Skip to Content
3-05-2012 @ 10:23PM
I think that the difficulty point was understated. There was a trend that was started in raiding that intensified in WOTLK. I call this phenomenon the "hokie pokie dance". Succeeding at a raid has become doing a special little dance. You move here when this DBM alert goes off, you do that when this other DBM alarm goes off. This trend intensified throughout the previous expansion. You do this and that when you're told. There's no strategy here....you just do what you're told.Then we get to Cataclysm. The Hokie Pokie dance got even worse. In many cases before if you didn't do the dance right you would suffer some negative result: it might slow you down or damage you to the point that healers have to waste mana to save you. Now if you don't do the hokie pokie and turn yourself around you typically die now...instantly with little or no margin for error. To make it worse at the start of Cataclysm this even trickled down to the instance level. You now have bosses in 5 man heroic dungeons that are more mechanically complex in some of the bosses in say....Naxxramas.Blizzard has been trying so hard to one up themselves after every expansion that the complexity of everything is beginning to overwhelm everything else they do. They need to stop listening to the people complaining about EZMODE encounters and "welfare epics". Casuals are the ones paying their salary. If they can't understand that then they deserve to fail.
3-05-2012 @ 10:32PM
Naxx was one of the Raids in original wow that had a great deal of its difficulty and mechanics gutted of flat out nerfed into oblivion before we even saw it in Wrath. So are you to say that a 5 man's boss mechanic cannot be of comparable, if not slightly more difficult than one of the simplest raids in recent history?The playerbase needs to step up, if only a little. They tried too hard all at once, but you can't have bosses with only 2 abilities that they use once or twice a fight anymore, it just isn't comparable. The biggest difference in cata 5 mans from Wrath ones is you were much less likely to be able to manage to carry anyone, not that you can't, but it is harder.
3-05-2012 @ 11:02PM
"Dance" is definitely the right word. While there are bosses that allow for variations in strategy, it still boils down to do your dance steps, fire off you interrupts and cooldowns at the right time, and pump out the numbers.I don't have any bright ideas for improving on it, but I do get a little tired with all the dancing sometimes.
3-05-2012 @ 11:30PM
- "I don't have any bright ideas for improving on it, but I do get a little tired with all the dancing sometimes."Dancing is far more entertaining than standing in one spot and pew-pewing for 5 minutes straight. A DPS race with a tight enrage timer can be a white-knuckle experience the first time you down it, but as your gear builds and the enrage timer becomes less and less of an issue, the fight just gets boring. And if you're going to be doing something every week for the next 6 months, boring is certainly what you -don't- want.
3-05-2012 @ 11:41PM
There just needs to be a slightly bigger margin of error. If one of my DPS fucks up, I as a healer want to be able to fix the problem, not feel useless because I can't do anything about it. I want to be able to down the boss because we as a team beat it, not because everyone is a good dancer. When one person fails, have others pick up the slack. I think that's perfectly fair.
3-06-2012 @ 12:06AM
Revynn, I hear what you are saying. But I do think we've taken the "make encounters interesting" philosophy a little too far. I raid Dragon Soul on my kitty, and there isn't a single fight which is suited to feral dps's playstyle. I don't mind movement, or target switching, but practically every fight with the possible exception of Zon'ozz normal, has absolute tons of both, negating any advantage my spec could otherwise have. I'm tired of running back and forth to get to the next, and next, and next target while ranged simply tab-target or at most, run a few steps (while doing damage).There's not *one* Patchwerk. Ultraxion is often hailed as such, but the Fading Light/Hour of Twilight mechanic makes it impossible for several classes to do optimum damage (DoT classes...). And to return to my kitty example, we can't use our bread-and-butter ability, Shred, and even with glyphed Mangle it's a substantial dps loss.Don't get me wrong, I still love and enjoy DS. I'm only wondering whether they've taken certain mechanics too far, and whether there might be different ways of making an encounter "interesting" (how about, for example, having to move following the boss around and dodging stuff, without also switching targets three million times? Just thinking out loud).
3-06-2012 @ 12:37AM
@Revynn Agreed, certainly. It's fine to have a gear check fight from time to time -- I guess Ultraxion fits that role in Dragon Soul, though there are some minimal mechanics there. I'd like to see a great plausible range of successful strats for most fights though-- but I'm not a game designer, so I'm not sure how to achieve that.
3-06-2012 @ 8:45AM
The main problem with cataclysm can be summed up as "one mistake and you're dead". Difficulty should increase on a slop relate to player skill and/or attentiveness, it should not be a binary proposition where any deviation from form results in total party death.One-hit-wipe mechanics in anything but max-level heroic raiding are the bane of enjoyable gaming.
3-06-2012 @ 2:52PM
Yeah...Pretty much every new boss raid or 5-er that I've seen since naxx, I find myself joking in chat "oh, this is just Heigan's dance, but with more shiny things on the left of my screen instead of right like that last guy."I feel like we all need to be wearing cowboy boots and hats that are frilly for actual cows, but just right for the C&W clubs downtown... :)Line dancing meets MMOs.Raids for me have been getting less interesting since I started them - having started in Kara. I joined near the end of Classic, and didn't hit 60 i time to experience any of those raids. But I've gone back to many of them on high level toons.- A look around and I can tell you had to think, and change up a lot. But that they were also designed with the understanding that 20 or so folks would screw up leaving the encounter to be done by the remaining 20 not yet face-planting....Some things have improved and others have not.What I miss most about older raids was tolerance among players for wipes. Back in Kara people just assumed you'd wipe on a boss for a few weeks until you all got it down. Now, 5 minutes into LFR, we haven't even wiped yet - and folks start giving up because one of the DPS is only pulling 20.7k DPS on a fight where he should have 20.71k...When you had to form groups, and you had to unlock things to even get in the door...- People felt more committed once there.Yes it was way too much of a pain to form a group most of the time, but once you had one, you all felt a commitment to work together for the goal.Now people give up way too easily on the whole thing or each other.
First time? A confirmation email will be sent to you after submitting.
Members enter your username and password.
Enter your AOL or AIM screenname and password.
Please keep your comments relevant to this blog entry. Email addresses are never displayed, but they are required to confirm your comments.
When you enter your name and email address, you'll be sent a link to confirm your comment, and a password. To leave another comment, just use that password.
To create a live link, simply type the URL (including http://) or email address and we will make it a live link for you. You can put up to 3 URLs in your comments. Line breaks and paragraphs are automatically converted — no need to use <p> or <br /> tags.