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Old 02/17/08, 6:10 PM   #44 (permalink)
shiin
Glass Joe
 
Human Priest
 
Madmortem (EU)
Regarding the progressive nerfing of raid instances to make them more accessible, I'd go the following route:


1st iteration:
Original implementation for hardcore raiding guilds. Titles are given for killing the endboss (visible in an extra titles tab by inspecting the player).

2nd iteration (after about one pvp season):
The original implementation becomes the "Heroic" difficult and a more accessible version is used as "Normal" version which drops the same loot (minus legendaries). As a further incentive the "Heroic" difficult allows guilds to choose their loot. Titles are no longer given.

3rd iteration (after about another pvp season):
Old "Heroic" becomes "Epic" difficulty, no changes. Old "Normal" becomes "Heroic", no changes. The new "Normal" difficulty is even further tuned down, so that probably 10-15 capable players (read: players that had the skill to beat the 1st iteration with 25 people) could clear ist. The stats of the dropped items stay the same, but the looks are changed to normal green/blue items.

4th iteration (next expansion):
As third iteration, but now everybody has 10 more levels :-).


Opening up easier difficulties over time would prevent the top guilds from quickly learning the easy variant and subsequently rushing through the hard content. But by retaining the original difficulty, it would allow hard-core players that started later to experience the same content and gain the same rewards. The only thing that isn't factored in is the influx of other changes that would make the content easier (new batch-loot, new 10-mans, new arena-drops, class-mechanic-changes).
 
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