Apr 26th 2010 7:19PM Personally I hate this idea. This is mainly due to the fact that I enjoy running both the 10 and the 25 man versions of the raids. When I say I am sick of running ICC, it is because there is not enough variety. One of the things I love about being able to do both raids is that I heal in one and tank in the other. Already by friday night I have nothing left to do in game as far as raiding is concerned. If I could only run one ICC a week I would be really bored.
This will absolutely be the death of 25 man raiding. 10 mans are so much easier to accomplish then a 25 man. And if the rewards are practically(other then amount) the same why would I put the extra effort into getting a bigger group together. If you think they are the same in difficulty look at content progression on your server, practically every guild is farther along with 10 man content then 25 man content(if they are running both). Sure, having better gear makes it easier, but you can get very geared by just running 10 mans and collecting badge gear.
Why do they have to share a lockout? Why does it hurt to allow them to have separate lockouts? I would accept the changes a bit more gracefully if they didn't give us all the reasons in the world to stop 25 man content.
Apr 19th 2010 12:19PM I love getting new gear, but I also recognize that it isn't even real, and the reality is, in a few weeks most gear I get will just be replaced by something else. It is a very rare item that exists as "best in slot" for more then a few months at most. To get all butthurt over missing out on a 3% increase of DPS, or whatever, because of bad luck is reeeduckulous! When I pug icc10 I pull up atlas loot before each boss and salivate over what I could possibly get. Most times it didn't drop or I lost the roll. And guess what, a few weeks later I have maxed out most of the ilvl251 gear I can get from there anyways. Same thing with my guilds 25 man raids. You are going to get that drop eventually. Is it really worth crying and breaking up a guild because someone got your shiny coding? My still fave thing with raid loot is when someone blows all their dkp on a new upgrade, and the next week I get the same item for the base bid cost because no one else wants it that week. It gives us a good laugh!
Apr 6th 2010 12:16PM Tauntmaster ftw! I recently started experimenting on this addon and it has severely cut down on my addon needs for raiding and five mans. As a prot pally I can just click on a player frame that lights up when they have aggro and it automatically taunts whatever mob that is vs having to figure out which mob out of 20(icc trash mobs anyone?) is targeting a specific player. It also shows their health so it is easy to keep track of what is going on.
Feb 4th 2010 7:15PM That seems harsh. It's not their fault there was an exploitable weakness in design. That's Blizzards fault, they shouldn't have lost their loot. Do two pieces of loot really mean so much that Blizzard has to swoop in and take them away?
Jan 23rd 2010 10:10AM I would like to see a return to BC and earlier where a 5 man dungeoun made skills necessary. As someone has already mentioned, this whole pull the entire place at one time and burn things down isn't as challenging/fun as being required to play intelligently; AKA, LoS pulls, CC, single targeting focus, etc. What happened to the days when seeing a Mage in your group made you breathe a sigh of relief because Magisters Terrace was going to be 100x's easier, and not just because they have biscuits. I hope in Cataclysm they make the 5 mans more of a challenge, not unobtainable(unobtanium???), but just requiring actually paying attention. As fun as it is to face roll through a 2 boss brand new instance in 15 minutes(FoS anyone?) I miss the thrill of defeating a real challenge, and not just grinding reps and badges without any difficulty.
Jan 23rd 2010 9:27AM We basically just think Stonebreakers totally gay for Sabar and Cy is 100 years old.
Jan 12th 2010 8:44AM Just a thought I have been having: As recently as TBC, it was common to have at least one wipe in a dungeon. It was just part of the territory. Even if you had run it a few times already a wipe was nearly inevitable. And that was totally ok since that was the norm. The benefit of that experience was that it was an enticing challenge and meant something to beat it. Part of that challenge came from the fact that unless you were getting in 10/25 man runs your top gear was limited to what dropped in those instances.
Everyone seems annoyed these days if you can't chain pull an entire instance and finish it in less then 20 minutes. What happened to not being able to be successful without actually having some strategy(CC, los pulls, etc). Every change they have been making lately is to make the instances more of a grinding experience that is based upon how much eye bleeding time you are willing to put in before you have to log out, usually after a dozen or so runs. While it makes the game "fun" right now, I think it is going to severely diminish the game over the long term. When succeeding at the game has more to do with how much time you are willing to face roll through wussified dungeons vs learning how to be a better player, it is inevitable that people will slowly start trickling away.
Jan 11th 2010 2:14PM I keep reading all of this stuff, and though I have never had a hack problem, in the middle of reading this latest article, I went and ordered an authenticator. Only 7 bucks and no shipping costs?!?! I feel silly for not having done it earlier.
Jan 1st 2010 8:42PM I became what I hate, for nothing....sigh