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A very interesting take on blizz and hard mode raidingFollow

#1 May 02 2009 at 6:26 AM Rating: Decent
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I posted this in another thread. It is an article by a member of Ensidia (Nihilum + Curse merge guild)

For those of you who need a tldr version, it basically shows that Hard Mode content has been scaled to levels that are impossible with Ulduar gear sets to beat, unless you find almost exploitive ways around them. Killing Hodir hard mode is one step needed in unlocking Algalon, it also requires your dps to do 12k dps.

Quote:
So we killed Hodir today on hard-mode. Up until this point and as stated in my blog we considered this boss completely impossible. It's not well tuned like Freya or Mimiron, luck is by far the biggest factor in this encounter and you need it in spades. We bashed about 15 hours into trying to do it when he was first changed to 2 minutes. We tried 8 Mages, we tried mass Death Knights, just about every possible comp you could think of.

So we didn't get that close, probably about 2:15 min if we had gone through with the kill (luckiest try ever). We did all the maths and worked out that this fight is 99% impossible (maybe perfect luck and 18 mages). I seriously doubt it's possible even with full Ulduar Gear. You need an average of over 12k dps on each raid member, and that is with 1 tank and 2 healers (not really doable because of dispelling requirements). So we decided after some thought to use Flower Power. I guess you could say it's like using a World Buff, but it's a pretty retarded strategy. Essentially you end up with 5 mages doing 250% more damage. With this we made it with literally 0.03 seconds left.

So a ridiculous strategy for the most ridiculous fight in the game. I'm not saying it's easy to do it this way because it really isn't. It is however the ONLY way to kill him at this point. We are not going to be screwed over by Blizzard trying to block Algalon 25 man when other guilds have already completed it, so we did what we had to.

We sincerely hope that Blizzard decides to correct this boss and the Flower Power. We will not use it for any other boss, but this fight just goes completely against everything Blizzard has said they want to make raiding. I've mailed Blizzard to this effect and we sincerely hope they fix both Hodir and Flower Power.

This is not a World First, it has no meaning at all. However we are not going to sit here and get screwed over by Blizzard. We may however release a video of a Mage doing 40k dps if people are interested.



Basically Blizzard has buffed hard modes to the points that even with full Ulduar best in slot, they are unattainable by any conventional sense. In order to stall progression and artificially extend the shelf life of raid content.

Kudos Blizz!
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#2 May 02 2009 at 6:42 AM Rating: Good
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Come on, Bodhi. I respect your right to complain and I completely understand why you are, but you have another thread about 10 below this one. You quoted someone in that thread talking about the math. That quote had a link to this very Ensidia article in it.

There's a line between beating a dead horse for a fair reason and just stomping around complaining like a child.
#3 May 02 2009 at 6:48 AM Rating: Good
Quote:
There's a line between beating a dead horse for a fair reason and just stomping around complaining like a child.


Why is it OK to insult or demean Bodhi?
#4 May 02 2009 at 6:54 AM Rating: Decent
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I am aware of this difference, but choose to ignore and stomp. It is cathartic, and self indulgent. In other words its exactly what anyone should expect me to do.


That being said, when I complained about Naxx it was about ease, when I complained about Ulduar nerfs to easy mode its about ease. This topic is a tangent but just as important to raiding as a whole, its about difficulty. Blizzard has purposefully designed and changed hardmode content to be unachievable, to require massive class stacking, and to be pretty much Muru on crack, which breaks from their new design philosophy, and is also at the same time a cheap low blow move.

It further illuminates that Blizzard as a whole is faced with a simple issue that touches on raiding as a whole. How do you design content around skill, when it varies so greatly. We are seeing a slightly different dynamic than what we saw in T7, now we are seeing ever widening gaps between hard mode and easy mode that leave those inbetween with no content to match their level of play. Also as mentioned we are seeing blizzard intentionally balancing hard mode to be impossible to stonewall top 100 guilds and artificially extend content.
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#5 May 02 2009 at 7:00 AM Rating: Decent
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A quote from another friend.
Quote:

Getting back to Bode's original point, it would appear they've made Hard Modes a Red Herring that justifies nerfing Ulduar to easy mode. At current tuned levels, some Hard Modes are simply not possible. Ensidia went so far as to say the reason they used the world buff is because other guilds have accomplished Hodir hard mode before it was buffed, and didn't want to be locked out of Algalon, while other guilds were free to do so because they got in there sooner.

Ironically, the very next day, Blizzard Hotfixed the Flower Power buff that Ensidia used so it's no longer a valid strategy. Without Flower Power, I am confident that fight is impossible. In fact, I'm confident most hard modes are now impossible, but still accessible.

The real test will be if, after farming Ulduar easy mode, guilds can do the hardmodes at the currently set levels. I'm not even talking a majority of guilds, just the top 100 would make it ok. But if we come to find only a handful of guilds WORLD WIDE are able to do these, and it requires the fights to be tuned down across the board, then we know Blizzard was just leading on those looking for more challenge, and stringing them along artificially.

Right now, the only thing keeping Ulduar from being puggable is people not being familiar with the strategies. The differences in boss fights and trash are everywhere. XT-002's trash used to require CC. Now it's AOE tanked. The entirety of Freya's room required CC. Now it's all AOE tanked. The entirety of Mimiron's trash pulls required CC and coordination. Now it's AOE tanked. The non Faceless trash in front of Vezax is significantly easier than the first two weeks. Saying the trash has barely been touched is either a lie, a troll, or flat out ignorance. That's pretty much most of the trash in Ulduar.

Other nerfs, such as XT-002's tantrum doing 80% damage instead of 120% damage is perplexing. Since he doesn't cast Light Bomb on that phase, the odds of death on that fight dropped DRAMATICALLY. If the mines on Mimiron phase 1 aren't deadly, tell me, what is the point to them? If they're inconsequential, why have them? To allow for an achievement?

At this point, I believe Blizzard has decided they want Ulduar puggable as soon as possible, and are making the changes needed, while using Impossible Hard Modes to justify the changes to those wanting a challenge. It feels underhanded.
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#6 May 02 2009 at 7:17 AM Rating: Excellent
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Kavekk wrote:
Why is it OK to insult or demean Bodhi?


I'm just upset that I'll never be him, and show it by lashing out. :(

bodhisattva wrote:
I am aware of this difference, but choose to ignore and stomp. It is cathartic, and self indulgent. In other words its exactly what anyone should expect me to do.


Fair enough. Stomp away.

EDIT: I'll just post what I posted in the other thread so I contribute something.

We were told that Sarth #D was their example of hard modes - you could do 1 drake and get some new loot, 2 drakes enables an entire tier of better loot, and 3 drakes was essentially e-peen reward only. There was, however, middle ground. It was a system that could appeal to a variety of raiders. If it was tuned a bit differently, Sarth could have appealed to the entire raiding community.

In Ulduar, there's three bosses where you can choose the hard mode difficulty. GC said all along that hard modes would be hard, and some would be harder than others, and that Algalon would be a *****. That doesn't mean or would ever even imply that there would be a grand total of three encounters where you can choose the difficulty, with essentially every other hard mode being a total kick in the balls as far as difficulty.

By appealing to the LCD while still creating outrageously difficult, and to some extent impossible, hard modes Blizzard is showing that they do want to cater to their full spectrum of raiders. Their design on several encounters also shows that. Continually buffing hard modes because they're upset that a very small number of the very top guilds are downing them already is just completely contradictory to their LK raiding philosophy. People wanting difficulty is not an excuse to go back to raid stacking or making content completely impossible.

I'll always be the first to defend Blizz and point out how their view is logical, but this is just starting to get silly.

Edited, May 2nd 2009 11:21am by CBD
#7 May 02 2009 at 7:34 AM Rating: Good
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A post so nice I rated it twice, rated it up that is. I know its hard for some of the posters here who are having trouble with easy mode and heard me ******** about Naxx for so long to have any sympathies over impossible hard modes. However as much as I would like to think this and every other issue with the game directly rotates around me and how it affects my gameplay, it isnt about that at all.

What we have, clearly defined with absolutely no doubt is that Blizzard has in fact balanced certain hard modes to be impossible with current gear sets. Roll it over in your mind, 12k dps, 12,000 damage per second in a raid with 22 dps in order to kill a boss hard mode. 11.5 wont cut it, 12k for 2 minutes sustained. Worse this is the content being used to justify easy mode nerfs. Really think about it, think about the implications to raiders at all levels of play. Think about what it says about Blizzards new design philosophy for raiding and how underhanded and completely unblizzard it is.

Edited, May 2nd 2009 11:35am by bodhisattva
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#8 May 02 2009 at 7:54 AM Rating: Good
The DPS numbers are misleading, because you don't normally raid with a +100% haste buff, +60% magic damage on the target and +130% critical strike damage.

The fight is still completely impossible, but saying "it requires 12k DPS!!!" kind of misses the point, because it requires a lot less than that if you compare it to a normal fight. You wouldn't need to be pulling 12k DPS on Ignis in order to kill Hodir hard mode.
#9 May 02 2009 at 11:14 AM Rating: Excellent
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Quote:
Why is it OK to insult or demean Bodhi?


I can't stop laughing at this.
#10 May 02 2009 at 11:53 AM Rating: Good
bodhisattva wrote:

Basically Blizzard has buffed hard modes to the points that even with full Ulduar best in slot, they are unattainable by any conventional sense. In order to stall progression and artificially extend the shelf life of raid content.

Kudos Blizz!


(emphasis mine) Prove it. There are all sorts of bastardizations all over the internet of the line "Never attribute to malice that which can be adequately explained by stupidity." They've been so focused on nerfing standard-mode fights that I'm not surprised bleeding-edge stuff got past them.
#11 May 02 2009 at 12:26 PM Rating: Decent
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selebrin wrote:
(emphasis mine) Prove it. There are all sorts of bastardizations all over the internet of the line "Never attribute to malice that which can be adequately explained by stupidity." They've been so focused on nerfing standard-mode fights that I'm not surprised bleeding-edge stuff got past them.


It didn't get past them though. I believe Hodir was released with a 3 min timer, which was taken of almost immediately, so they smartly realized "wow we made that too easy" and lowered it to 2:30 while nerfing the bonuses the NPCs give. And then another guild downed it, so they were like "STILL TOO EASY!" and nerfed it to two minutes.

They're only just now slightly buffing it.

If Ensidia can use a mechanic that Blizz doesn't want them using, combined with lots of practice with trying to beat the encounter fairly so they sure as heck know what they're doing, then further combined with a mage doing 40k DPS, and barely make the timer, something is wrong.

Blizz has better tools than any of us can probably even imagine to figure out what average raid DPS is. There is little reason that hard modes should be so hard that what is arguably the top guild in the world could never do it. I would go so far as to say there's no reason hard modes should be so hard that the top 250 guilds would find them impossible.

"Let's make content accessible" should never have meant "let's make content easy." "Let's make content appeal to a variety of raiders" should never have meant "let's make content easy on one end and impossible on the other end."

I will give them the benefit of the doubt that this is their first time building a raid around the concept of hard modes. I will give them further benefit because as far as I know, this concept is pretty new to the world of MMOs as a whole. However, if they're willing to knee-jerk balance hard modes to make them harder, they should be just as able to make them reasonable.

If they want to force people to get Ulduar gear before hard modes are even beatable, that needs to be encouraged in some manner.


Edited, May 2nd 2009 4:30pm by CBD
#12 May 02 2009 at 2:20 PM Rating: Good
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I wouldn't mind some versions of hard mode being impossible with current gear assuming the gear awarded was sizeably ahead of the rest of the gear for that time.

It might not make sense as to why that content/hard mode is released now, but it would add a lot of replay value after the next huge content update. I see a lot of people coming up with the "brand new" idea of buffing old world instances time and again, and doing something like this off the start would sorta meet that request preemptively.

Some reason, I don't think that's what's going on here though.
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#13 May 02 2009 at 3:12 PM Rating: Decent
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Quote:
I wouldn't mind some versions of hard mode being impossible with current gear assuming the gear awarded was sizeably ahead of the rest of the gear for that time.


Why does the gear level matter, then? If it is impossible, no one will be acquiring it.

Quote:
It might not make sense as to why that content/hard mode is released now, but it would add a lot of replay value after the next huge content update. I see a lot of people coming up with the "brand new" idea of buffing old world instances time and again, and doing something like this off the start would sorta meet that request preemptively.


I think most people wouldn't bother, except if they want the achievements. But, if they couldn't clear hard mode, they will have done it on easy, and their gear will have to be way better to make up for the difference in skill. Maybe they could do it once it has been nerfed more with Arthas level easy-mode gear?
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#14 May 02 2009 at 4:41 PM Rating: Excellent
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selebrin wrote:
bodhisattva wrote:

Basically Blizzard has buffed hard modes to the points that even with full Ulduar best in slot, they are unattainable by any conventional sense. In order to stall progression and artificially extend the shelf life of raid content.

Kudos Blizz!


(emphasis mine) Prove it. There are all sorts of bastardizations all over the internet of the line "Never attribute to malice that which can be adequately explained by stupidity." They've been so focused on nerfing standard-mode fights that I'm not surprised bleeding-edge stuff got past them.



Ummm I already did, or at least I provided proof someone else provided. The current buff to Hodir makes him unattainable with any naxx or ulduar gear currently avialable. Feel free to pull out a calculator and do the math though, its not anything more than remedial math for the most part.
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#15 May 02 2009 at 5:03 PM Rating: Good
bodhisattva wrote:
selebrin wrote:
bodhisattva wrote:

Basically Blizzard has buffed hard modes to the points that even with full Ulduar best in slot, they are unattainable by any conventional sense. In order to stall progression and artificially extend the shelf life of raid content.

Kudos Blizz!


(emphasis mine) Prove it. There are all sorts of bastardizations all over the internet of the line "Never attribute to malice that which can be adequately explained by stupidity." They've been so focused on nerfing standard-mode fights that I'm not surprised bleeding-edge stuff got past them.



Ummm I already did, or at least I provided proof someone else provided. The current buff to Hodir makes him unattainable with any naxx or ulduar gear currently avialable. Feel free to pull out a calculator and do the math though, its not anything more than remedial math for the most part.


I agree that Hodir is currently impossible (or close enough), what I disagree with is your opinion of motivation, the part I bolded. I don't think they purposefully made Hodir impossible to stop progression; I think they were trying to make him hard enough that people need to actually GET GEAR FROM ULDUAR before fighting him, and overshot. People have had 2-3 weeks to get upgrades to their Naxx gear, and especially if they're party-swapping to try and do things optimally, I doubt everyone's gotten many items.
#16 May 02 2009 at 5:58 PM Rating: Decent
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Quote:
I agree that Hodir is currently impossible (or close enough), what I disagree with is your opinion of motivation, the part I bolded. I don't think they purposefully made Hodir impossible to stop progression; I think they were trying to make him hard enough that people need to actually GET GEAR FROM ULDUAR before fighting him, and overshot. People have had 2-3 weeks to get upgrades to their Naxx gear, and especially if they're party-swapping to try and do things optimally, I doubt everyone's gotten many items.


I think the thing is that they WAY overshot. To the point where it would be amazing if it was an accident.

I mean, when math tells you something is impossible with the most ridiculously intense of setups (like Bodh said--best in slot, highest possible DpS combo) and only an exploit lets you get it, it is hard to imagine that it was an accident.

I have to side with Bodh here. I can't imagine Blizz doing that as an accident. I imagine it'll be a while before they fix the encounters, considering the trend we have seen with Ulduar fixes.
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#17 May 02 2009 at 7:14 PM Rating: Excellent
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Although I do think bodhi really hates that poor dead horse, I actually feel the same way as he. My 10 man team is actually pretty good, I see most of us having an spot on top guilds if we wish to really compromise ourselves to that. But my guild doesnt have more than 15 to 20 people between ok player to good player. And have a lot of inexperienced in raids (I don't count Naxx as "getting to know how to raid") and a lot of really terribad.

That being said, this week I was for the second time on Ulduar, both 10 man and 25 man. On 10 man, I was really sad with the changes. I was expecting to have some challenge, but we pretty much one shotted everything till Ignis last week(wich we didnt one shotted last week because of me being terribad on rooting, but we one shotted him this time after I practiced) and this week one shotted everything till Iron Council (wich we are having some problems due to raid composition).

But, the worst, was on 25 men. IMHO, my guild really shouldnt be able to get razor and XT with the people we run with. I usually fraps our raids, to help me and ppl out (and to show off a litlle too, off course) and I get to see some real nasty stuff. People not moving on razor, people getting killed with gravity bomb, melee dying because of light bomb....That was last week. Yesterday we went there again. Guess what happened? We one shotted razor, 2 shotted deconstructor. And we shouldnt. Really shouldnt. And I know that there was quite some people that found themselves thinking they were really great for killing nerfed to ground stuff. When what that really means is we shouldnt have killed those because we will only be able to kill the next ones when we are way overgeared for it anyway.


ps
I'm pretty sure I'm not a top raider as bodhi seens like to be, taking in consideration all that implies (knowing maths, knowing possible setups, seeing not so clear ways of doing bosses...). But I do think I'm quite competent on what I do, aka "dont die, keep dpsing, sometimes offheal and get people rezz'ed".
#18 May 02 2009 at 7:29 PM Rating: Good
It's also entirely possible the Hard Modes were designed and balanced around gear and content that isn't yet released... namely Icecrown Citadel. Blizzard has stated they didn't want WotLK content becoming trivial and obsolete like vanilla and TBC content did. It's entirely possible Blizz wants WotLK content to be viable and challenging even after all WotLK content has been released.
#19 May 02 2009 at 7:42 PM Rating: Decent
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I just hope it isn't. Blizz has said over and over that they want old world content to stay that way.

Well, I want old patch contents to stay that way. And it kinda makes the final instance a let-down. Think about BC. QD content was HARD at first. And, it was the final instance. People had worked their way up and it was the last hoorah before WotLK.

So, now, you clear Icecrown, get gear for Ulduar, clear Ulduar and get gear for Icecrown?

Seems kinda... not epic.

Or they could just make it so Ulduar's hard mode was just as hard as Icecrown's, which wouldn't really be any better...
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#20 May 02 2009 at 7:45 PM Rating: Good
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neocronNV, Guardian of the Glade wrote:
It's also entirely possible the Hard Modes were designed and balanced around gear and content that isn't yet released... namely Icecrown Citadel. Blizzard has stated they didn't want WotLK content becoming trivial and obsolete like vanilla and TBC content did. It's entirely possible Blizz wants WotLK content to be viable and challenging even after all WotLK content has been released.

It IS possible. Actually, I would say that's more than likely.
But it just doesnt make any sense. If they wanted to make things so challenging that you need gear you cant still have, they should'nt have brought the Hard Mode online and should have said, instead, something like "You will have hard mode when we release new gear".
But, then again, why would top raiding guilds want to do Achievments instead of Progression? Unless they do something like "To have hard mode on Icecrown, you have to have done hard mode on Ulduar".

Anyway, just doesn't make any sense.
#21 May 02 2009 at 7:59 PM Rating: Excellent
Brisin wrote:
neocronNV, Guardian of the Glade wrote:
It's also entirely possible the Hard Modes were designed and balanced around gear and content that isn't yet released... namely Icecrown Citadel. Blizzard has stated they didn't want WotLK content becoming trivial and obsolete like vanilla and TBC content did. It's entirely possible Blizz wants WotLK content to be viable and challenging even after all WotLK content has been released.

It IS possible. Actually, I would say that's more than likely.
But it just doesnt make any sense. If they wanted to make things so challenging that you need gear you cant still have, they should'nt have brought the Hard Mode online and should have said, instead, something like "You will have hard mode when we release new gear".
But, then again, why would top raiding guilds want to do Achievments instead of Progression? Unless they do something like "To have hard mode on Icecrown, you have to have done hard mode on Ulduar".

Anyway, just doesn't make any sense.


I would imagine they did it to show that WotLK raid content difficulty was going to be higher than Naxx. As you'll recall, a lot of people felt WotLK raiding was too easy prior to Ulduar being released. It's possible Blizzard decided to show what they got in store for raid content difficulty to shut the whiners up.
#22 May 02 2009 at 8:11 PM Rating: Excellent
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neocronNV, Guardian of the Glade wrote:
Brisin wrote:
neocronNV, Guardian of the Glade wrote:
It's also entirely possible the Hard Modes were designed and balanced around gear and content that isn't yet released... namely Icecrown Citadel. Blizzard has stated they didn't want WotLK content becoming trivial and obsolete like vanilla and TBC content did. It's entirely possible Blizz wants WotLK content to be viable and challenging even after all WotLK content has been released.

It IS possible. Actually, I would say that's more than likely.
But it just doesnt make any sense. If they wanted to make things so challenging that you need gear you cant still have, they should'nt have brought the Hard Mode online and should have said, instead, something like "You will have hard mode when we release new gear".
But, then again, why would top raiding guilds want to do Achievments instead of Progression? Unless they do something like "To have hard mode on Icecrown, you have to have done hard mode on Ulduar".

Anyway, just doesn't make any sense.


I would imagine they did it to show that WotLK raid content difficulty was going to be higher than Naxx. As you'll recall, a lot of people felt WotLK raiding was too easy prior to Ulduar being released. It's possible Blizzard decided to show what they got in store for raid content difficulty to shut the whiners up.


If that was their purpose, they shouldnt have nerfed the first bosses. All they will achieve is whinners not being able to see further content until it get nerfed to ground. And, then, they will nerf other bosses, untill all easy content is PuGable.
Boddhi actually hit the spot when he/she (sorry, dont know) talked about the middle ground. You will have PuG content in easy mode and top 10 content in hard mode. The middle ground will get bored with easy and wont be able to do hard.
I know that always happens, but, untill so far, they always made content Puggable quite some time after it's been released. Not 2-3 weeks after.
#23 May 02 2009 at 8:18 PM Rating: Good
Brisin wrote:
neocronNV, Guardian of the Glade wrote:
Brisin wrote:
neocronNV, Guardian of the Glade wrote:
It's also entirely possible the Hard Modes were designed and balanced around gear and content that isn't yet released... namely Icecrown Citadel. Blizzard has stated they didn't want WotLK content becoming trivial and obsolete like vanilla and TBC content did. It's entirely possible Blizz wants WotLK content to be viable and challenging even after all WotLK content has been released.

It IS possible. Actually, I would say that's more than likely.
But it just doesnt make any sense. If they wanted to make things so challenging that you need gear you cant still have, they should'nt have brought the Hard Mode online and should have said, instead, something like "You will have hard mode when we release new gear".
But, then again, why would top raiding guilds want to do Achievments instead of Progression? Unless they do something like "To have hard mode on Icecrown, you have to have done hard mode on Ulduar".

Anyway, just doesn't make any sense.


I would imagine they did it to show that WotLK raid content difficulty was going to be higher than Naxx. As you'll recall, a lot of people felt WotLK raiding was too easy prior to Ulduar being released. It's possible Blizzard decided to show what they got in store for raid content difficulty to shut the whiners up.


If that was their purpose, they shouldnt have nerfed the first bosses. All they will achieve is whinners not being able to see further content until it get nerfed to ground. And, then, they will nerf other bosses, untill all easy content is PuGable.
Boddhi actually hit the spot when he/she (sorry, dont know) talked about the middle ground. You will have PuG content in easy mode and top 10 content in hard mode. The middle ground will get bored with easy and wont be able to do hard.
I know that always happens, but, untill so far, they always made content Puggable quite some time after it's been released. Not 2-3 weeks after.


There was an interview with a Blizzard employee about this a while back (it was posted in the news as I recall) where the Blizzard employee basically said they view easy mode content as the PuG-able content and the hard mode content for the actual content that only the progression raiders could do. If I remember the interview correctly, the employee said Blizzard doesn't want casual players to not be able to experience content, but at the same time they want the progression raiders to have something to work towards.

Basically they want to avoid a Sunwell situation. Their solution is have two different versions of each raid instance. The easy one for the whiners and the hard one for the progression raiders. I actually like the idea, as it gives everyone something they want. The whiners who can't (for one reason or another) do progression still get to see the content and experience the story and the progression raiders get their challenge.

Now if the Hard Modes are indeed designed and balanced around Icecrown Citadel content, that is an interesting decision on Blizzard's part.. but it's easier to nerf content than it is to make stuff harder. If you think people complain about nerfs that make things easier... wait until you see what happens if they nerf something that makes it HARDER.

Edited, May 3rd 2009 1:11am by neocronNV
#24 May 02 2009 at 8:48 PM Rating: Excellent
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Is Bodhi worried about the game being too hard now?

Did I slip into the Twilight Zone last night or something...
#25 May 02 2009 at 9:14 PM Rating: Decent
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Torzak wrote:
I wouldn't mind some versions of hard mode being impossible with current gear assuming the gear awarded was sizeably ahead of the rest of the gear for that time.
...
Some reason, I don't think that's what's going on here though.


If they want hard mode to be impossible with current gear, they absolutely must make it completely impossible to access and/or state it many times. Algalon and hard modes were very hyped up as being available to fight in this very patch. With Hodir being such a cockblock, Algalon is nothing but a carrot on a string.

selebrin wrote:
I think they were trying to make him hard enough that people need to actually GET GEAR FROM ULDUAR


Current hard modes are balanced around having Ulduar gear. Doing it in mostly Naxx gear has shown the fights to be harder than Sunwell pre-nerf. That's how it should be. If a guild is VERY determined, they can down them. Most other guilds will need to at least begin to get substantial gear improvements first.

As worst, Hodir is impossible for several reasons:
1. It encourages raid stacking. Blizzard has said time and time again that they don't want this anymore. Hard = challenging. Hard != stupid.
2. 12k DPS/toon is the best possible scenario. The top guild in the world says they wouldn't do it with 1 tank and two healers. It's a completely reasonable assumption that no guild would.
3. The difficulty of hard mode needs to be a DPS race so tight that you absolutely must do everything possible to get every NPC buff possible. This isn't a standard difficult DPS race where one needs to do a perfect rotation while dealing with normal boss mechanics. You have to do the perfect rotation AND position yourself for max DPS AND deal with normal boss mechanics. The only thing that makes Hodir uniquely more difficult is positioning, and that is what should be more difficult. The only way to test your raids ability is through an obnoxiously strict timer. They took it from quite difficult to really damn hard to impossible way, way too fast.


Brisin wrote:
That being said, this week I was for the second time on Ulduar, both 10 man and 25 man. On 10 man, I was really sad with the changes. I was expecting to have some challenge, but we pretty much one shotted everything till Ignis last week(wich we didnt one shotted last week because of me being terribad on rooting, but we one shotted him this time after I practiced) and this week one shotted everything till Iron Council (wich we are having some problems due to raid composition).


If you're in Naxx25 gear and a bit of Ulduar25 gear, and you find Ulduar10 anything other than easy, there would be a problem. In terms of item level:

Naxx10 -> Ulduar10 = Naxx 25 -> Ulduar10 Hard = Ulduar 25 -> Ulduar25 Hard

neocronNV wrote:
It's also entirely possible the Hard Modes were designed and balanced around gear and content that isn't yet released... namely Icecrown Citadel. Blizzard has stated they didn't want WotLK content becoming trivial and obsolete like vanilla and TBC content did. It's entirely possible Blizz wants WotLK content to be viable and challenging even after all WotLK content has been released.


Fair enough, but again, this needs to be directly stated.

In general though, it's rather hypocritical to say "We don't want our development time on raids to be wasted because most people don't get to see them" and then turn around and go "Here, we spent a lot of time on these bosses you won't be able to dream of defeating for another year."

neocronNV wrote:
If I remember the interview correctly, the employee said Blizzard doesn't want casual players to not be able to experience content, but at the same time they want the progression raiders to have something to work towards.


Politicians usually have to worry far less about keeping the base happy, and more about winning the independents to their side.

Raids need to be about learning. They need to be about having a crapload of "Well that was stupid" mistakes which cause a wipe, that people can then learn from. Raid boss mechanics are designed around this. Most encounters have some "oh ****" mechanic that will cause a death, which will most likely cause more deaths, which will lead to a wipe. There are ways to make the encounters easy without encouraging players to ignore these basic concepts.

T7 catered FAR too much to bad raiders. Blizz still wants them to be able to experience the content, so they implied we'd be getting hard modes where we could easily choose the difficulty. That would imply that easy will be easy (somewhat puggable), groups that find easy too easy (the vast majority of any organized raiding groups - read as guilds) can begin progressing up to the most difficult version of the hard modes, while the really damn good guilds can cut right to the obnoxiously difficult hard modes.

Instead we have three encounters that middle-ground raiding groups can use to slowly learn the hardest fights, and a bunch of fights that will probably still be insanely difficult in Ulduar gear. Not that that's necessarily a bad thing. Algalon, however, was supposed to be the soul-crushing content. Not a stupidly buffed Hodir timer.

Blizzard keeps stating that they want raiding to appeal to the full spectrum of people who play their game. They keep saying they want to make the best decisions for the future of the game. They usually do. Their tuning of Ulduar encounters, however, isn't really showing them keeping in line with either philosophy.
#26 May 02 2009 at 9:19 PM Rating: Good
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CBD wrote:



Brisin wrote:
That being said, this week I was for the second time on Ulduar, both 10 man and 25 man. On 10 man, I was really sad with the changes. I was expecting to have some challenge, but we pretty much one shotted everything till Ignis last week(wich we didnt one shotted last week because of me being terribad on rooting, but we one shotted him this time after I practiced) and this week one shotted everything till Iron Council (wich we are having some problems due to raid composition).


If you're in Naxx25 gear and a bit of Ulduar25 gear, and you find Ulduar10 anything other than easy, there would be a problem. In terms of item level:

Naxx10 -> Ulduar10 = Naxx 25 -> Ulduar10 Hard = Ulduar 25 -> Ulduar25 Hard



I have squat of Ulduar gear and dont have BiS Naxx 25, although I do almost have it. Neither the rest of my 10 man. Actually, one of our 10 man tank only have 10 man naxx gear, because he runs 25 man naxx with his Warlock. And, still, first bosses are pretty easy after the nerfs.
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