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Breakfast Topic: Will Raid Finder popularity be sustainable? {WoW}

Dec 6th 2011 10:04AM @jmyoung

Unless you're a bear druid.

Official Raid Finder Q&A {WoW}

Nov 30th 2011 9:56AM Makes it actually very hard to gear up. When something that meets your class drops, there's about 8 other people rolling need with bonus on it. I can see myself going for months and months without a single drop and being locked out constantly. The other day about 6 people got the Need roll bonus on a tanking item. Last time I checked, only two people joined as tanks...

Blizzard announces first round of Firelands raid hotfixes {WoW}

Sep 21st 2011 12:32PM @parcus

What you say may seem true but some people will never know until they try it. There's a bunch of negativity that goes on; guilds that say, "This raid is too hard for you, don't bother!"; non-raiders that say, "I don't have 20 hours a week to spend wiping on Firelands!"; people that want to start raiding that say, "I'm not good enough for Firelands, it's too tough!".

To the guilds that claimed Firelands was too hard, it isn't. Get off your high horse and let casuals in. To non-raiders, you don't need 20 hours a week. 2x 2.5 hour sessions are more than enough to progress week in and week out. To the people that want to start raiding, you are good enough, Firelands is not that tough, the first few bosses never were.

I would agree that Alysrazor, Baleroc, Domo and Ragnaros could give people a lot of difficulties for a few weeks, pre-nerf, but they were still doable with some effort.

The tough part is getting the people together, which is tough because of all the negativity. Now we have a huge nerf that probably wasn't needed in this magnitude. Because Blizzard felt we weren't progressing enough, because people didn't think they could, didn't want to, or were told they couldn't do Firelands.

Blizzard announces first round of Firelands raid hotfixes {WoW}

Sep 21st 2011 10:21AM I think this has been the biggest problem with Firelands. Guilds think that think it's "too hard" don't bring other casuals or don't even attempt it. The first 2 bosses were face roll, 9 man-able by mediocre guilds.

Just finishing my raid night from last night, 3.5 hours 6/7 NM now. =\ We 9 manned Ryolith. I hit tornados on Alysrazor on purpose, they only hit for about 20k now. EZPZ. Speaking of EZPZ, that was basically the theme of the entire night. First time that 7 of us (of a 10 man) did Domo, we wipe on orbs, second time we down it before orbs spawn. First time our tanks and some of our melee did Baleroc, and we one shot him with a bunch of errors.

This nerf has made everything up to Ragnaros a cake walk. I suggest if you're a dps that can do about 13k dps on a single target to get at it. Because it's very doable without knowing any of the mechanics. Tanks and healers, just do it, you'll be fine lol.

Blizzard announces first round of Firelands raid hotfixes {WoW}

Sep 20th 2011 3:20PM @ Daedalus

At least the first 3 bosses in normal mode Firelands can be dropped with as little as 3 hours a week. Throw in just a second day after that and it's possible to eventually drop the next 2 after a few weeks. The biggest time constraint is all that trash, IMO.

Blizzard announces first round of Firelands raid hotfixes {WoW}

Sep 20th 2011 3:11PM When I thought about this nerf initially, I thought that there was two was Blizzard could do this. 1) a step by step nerf every couple of weeks/month; or 2) a one time nerf like T11. Some how they're making it sound like both at the same time.

What I would have liked to see would be a light nerf put in every month at about 5-10% each time until 4.3 is released. What we got was this... A massive nerf. Larger than the T11 nerf, that trivializes the first two bosses which were already on farm mode for many guilds and pugs. Why not just put up a training dummy up that has 40m HP and have it drop loot afterwards?

I can appreciate that people want to see the content, but from my perspective (a raider that only started to raid in 4.2 on nerfed T11 content and who raids for less than 3 hours a week), this nerf is too hard and too fast. If there's even a remote possibility for future nerfs, this tier will be face roll. Skilled guilds will 7man it on alts. My guild is only 4/7 Normal raiding for 3 hours a week when we actually DO raid. So all the, "20 hours a week" comments don't apply. =\

Besides all the negativity around this, I do see the bright side.... More people in Firelands = more Obsidium Cleavers will be popping up. Hopefully I can finally afford one if I can't get some to drop!

Does the Rise of the Zandalari dungeon tier serve a purpose? {WoW}

Aug 24th 2011 11:01AM No. Za/Zg does not need ANOTHER nerf. If anything, buff up regular heroics to 140VP, and increase the difficulty. If you think that creates too big of a gap from normal to heroic, then keep heroic at 70VP. There is no reason whatsoever to nerf ZaZg again. They aren't a wipe fest. I pug it all the time and rarely wipe. You might be the one causing wipes perhaps? I've been in ZA/ZG with numerous undergearred roles, and still get through them just fine.

Does the Rise of the Zandalari dungeon tier serve a purpose? {WoW}

Aug 22nd 2011 2:35PM Simple solution. Keep the 980 VP weekly cap. Increase the Heroic VP cap from 480 to either ~700-800 or some where in between. That way if you're tired of killing trolls or tired of 20 minute queues, you do a normal Heroic, it's twice as fast so you still only get 70 VP. But you get that change of scenery. You'll have to find some other source to cap out your VP, whether it be raid or ZA/ZG. But at least you can limit the amount of ZA/ZG you have to endure every week.

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