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2-22-2012 @ 2:13AM
I'm inclined to say that both Normal and Heroic should be left alone. Reaching 'roadblocks' during progression in either of these two modes is suppose to incentivise players to improve themselves or do some research (i.e. interact with the community) to get past it.Balance nerfs are a different issue. If an encounter is overtuned, i.e. if Morchok was harder than anything that came after him, then nerfing is understandable.If getting stuck at a certain point is frustrating, then the player should do what they do with any other game, and lower the difficulty themselves. This provides the satisfaction of "beating" content, but comes at the price of less reward. This has been the fundermental basics of gaming for decades and I really don't understand why every version of content should be deemed beatable while it is relevant by everyone that is attempting it.Game difficulty, especially in a raid guild setting, is one of the most effective means of turning a bad player into a competant player. Luckily the progressive buff/debuff system doesn't change the way a raid is punished by their mistakes (not attacking the elementium bolt will kill you with or without progressive nerfing. But if a guild was struggling with the berserk timer one week, they shouldn't end up being able to beat the encounter the following week while missing 1 DPS. It's detrimental to the content.Finally, in an environment where a progression buff/debuff system must happen, it really should be a decision to turn it on, not a decision to turn it off. a) because not everyone is aware that it's there (shock horror, lots of players don't read fansites and Blizzard announcements) and b) It's easier to leave things alone than it is to change. As I said earlier, tackling something on an easier setting should be a decision by the player, not by the developer (exception, genuine balance changes).
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