May 26th 2009 10:03AM The reason why they seperated badge type was, in part, because players could run Kara 7 weeks in a row in 3 hours and receive T6 equivilent rewards. That was, beyond a shadow of a doubt, the biggest mistake in TBC design. Blizzard learned from it and adapted. I hope we never to back to that system.
Any discussion about a badge conversion would have to take into account 13 minute H-AN, 18 minute H-VH, 25 minute H-Nexus, 30 minute H-UP, 30 minute H-UK being run every day. A conversion rate of at least 25:1 would make the time investment from raiding more efficient than slogging one's way through heroic 5-mans every day (noone's running Occulus, HoL, OK for badges...those are too hard). Even then, do you really think curbstomping AN everyday is putting forth an effort commensurate with T8 raiding guilds?
According to the "Accessability Edict", everyone's supposed to be raiding anyway; that's why Naxx, VoA, and Ulduar's Front Four, are free loot face rolls.
Apr 27th 2009 10:06AM Agreed Ed, easy is relative, but it's also important that the majority who feel Ulduar is fine not stay silent, else 3.2 and 3.3 return to the Zero Thousand Club coddling, free loot face rolls that Naxx, Maly, and Sartharion were.
It's also important to get the perspective from someone in the top quartile of raid guilds, as well as the usual Pro-Srcub drivel and redundant posts every maintenance event, patch release, holiday event, and stealth nerf. I'm glad someone here had the intestinal fortitude to write a column from this perspective. It was a refreshing change from, "Oh noes, the sky is falling! Blizzard has expected me to be competent in group content and my guild is dieing..."
Apr 27th 2009 8:56AM Eighty-third Rule of Scrub Insider: You can write about raid content in WotLK if and only if your guild hasn't made it to the raid content you are writing about. (See http://www.wowinsider.com/2009/04/21/will-ulduar-break-your-guild/)
Apr 22nd 2009 11:05AM By "the fun of Naxx" you must mean struggling to find 25 to fill your raids and knocking down the guild's already conservative raid scheudle of 3 hours/3 nights a week to 3 hours/ 2 nights a week, because Naxx is a 3.5 hour instance, Malygos is 8 mins, and Sartharion 3D gives only a title and a mount. Wipe for a while on Sarth plus 3, then get the gear from Sarth plus 2 and end the week after 5.5 hours. Boring as hell after week 2 of this schedule.
My guild has had unprecedented turnout for our scheduled raids, and we're going to need all the time we've scheduled for raiding to progress content. Off-night Uld-10, and VoAs are happening, and the guild in general has had its collective energy level increase 10-fold since the release of 3.1. The Argent Tournament has added fairly compelling means to make gold *and* rep up with capital cities that doesn't require Stratholme soloing for runecloth.
Finally, the 0.4k DPS mage and the 4k DPS mage will be wearing different gear, so one can tell the 2 apart before one gives out that group invite, should one be forced to PuG something. Ulduar's difficulty will induce people to get better.
This is the best thing to happen to this game since TBC release, bar none.
You don't have to lose every friend in your guild to see content....your friends just have to play better.
Apr 21st 2009 9:56AM @Rugus,
You're sentiment is cute in the abstract, but the reality is I got tired of being a packmule for scrubs before we ever hit Barron Geddon in MC oh so long ago.
As to "forcing" people to do stuff, most of us in guild leadership don't have to. What we do is use most people's inherent desire to better themselves (virtually in this case) as motivation to induce people to put the team before themselves, and to not suck.
Apr 21st 2009 8:28AM My guild's "Dual Spec" policy:
We do not mandate dual specs for any character; however, those that have chosen to participate in dual specing get right of first refusal for raid invites, above and beyond the benefit granted by guild rank (normally, our "raider" rank gets invite priority over "casual" rank players, but if a "casual" and a "raider" fill the same role, and the casual has dual spec, they get the nod).
For those members that participate in dual specing and *can* have the ability to tank or heal, then one of their specs is dedicated to tanking or healing. The other spec they may do as they wish, so long as the guild's raid force maintains class balance necessary to successfully progress content. The idea is to provide sufficient flexability so that we can raid in spite of RL taking a tank or a healer or both out of the raid force on a given night. We don't PuG for raids, ever, and we probably won't until the odds of picking of a terribad versus a competent player drop from the 3:1 (or worse) it is currently.
Mar 16th 2009 10:25AM Scott,
This is singularly the most informative and on-point article in the history of this website, bar none. No pro-scrub drivel; it's not redundant with the 6.02*10^23 other posts about the 3,1 background downloader; it's not loaded with bad advice like most of the class-based posts.
So, as the GM of a 25-man raiding guild with a roster and a raiding schedule both thusly gutted by Blizzactivision's complete inability to design and code content for the competent playerbase, thank you for posting this. Nice to see someone on Insider gets it.
Feb 28th 2009 11:36PM Of course Blizzard Development is caving, and you'd cave too if Activision's marketing department was holding a gun to your temple shouting "Making a &%#$-tonne of money to make up for all the shovel ware were going to publish this year!!"
The unfortunate thing in the end is that the integrity of WoW and gaming in general gets undermined.
Jan 26th 2009 8:42AM I don't why one would go to Northrend at 68, considering the exp to gold conversion of quests complete at max levels. Seeing as thought the name of the game at 80 is to maximize gold in hand, especially if one can't (or won't) find a guild large enough to raid with. I've yet to take a character to Outland before 60, nor a character to Northrend before 70 because of the above.
Jan 23rd 2009 7:50AM I don't disagree with what you are saying; however, our raids have lost vastly more DPS to people getting wiped out in the first couple of polarity shifts than the extra second or two it takes for a handful of people to go through a sub-optimal (but safer) path on polarity shift.
I guess I'm looking at it from the perspective of keeping people alive the entire fight versus what feels like an "all or nothing" gamble with path optimization.
But, as you said, use whatever works. :)