raid and put most of the resources for development towards raiding so that they have a sense of accomplishment and the bragging rights that come along with the conquests. Currently the game has PVP and raiding to do. If you want to make something else for others to do then more power to you. Just don't "fix" raiding.
Gniver Nov 6th 2011 2:17AM
"Every one that wants to raid can raid if they put the time in and work for it"
Baloney. Let's pick that sentence apart, shall we?
Wants. Everyone does not want to raid. Once they tried it plenty of players go: "This is what I have been working towards? But it isn't fun."
Can. Lots of player played from level 1-85 as keyboard turning clickers who never used an interrupt. And why not? The game never told them otherwise.
Time. Raiding not only takes very big chunks of time, but these chunks have to be scheduled at the "right" time, that is to say, right for the group, not the individual. And you have to do it every week, or risk loosing your spot.
Work. Exactly. Except you don't get paid.
Where did that reality check leave us? A far cry from "every one". Say, 5% of the WoW population raids?
It is a tiny niche activity.
Blayze Nov 6th 2011 8:37AM
It's a niche activity that, sadly, gets all the resources.
datgrl Nov 6th 2011 9:59AM
For those that want bragging rights, there will still be server firsts. It seems to me there are only 2 choices for a level capped player to stay in the game: raid or dailies. I would be perfectly happy if the game offered more than the same boring dailies for me to do after 85. Why not offer quests with a 'boss strategy' for solo players? And offer competitive rewards? I play 30+ hours a week and I'm 'casual'. I don't want to level new characters. I want to play my main because I *like* playing my main. It's not that I don't want to raid. I can't find a guild who raids on my schedule. And even if I were raiding 4 nights a week, I think it would become just as tiresome as the doing the same dailies repetitively. While the LFR solution has potential, unless you can change the social behavior of 75% of the player base, it's not going to be fun.