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1-30-2012 @ 2:21PM
To use a sport metaphor: Raiding in WOW for a lot of people is treated like inter-mural while the game changed into a more junior or minor league. Back before ICC, you could take 25 players and have a dozen players who where "serious" while the others where more casual and still beat a lot of the fights on Normal. For better or worse that formula doesn't work at all in Cataclysm let alone Dragon Soul. It went from "tossing the ball around in an afternoon" to "working on structured drills for the big game".I do think there is a place for both types of raids but the tools need to be better if Blizzard wants us to "drill" where I'd first start off with a way on Normal to instantly "kill/reset" the fight.
1-30-2012 @ 3:08PM
i like the basis of this analogy. i'm sure it'll be disputed in the details but an insightful comment nonetheless.it is fun for me to look up notes on abilities and strats for fights etc, but sometimes this can get a bit ridiculous for the average wow player. it would be fun to see some boss mechanics set up as individual time-based shooter fights (kinda like the spaceship missions in SWTOR) where independant success (# of kills for example) could be evaluated separately from the raid team success (made it to the end of the gauntlet alive for example)... this way players don't get yelled at for lower number of kills (for example) because the team all made it to the end (maybe room for a few 'misses').25 man heroics probably fulfill the role of "MLB ball" for the determined, committed player, where 10 normal is a nice pace for the AAA type; while LFR is basically .500 up in a playground.
1-30-2012 @ 5:10PM
I LOVE sporting analogies for WoW. Whenever some of my less-geeky friends look down on my hobby, I point out that it's basically like participating in a rec-sports league but on computers over long-distances.I agree that raids have gotten harder- just look at some of the Molten Core bosses and marvel at encounters with the complexity of a modern five-man boss. However at the same time players have gotten proportionally more skilled: the resources which a player has to improve himself has increased exponentially, whether its addons, elitist jerks, spreadsheets or fight videos. So I don't think its so much that the game has progressed from IM-level to minor league play, it's that players have gotten a lot better so the game had to react accordingly. Just as Naismith had no way of expecting that someday we'd have players capable of dunking, or the NFL could never anticipate that a team could field Ticonderoga-class linemen with the agility of a ballerina, WoW has had to adjust its rules on-the-fly for a playerbase that is increasingly skilled. But it's a good thing! Fight mechanics are increasingly creative and challenging. The downside is that yes, if you chose not to use the resources at your disposal, you fall increasingly behind the curve. But to continue the sporting analogy, in the old days players could eat fried foods, smoke before games, and party all night afterwards. Nowadays players at all levels of competition know that to win they need to take care of their body, eat right, do drills, lift weights, and attend camps because if they don't they'll get surpassed by someone willing to do so. Yes, it sucks for the more casual player, but look at how much more entertaining a modern basketball game is than say, a game in the pre-shot clock era. So sadly this means that in today's game, a player has to to step up their game or get left behind. If they're unwilling to do so*, don't blame the game, blame the player for failing to keep up.*I am of course, leaving out an entire segment of the population which either isn't internet savvy enough or not fortunate enough to have friends to guide them. This is something that needs to be addressed by the game, and to their credit the developers have acknowledged that WoW doesn't do a very good job of teaching their players how to play. However, I don't think the solution is to dumb down the content to Wrath-faceroll levels.
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