Why Dragon Soul nerfs are good for everyone, especially hardcore guilds

The reality is quite a bit different. The Dragon Soul nerf serves an important purpose on several levels, no matter what your style of play.
The casual guild
The casual guilds will probably see the most immediate benefits from this nerf in terms of progression but the least in the long term. Bosses will be going down faster, mechanics will naturally have more error allowance, and morale of casual guilds will raise as progression happens.
Players will still come and go, and some may decide that they want more of a challenge and start to look at forming hard mode groups or switching guilds altogether. But that is a natural part of any guild; personnel rotation happens. At the end of the day, this buff will probably attract and retain as many people as might move because of its effects.
The moderate guild
A moderate guild will see the least impact from the nerf, but it'll still be felt in a positive way. Chances are, if you're in a moderate guild (like I am), then the normal modes are cleared and hard modes are being worked on, albeit at a potentially slower pace than might be ideal.
The moderate guild will see some of the roadblocks standing in their hard mode raiding way evaporate. (Think if heroic Morchock has just a bit fewer HP -- no more 2% wipes -- or if Hagara's lightning did 5% less damage). These guilds will also have an easier and more relaxed time farming content to help them get their overall gear levels up. Yes, Spine and Madness are on farm, but there's still an enrage timer on Madness that has to be met, and an unfortunate mistake or two can erase 15 minutes of hard work. Those mistakes? Less likely to be deadly now, and that's a good thing.
Finally, the moderate raiding guild will have an easier time gearing people up to fill their ranks. Chances are the moderate guild doesn't have heavy standards when it comes to gearing but still requires at least a 384 level or so. With this nerf, maybe 378 would be OK if the person is well experienced or shows initiative and has a positive entrance interview. After all, if the boss has 10% less health, that means 10% less DPS needs to be done. Gearing happens more easily, and the people available to be geared up increases.
The hardcore guild
In my opinion, the hardcore guild has the most to gain from Dragon Soul nerfs.
But let's get something out of the way first -- the hardcore guilds can turn this buff off. All they need to do is talk to an NPC at the beginning of the instance, and the nerf goes away. They'll then be attempting the encounters as close to their original release as possible (sans specific changes in hotfixes/patches, of course).
Now, as with the moderate guilds, they're going to see an easier time getting people geared up and contributing to the raid. The hardest part of running a hardcore guild isn't the encounters; it's finding the dedicated people to raid at the consistent high level you demand. This buff? A player will be (in total) 10% more likely to contribute at the necessary level. If there are 100 players in a room and only 10 of them can raid at a hardcore level, hardcore guilds now have an 11th person they can pick. That means it's easier to deal with people's real-life emergencies and easier to deal with the inevitable burnout that comes from hardcore raiding at the end of an expansion cycle.
And there is perhaps the most important aspect of this nerf, more so than anything else and the one aspect that makes this nerf the most attractive to these types of guilds: It allows them to continue to progress through the hard modes at a pace that keeps them alive, even though many members want to take time off. If these guilds are the base of WoW that keeps our game alive, as some would contend, then Blizzard is directly giving them the tools they need to survive.
I never understand when hardcore guilds complain that the encounters themselves become easier. Mechanically, they're just as hard. Positioning, coordination, overall gameplay and communication -- all those things are just as difficult before and after the nerf. The only thing that has always been easy is gearing and DPS. Anyone can get gear and do passable DPS; not everyone can follow directions or possesses the coordination and skills at the level necessary for heroic encounters. This nerf will allow hardcore guilds to seek out those good players and wrap them up in their community, something I know many guild leaders desperately want to do.
Back in the day when I ran a hardcore guild, I would gladly gear a fresh max-level character if I knew beyond a shadow of a doubt that the player performed at a professional level. This nerf? This nerf allows that mindset to begin to happen again.
Even those that disagree ...
Of course, not everyone agrees that this is a good thing, and that's A-OK. Disagreement is the beauty of the system. Because there's an easy answer if everything I said in this editorial rings false to you.
Just turn the nerf off.
Filed under: Analysis / Opinion, Raiding, Cataclysm






Reader Comments (Page 1 of 6)
parcus Feb 23rd 2012 9:16PM
"Just turn the nerf off."
You are hilarious, where did you get such a good joke from?
Almighty Booka Feb 23rd 2012 2:12PM
Sorry, I must have missed the part in the patch note where they said there were 10% more players in WoW.
Chris Gonzalez Feb 23rd 2012 2:20PM
Sorry, I must have missed the part in this post that would make your comment relevant.
Almighty Booka Feb 23rd 2012 3:17PM
You must have missed the part then where it was ludicrously suggested that a 10% nerf increased the recruiting base for hardcore guilds by 10%. This is plain rubbish. There are no more people willing to raid eight hours a day (obv. exaggeration) than there were last week.
It wasn't in the first paragraph so I understand why you might have missed it.
D4 Feb 23rd 2012 3:31PM
The idea is that right now, there are more people who are willing to raid in a dedicated fashion than are able to do so. If this is correct, lowering the difficulty increases the recruiting base--potentially by the 10% figure.
If there are more people able than willing, then the nerf will not have as much of an effect--though presumably there are some people who are *almost* willing to put in the effort, and the nerf will drop the effort enough for them to become willing.
George Feb 23rd 2012 3:55PM
10% is irrelevant.
Call me when they make the nerfs 20% cooler.
/brohoof
Bobbygondo Feb 23rd 2012 2:15PM
I would argue that any guild that cares about competing with other guilds from their server cant really turn off the nerf until either blizzard or a site like wowprogress will recognize guilds that kill bosses without it.
Kelly Feb 23rd 2012 2:35PM
Just checked wow progress. 71 servers have a "server first" guild on them. At this point, who cares about "server first" anymore?
"Congrats Guild X - you're the server first, making us the 72nd server 8/8. We've officially become the fastest kid at the Special Olympics!"
tabardsrock Feb 23rd 2012 2:35PM
but if they really cared that much, wouldn't they have already completed the raid a while ago?
Aranyszin Feb 23rd 2012 2:48PM
^--- This. Blizzard and the author of this post seem to be overlooking the fact that progression is a competition. Guilds use their position in the progression of current content as a recruiting tool. Even guilds that are in the "middle of the pack" will want to be able to distinguish themselves as clearly as possible.
"Turn off the nerf" really doesn't seem like anything more than a challenge - it's almost as though Blizzard is saying, "If you want it harder, you do it harder." But let's face it - if guilds wanted to make the content harder, they could do that themselves. Skip consumables. Drop enchants. Downrank their gear. I would be VERY curious to see data on how many raids actually avail themselves of the "turn off the nerf" feature.
There is also the issue of "gear nerfs". As guilds work through the content they can tackle (especially when they are "really close" to downing additional content) the gear improvements they obtain improve the overall output of the raid team, making global nerfs such as this one largely unnecessary. In a sense, the content slowly nerfs itself as it doles gear out to the teams that attempt it.
At the end of the day, Blizzard needs to come to terms with the fact that raid teams aren't competing with the content or themselves. It's not as much about personal achievement. It's a competition. It's about figuring out where you fall in the continuum. And progressive nerfs such as this one - especially this soon after the content is launched - skew that dynamic to a damaging degree.
WeWhoEat Feb 23rd 2012 2:51PM
The percentage of people who are in a guild that:
A. really cares about their progression vs other guilds on their server
B. hasn't completely heroic madness yet
C. cares about their server progression position more than the satisfaction of completing the encounter at the original difficulty
is minuscule compared to the rest of the raiding wow population and that is the only segment that's affected negatively by these nerfs, all other segments this is a boon or a non issue.
Do voice your position, but at the same time have some perspective.
Jorges Feb 23rd 2012 2:54PM
This is the whole underlaying mess about the nerf. The only argument that hardcores (and the not so hardcore) have now is "I beat it with the debuff off", because the date on their achievements will clearly point that it could have been turned on. There's no way in the game to really tell if a certain boss was beaten with or without the debuff, you have to take the word of the player for it.
Of course, this is something completely subjective and who really cares about it, right? Well, for these guys it is really important. Personally, I think it is just a severe case of e-peen stroking. But if that's how they have their fun, I have no right to take it away from them.
(cutaia) Feb 23rd 2012 3:31PM
"^--- This. Blizzard and the author of this post seem to be overlooking the fact that progression is a competition."
So, someone who's taken until next week's nerf to kill H-Madness is like the guy in the marathon who already lost hours ago, but is still slowly jogging down an empty street while the cleaning crew is moving barriers and picking up empty paper cups.
Don't get me wrong. I'm happy for that guy. He should be proud to finish, no matter how long it takes. Hell...he should be proud if he only makes it halfway, even, if he tried his best!
But if someone comes along and offers him a lift, he does not have the right to a) take the damn ride and b) proceed to complain that he was being forced to take the ride to remain competitive. If he were a true top-tier marathon runner, wouldn't he have been amongst the more than 5,000 raiders -- I mean, runners -- who already finished the race?
Claiming that raiders are being "forced" to leave the nerf on because they have to "remain competitive" is silly at this point. If you and your raid decide that getting a higher ranking this late in the tier (external validation) is more important than finishing the raid without a nerf (internal sense of accomplishment), then you don't really have much room to complain. That's basically asking Blizzard to remove choices and options from other people who may *want* them, because you're too weak to refuse the option if it means your accomplishments may look less impressive to other people.
Sir Broose Feb 23rd 2012 4:07PM
Come on Cutia, that's not the same thing. I'm not arguing that the nerfs are bad (see my post below). But your analogy isn't fair.
To make your metaphor work, you would have to say that once the first 5,000 people have crossed the finish line, the race officials start offering short rides to the remaining runners, so they can make up some time, and not struggle so much to finish. Anyone who declines the ride will not receive any bonuses and their times will be ranked evenly with those who did.
I'm all for making the content accessible, and I use the feature. I wasn't 12/12 in ICC before the nerfs started, and I was thankful for them. But you're characterization of those who feel slighted by the nerfs isn't entirely accurate. Some (many?) bitch just to bitch -- given. But some have a legit frustration. I think there should be a unique achievement for completely pre-nerf.
Again, I go into a little more detail in the post below.
SamLowry Feb 23rd 2012 7:17PM
If you couldn't beat it before the first nerf was implemented, then you're a raiding baddie. Shed your tears, blow some snot bubbles into a hankie, and move on.
Finishing it NOW isn't going to impress anyone who cares about these things, anyway.
Jawn Feb 23rd 2012 10:31PM
"means your accomplishments may look less impressive to other people."
And this... this right there, is - i believe - the heart of the buzz. If people ~truly~ raided for their own fun, and not for some bragging rights, it would not matter.
If people are raiding for bragging rights... whether they want to acknowledge it or not, they are staking too much self-esteem on this.
It's a game. Play for fun, not for glory.
Pyromelter Feb 24th 2012 3:38AM
Jawn, you are so right. I would also add, in addition to that, if you are playing for bragging rights and for glory, then you're either 8/8 hm before the nerf, or you have absolutely no chance at any legitimate recognition from the PvE raiding community.
Which leads me to believe that anyone whining about the nerf is simply an elitist, without the skills or the raid team to back up their elitism.
Also, in my experience, the truly elite out there are not elitist - I've yet to see anyone from Paragon or Blood Legion go out and be like "zomg this is so easy you guys are all noobz this nerf is the worst thing ever." In fact, most of the uber elite raiders welcome these nerfs as it allows more of their guildmates to enjoy the fun of raiding and getting achievements, or maybe get an alt or two some of those high-level achievements also.
Also, some of these nerfs may help some of these elite guilds do non-heroic achievements a bit easier, so they can get their metas and whatever the new hotness mount is. You just don't see the truly elite raiders complain about this, so really, I don't think anyone else has any room to complain.
Everclear Feb 23rd 2012 2:53PM
Nerfing the final raid of an expansion (ICC, DS, etc.) is just Blizzard's subtle way of gearing up players on par for the upcoming expansion to make the transition smoother. That's all. Not a big deal.
Cephas Feb 23rd 2012 5:43PM
Gearing up for what? Transitioning to what? If my character doesn't have DS drops I won't be "on par" for Level 85 Pandaria quests? I'm just having a hard time understanding your logic here.
Everclear Feb 23rd 2012 6:41PM
It's the difference between getting on the freeway via an onramp going 45-50mph vs. being dropped in the middle of the freeway and told to go. You can go from 85-86 in blues, it's possible. But having DS raid gear will make 85 to 86/87 smoother and easier - and therefore more enjoyable. This isn't difficult to grasp.