Jun 4th 2010 9:27AM honestly you are missing a few points here that are very key to why naxx in wrath was a bad raid .
1) It really was too easy. Why? because there were a lot of people in wrath that were either new to the game or new to raid content. The difficulty level was so absurdly low that any one new to the game did not develop any of the necessary raid skills to do real content. the same goes for os. When these same raiders tried to do malygoes that was only slightly more difficult many of them hit the wall. When Ulduar came out (after it was actually raid-able took a few weeks to be able to zone in on my server) these players were so far behind on the basics that they had an even harder time getting up to speed. IF naxx had been at a normal raid difficulty instead of a free loot warehouse this would not have happened.
2) you cannot possible argue that it took more time to recycle naxx than it would have to make a new raid. all the time spent on the modeling art, music, voice acting, and basic encounter design was already there it just need to be tuned down. The items needed to be redone in terms of stats and names and they added some items but that's all they really did. Blizzard loves to boast about how they can just "turn knobs" to tune things like damage and for naxx there were few actual changes to the way the encounters proceeded to accommodate the smaller raid sizes. For tanking the mob/boss damage was nerfed. As it was for healing and for dps the hp pools were lowered. Things like the MC crystals were added to compensate for not having 4 shadow priests ect. this realistically is not that much work compared to the amount of work that when in to ulduar.
It is obvious that they used naxx to buy time for ulduar and used toc to buy time icc. Why else would they make such half assed raids in between such in depth long and detailed ones.
May 23rd 2010 11:24PM 2 points here which I think are not properly understood in this post.
The first being about druids, saying that savage defense doesn't proc a lot or is some how unreliable. A properly geared druid tank will have well over a 50% chance to crit which translates in to a over a 50% chance to proc SD. This is a bigger chance than warriors or paladins have to block or at least the same chance. In fact when you combine a geared druids dodge and crit (aka block chance) the can get over 102% "avoidance". If you combine that with the fact that the can reach the armor cap and the larger health pool to say that they take more damage than other tanks is not really accurate in any sense in fact they take less effective damage especially with any type of priest healer.
Second Army of the dead is not a defensive cool down. Any raid death knight tank that channels it to attempt survive incoming damage is a fool since you cannot dodge or parry any attacks while channeling spells. You could come up with a situation were you could do this however all other cds would have to be unavailable and you would have to guarantee no incoming melee before you even consider it. I would think that the damage reduction is meant to make it an emergency cool down to use while soloing, or in world pvp but not for tanking.
May 15th 2010 10:47PM is it just me or is that comic just one giant deus ex machina.... I mean there are some things that are just tooo convenient to the story there.
Apr 30th 2010 8:42PM man that doesn't even look like wow. I mean it looks more like war tbh. Except the water looks way better than war for sure. It breaks naturally on the shore line and every thing.
Apr 30th 2010 11:40AM I have to completely disagree with this size issue here. I really don't think the the raids feel like there should be more people in them at all in ten man. And I don't think a crowded zone makes it feel more epic.
Also if any thing I would say the designers scale raids (in size) half way between the 10 and 25 player format. I would argue that the feel to tight in 25 man not just right. and in 10 man the feel just right.
I think you hit the nail on the head in your first post when you said that the real epic feeling came from the more eminent danger in the encounters. That feeling that you could die at any moment. The problem is that, the feeling that in retrospect made things feel epic was simple random elements that could wipe you in an encounter. These elements that were more subtle in vanilla which became more blatant (you could wipe due to bad luck) elements in TBC. These sorts of things were removed in wrath's standard raids because people didn't like them. But they still exists heroic modes, so if you like that sort of difficulty its still there. Not to say that the random aspects are the only thing that make heroic mode heroic, but if you miss the hard raid style that was the standard in TBC and vanilla that is what hard modes and heroic modes are.
Apr 21st 2010 12:31PM @ Karoline.berstad
The only hard thing about kitty dps is watching over your one buff, four debuffs, energy usage and combo point maintenance AND cool down usage while being aware of the fight your doing. The only real hard thing there is knowing when to use ferocious bit.
So basically you go in to a matrix like zen state where you can watch all these things and perform like your neo dodging bullets from a chain gun or... you head explodes. And that's why we love it.
Feb 5th 2010 9:20PM I think you are missing some of the facts here. Some one mentioned that Ensidia had made a post that they new that this game object (floor piece) from ToC could be bugged out using the saronite bomb before ICC was even released.
Regardless of this fact, using the bomb to rebuild the floor is not doing their best in fact its the opposite they were being lazy.
Here is the senerio the way I see it. The were having trouble with the encounter and knowing that they only had limited attempts the some one was like:
"kek I wonder if this floor is bugged like the one in toc?" this was most likely said in jest, then the smart ass rogue gave it a shot. After another wipe they were like
"gg the floor is bugged here too", and then in order to get the kill they used the exploit.
Jan 26th 2010 2:32PM IF a game lacks all the same content as wow and is indeed not as engaging as wow then people will leave it. That is not the players fault, why should they play a game that does not offer what they want.
We are talking about business here and if you are offering an inferior product for the same price as what is considered the standard product no one will buy it. This is basic, Its not the customers fault for not buying your inferior products its your fault for not making something that is actually competitive.
Jan 23rd 2010 10:44PM I don't see any point in finishing this due to the fact that I have already seen a few mistakes other than the druids dispelling diseases thing. I wouldn't try to make a post like this if I wasn't actually an expert on the class I was describing. It makes you look really stupid. I wont tear apart this article pointing out all the things that are presented as fact when they are noting more than an uneducated opinions but I guess the diseases thing has already discredited the writer enough.
Jan 19th 2010 4:20AM any one else getting tired of the .. "hey man its only a random heroic dont be an ass" stories on wow insider.
I understand that people are gagging at the fact that most people who play this game are in fact really bad at it in one way or another but this story is more like a forum qq post than any thing else and I think there has been the exact same story as this posted about 20 times since the new dungeon finder cam out. Give it a rest already geez. If people havent gotten this message yet they never will.