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Old 06/05/07, 12:40 PM   #136
Dargoth
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Considering how far people have come in learning raid content, unless there is some massive gimmick no one figures out, then its really not surprising how fast Illidan died.
Surely Blizzard has a few more raid design tricks up their sleeves that would make Nihilum et al scratch their heads for a bit.

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Old 06/05/07, 12:44 PM   #137
Tigole
Blizzard
 
Tigole
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Originally Posted by songster View Post
Wow, the horse's mouth! Many thanks for the contribution.

If you're still around, could I ask whether there are any plans to release a 25-man instance with little or no keying requirements? A TBC equivalent of ZG or AQ20, so to speak. As you've no doubt seen from the discussions here and in other threads, a casual raid group has to have many more members than a hardcore group , simply because the individual attendance is lower. The logistic requirements of funnelling 50-75 people through Karazhan and/or Heroics simply in order to have 25 people online at once are extremely taxing, and have already caused a lot of strain among the lower end of the raiding spectrum.
We've been having a lot of post-mortem discussions on how to handle future progression in regards to keys, attunements, etc. There are a lot of good ideas on the table for future content.

The irony is, what the raid comminity wants is easy access to all raiding for *their* guild and for everyone else to be months behind =P

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Old 06/05/07, 12:45 PM   #138
heel
Great Tiger
 
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Mannoroth
Originally Posted by Tigole View Post
I'll leave you guys with a question. How many people posting in this thread that the Black Temple is too easy have killed a boss in Black Temple?
I have. We killed Najentus, Supremus, and Akama, and have put in a little bit of time on Gurtogg. Najentus is good, Supremus is terrible (both in design and in difficulty), and Akama is a very enjoyable fight that is just a bit too easy. What I have seen so far is a lot less daunting than earlier versions of tier 4 and 5 content, and that's not necessarily a bad thing. The instance is a lot of fun. However, you have to understand why players - players at all levels, because there are a good number of people in my guild of this mind - might be disconcerted that guilds are beating Kael and immediately dropping four different bosses with little to no prior knowledge of their mechanics (Rage, Najentus, Supremus, Shade of Akama).

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Old 06/05/07, 12:50 PM   #139
Blinks
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Originally Posted by Tigole View Post
We've been having a lot of post-mortem discussions on how to handle future progression in regards to keys, attunements, etc. There are a lot of good ideas on the table for future content.

The irony is, what the raid comminity wants is easy access to all raiding for *their* guild and for everyone else to be months behind =P
I think the scrolls were a great step in the right direction, though perhaps just the first step. If you're looking to reward time spent raiding in regards to entry into the next "tier" so to speak, have a couple bosses drop one of X number tokens needed to buy entry. After clearing say five of six bosses in the instance for weeks but never quite downing the sixth, they can move on if needed and not be locked into just one raid instance.

Could get messy with the forked, intricate attunement process right now though. ^_^

EDIT:
Editted for clarity!

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Old 06/05/07, 12:51 PM   #140
Murr
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Whatever balancing gets me warglaive of azzinoth quickest is best imo~

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Old 06/05/07, 12:51 PM   #141
Tigole
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Tigole
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Originally Posted by heel View Post
The instance is a lot of fun
This is the most important thing you could have said. Once the "world first" drama dies down, the line I quoted is the only thing that matters.

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Old 06/05/07, 12:52 PM   #142
Dawme
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Archimonde (EU)
Yeah ok raid content dies and it's nice and all but come on, 3 hours between first pull and kill of Illidari council by curse ? Less than 18 real life hours between first pull and illidan's death by Nihilum ? It's a bit sad, imho.

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Old 06/05/07, 12:53 PM   #143
Liebestod
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Originally Posted by songster View Post
Wow, the horse's mouth! Many thanks for the contribution.

If you're still around, could I ask whether there are any plans to release a 25-man instance with little or no keying requirements? A TBC equivalent of ZG or AQ20, so to speak. As you've no doubt seen from the discussions here and in other threads, a casual raid group has to have many more members than a hardcore group , simply because the individual attendance is lower. The logistic requirements of funnelling 50-75 people through Karazhan and/or Heroics simply in order to have 25 people online at once are extremely taxing, and have already caused a lot of strain among the lower end of the raiding spectrum.
Arguably Gruul's Lair fulfills this condition, no..? By the time you're done with that, you're pretty much ready for SSC. I guess one could argue that Gruul's Lair is a bit hard for a "casual" instance, but I don't think TBC will ever have an MC... nor should it.

And yea, seeing Illidan down already, makes me think either that he's bugged or there will be a general buffing patch soon. Tigole raises many relevant points, but after all that's been said I still don't see the Illidari Council going down in 3 hours and Illidan down in 2 days as the intended pace.

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Old 06/05/07, 12:53 PM   #144
♦ Praetorian
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Mal'Ganis
First off, thanks for the insightful post. It's appreciated.

Originally Posted by Tigole View Post
I think there is some nostalgia going on here though. Either that or we're watching a textbook case of the "grass is always greener" going on. In WoW 1.0, we faced many complaints about the lack of raiding options. We were often criticized with coming out with new raid content "at a snail's pace." In fact, I challenge anyone to find a thread from Winter 2005 where people are talking about how awesome the pacing of the raid content was.
True, though another explanation is that a lot of people didn't fully appreciate aspects of it until they had the alternative in front of them. It's a question of human psychology on some level. Why don't you guys let players reset their own instance timers at will? I.e., keep one-week timers to allow for saved progress, but if a guild wants to reclear sooner, let them /resetraidinfo or something to clear it. Well, it's a pacing mechanism for sure, but I suspect that it's partly because if you could do this, people who play the endgame PvE content somewhat competitively (whether it's for world firsts like Nihilum, Curse, DnT, or for server firsts in smaller communities, or whatever) would feel a certain degree of obligation to do so or else they'd "fall behind" and it's not clear that it would improve players' game experience overall. The multitude of raiding options has a similar downside. I think I actually personally prefer it, but I'd be lying if I didn't say it was pretty daunting trying to figure out how to fit Mag, Gruul, SSC, and TK farming into a schedule with Hyjal and BT learning, without burning myself or my guildmates out in the process, while simultaneously trying to compare ourselves to guilds that are pouring dozens more hours into the content than we are. There's something to be said for periods of relaxation -- if tier 6 content didn't exist right now, we'd clear SSC/TK in 2-3 days and then respec for PvP or do non-WoW stuff for the rest of the week. Now, there is always something we COULD be raiding, which creates a sense of pressure to do so.

I'm having fun, but it's an interesting dynamic.

I'll go ahead and make a controversial statement to illustrate a point. Let's pretend for a moment that Burning Crusade never came out and we were still in vanilla WoW land. The community, as a whole, would have eventually screamed bloody muder over the difficulty of the Four Hoursemen. The Four Hoursemen were considered one of our best tuned encounters in the game. But I'll argue that's because so few people actually progressed to the point of needing to beat them. And the ones who did beat them, were ok with going to extreme measures to do so (consumables, world buffs, server transfers for tanks in 4 peice dreadnaught). A fight that requires 8 tanks is *not* acceptable to the raiding community as a whole. A fight that requires 8 tanks was acceptable to the bleeding edge only (and their fans) and only because it seperated them from the rest -- not because that's what made a *fun* raiding experience. How fun was it for the hunter who got benched for Warrior #8? How fun was it for the guild who lost their main tank when he server transfered to be a part of one of the World Firsts?
I agree with this -- I've always said 4H would be a perfectly tuned fight in the post-2.0 world where druids and paladins can be real raid tanks, but pre-2.0, it really did require unacceptable raid-stacking. 4H is cited, however, as an example of the devs' ability to "stump" even the best players without making a fight overtuned like C'Thun v1.0. The version of 4H that players declared impossible in early August 2006 is the same fight that many guilds farmed weekly in Fall 2006. That was impressive.

I think the raid game is in a very good place right now. Raiders of all skill levels and time commitments have a variety of options. There *are* some extremely challenging and rewarding fights in the game (Kael, Reliquary, Archimonde, Illidan). Raid tuning walks the razor blade. Things that make raids *seem* more challenging (trash, raid stacking, consumables, resist checks, attunements, limited access, limited tries) are usually perceived as tedious or "progression blockers" and the complaints fire away. But I'll reiterate, a well tuned raid boss -- even a very hard and complex one -- will die quickly if it's tuned properly and bug free.

I'll leave you guys with a question. How many people posting in this thread that the Black Temple is too easy have killed a boss in Black Temple?
As to the last question: A few, at least. I think most of the rest are relying on the fact that we've seen guilds 22-man some of the highest tier content in the game over the past week or two, while likely undergeared for it. When you look at Naxx, as you did, consider that the bosses that died quickly in the first few weeks of Naxx dropped ilvl 81-85 loot (mostly 81-83). That's comparable to Nef loot, to Twin Emps'/Ouro loot, and inferior to C'Thun loot. And the guilds that jumped into Naxx with guns blazing had been farming that stuff for months. Our whole raid was decked out in 8pc tier 2, 3pc or 5pc AQ sets where they were better, weapons from AQ, and so forth. We had ilvl 81+ loot and used to kill ilvl81 bosses.

Here, BT bosses drop ilvl 141 stuff from the get-go. Kael/Vashj loot is ilvl 138. The average gear level of most BT/Hyjal raiders is probably around ilvl 125-130 these days (at least t4 everywhere, with some good t5 pieces mixed in). Well-tuned bosses should certainly die to the best guilds given a modicum of effort. No question there. But to groups of 22 and 23 who are only partly geared from the prior tier? I think that's the main concern here. Was it intentional to tune BT/Hyjal over the course of April to the old gear levels (i.e. tier 5 being ilvl 120, tier 4 being ilvl 105), and then buff the gear by 10-15% without revisiting the boss tuning?

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Old 06/05/07, 12:55 PM   #145
dares
Von Kaiser
 
Dares
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No WoW Account
We've killed several bosses in BT and I personally find the tuning to be close to perfect. The content isn't annoying or tedious, the encounters are engaging, and I have fun playing in the instance. Raid progression drama is very pointless.

Good job on a fun zone (so far), Tigole.

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Old 06/05/07, 12:56 PM   #146
Failure
Von Kaiser
 
Troll Hunter
 
Velen
Originally Posted by Tigole View Post
I've enjoyed reading this thread and I think there are a lot of valid points and views here.

(Disclaimer: I've also been following the threads on the WoW Forums that are similar and wanted to respond there but the forums are down!)

I think there is some nostalgia going on here though. Either that or we're watching a textbook case of the "grass is always greener" going on. In WoW 1.0, we faced many complaints about the lack of raiding options. We were often criticized with coming out with new raid content "at a snail's pace." In fact, I challenge anyone to find a thread from Winter 2005 where people are talking about how awesome the pacing of the raid content was.

Some other things to remember. You *could* skip some of AQ 40 in your progression if you wanted to. This was viewed as an interesting debate (having options is a good thing, yes?). Not a design flaw. We're always looking to give players options -- from PvP (multiple arenas, battlegrounds), to 5 mans to raiding. My biggest criticism of our 10 person raiding game right now (I have a few) is that there are no options beyond KZ. We're fixing that. But you get my point. Players need options.

I'll go ahead and make a controversial statement to illustrate a point. Let's pretend for a moment that Burning Crusade never came out and we were still in vanilla WoW land. The community, as a whole, would have eventually screamed bloody muder over the difficulty of the Four Hoursemen. The Four Hoursemen were considered one of our best tuned encounters in the game. But I'll argue that's because so few people actually progressed to the point of needing to beat them. And the ones who did beat them, were ok with going to extreme measures to do so (consumables, world buffs, server transfers for tanks in 4 peice dreadnaught). A fight that requires 8 tanks is *not* acceptable to the raiding community as a whole. A fight that requires 8 tanks was acceptable to the bleeding edge only (and their fans) and only because it seperated them from the rest -- not because that's what made a *fun* raiding experience. How fun was it for the hunter who got benched for Warrior #8? How fun was it for the guild who lost their main tank when he server transfered to be a part of one of the World Firsts?

For the place and time, Four Horsemen were great. They were beatable and mostly bug free.

While we're on the topic of Naxx, I want to remind everyone that during it's initial opening, almost ALL of the bosses died within the same period that the BT bosses are dying. People forget that because of the Four Horsemen wall. If raid content is tuned correctly, it will die relatively fast (UNLESS it requires some sort of progression check -- Onyxia Cloak, resist check). Even straight up gear checks are very dicey. More often than not that lead's to excessive raid stacking rather than a true gearing up.

Another thing to keep in mind is the PTR. In order to release the highest quality encounters, we put the content on the PTR. This happened with Naxx as well. It's not surprising that the three EU guilds who have progressed the furthest in Black Temple are also the guilds that spent the most time on the PTR. While it's "only taken them 2 weeks" to kill most of the content in BT, we've been watching them rep on the dungeon for 2 months now.

Properly tuned and accessible raid content will die. It's ok. We'll make more. That's what we do for a living. What's really important is for the content to be enjoyable to do for more than just one clearing. Because after all, your priest wants his shoulders off of Boss X or your tank wants that shield off of Boss Y. It should be epic to kill a boss like Illidan or Kael. But it shouldn't be epic because no one is doing it because they are overtuned or bugged out.

My opinions on Black Temple? Najentus is tuned perfectly -- we wanted a "reward" boss for getting in. Akama is a tad easier than we had hoped but he's a really cool, fun fight so it works out. Reliquary of Souls is just where we wanted it to be -- it's very hard. Teron is a hard fight until people know what they are doing at which point it becomes easy. The more guilds that kill Teron, the easier the fight becomes for everyone.

I think the raid game is in a very good place right now. Raiders of all skill levels and time commitments have a variety of options. There *are* some extremely challenging and rewarding fights in the game (Kael, Reliquary, Archimonde, Illidan). Raid tuning walks the razor blade. Things that make raids *seem* more challenging (trash, raid stacking, consumables, resist checks, attunements, limited access, limited tries) are usually perceived as tedious or "progression blockers" and the complaints fire away. But I'll reiterate, a well tuned raid boss -- even a very hard and complex one -- will die quickly if it's tuned properly and bug free.

I'll leave you guys with a question. How many people posting in this thread that the Black Temple is too easy have killed a boss in Black Temple?

To start with, I have killed a boss in Black Temple - 5 of them, and currently working on Essence of Souls.

Earlier, Gurgthok said something along the lines of nobody wants an instance full of Grobbulus. Pretty much, that's what I feel Black Temple is. You can talk about most of Naxx dying quickly, and it did, but in the end, SEVERAL fights took multiple days to learn/beat. Heigan, Patchwerk, Thaddius (though perhaps that was lag),Gothik, 4h, Loatheb. In Black Temple, 1 boss takes more than a day?

I'm sorry, but my guild spent 1 day on the PTR total. We spent 1 day and engaged Najentus, Supremus, and Gorefiend. We killed none of them, we had pugs, and well, those bosses have gone through significant changes.
Let me tell you about our experience in Hyjal/BT so far.

We zoned into Hyjal. We wiped for 2 hrs on trash. A few people would DC, or at the start of a wave, 12 mobs would focus fire 1 tank and kill him, etc. For 2 hrs we'd get to wave 10ish or something, and wipe. We also had 0 choice in raid makeup, as we have exactly 25 people attuned atm, so we're running a crazy healer heavy raid for what Hyjal is. I, as a holy priest, put on blue DPS gear and spammed smite to help us keep up. Finally, after 2 hrs, we managed to get to Rage Winterchill. We still had people dead from the trash, we crezzed a few as we engaged Rage Winterchill, and engaged him with some 22-23 people. All we knew about the fight was "hey, this is 25-man Kel'Thuzad". So we start fighting, expecting a 25man KT. After something like 1 minute, we're down to 15 people. This isn't KT. He has a Frost Blast alright, but it has a front end of 5k dmg, then does the damage Frost Blast did...cool, it was unexpected, we were too spread out, not enough healers could access a person quick enough. (Oh, and Death and Decay is pretty weak) So we got a little tighter, healers realized it took more than 1 person to save someone from death, unlike KT. A few minutes later, Rage Winterchill dies. I'm sorry, but tell me how this is tuned properly? I admit, I don't want a crazy hard boss at the end of a 40minute trash zerg that has to be repeated every time, but that's a design issue. Why is the boss -that- easy? We really had no clue what was going to happen, we got owned at the start by not knowing, and we -still- killed him.

But anyway, after that, we went to BT. We went to Najentus...while we did him on test (with pre-buffed gear), and it felt like a decnetly tuned, though simple encounter, it felt like a joke in Black Temple. It took us a few attempts to kill him, with again a sub-optimal raid makeup.
So we continue on to Supremus. We get a repeat of Rage Winterchill, half our raid dies to "I didn't realize the radius of those volcanos was so large, my bad". So we kill him anyway...with some 2 warlocks and 1 hunter alive as our only DPS for half the fight. He doesn't enrage at 8min like he did when we first fought him, he doesn't enrage at 10 min either...15min enrage timer? Are you kidding me? How can a guild not kill this guy in a few attempts? I mean seriously, Get 2 tanks, like 4 healers, and some monkeys to hit 1-2-3-4 on some dps classes, and supremus will die.

So the next day we come back, and engage Shade of Akama. It takes us a few attempts to figure out what to do, then we get our plan down. DPS zerg. So we DPS zerg Kazzak 1.0, err wait, we're in Black Temple. We DPS zerg the garbage we have to kill, we kill Shade...and we get loot, we were engaged something like <2min in combat. Again, on this encounter, I as a holy priest, put on dps gear and started smiting, so did another healer or 2. Such great design.
We continue to Teron Gorefiend. A few of us fought him on the PTR...as if it matters, everyone knows how the fight goes, the only learning curve is a little bit of small micro things, and everyone understanding exactly what abilities to use when they get control of a shade. He dies same night.
We didn't really raid the next day, and then yesterday, we dropped Bloodboil. To be fair, we tried Bloodboil 1 other day, for a decent amount of time. As a disclaimer, the only reason it took 2 days on him, is we expected some gimmick to kiling him. Any guild that goes into Bloodboil with the understanding that it's just a healer check, should probably kill him in 1 night.
We then engaged Essence of Souls...got p1 down after a few tries, saw p2. The fight seems decent, it doesn't seem quite what it's made up to be, however.

So anyway, there's my narrative. We didn't spend time on PTR, like I said, we don't generally raid long hours like Nihilum, and we've been behind since BC release. We started raiding a week or 2 after other guilds, and have offnights every week. Black Temple, to me, has been a huge disappointment. I play games like this one because I like to be challenged. It's nice to compete for first kills on things, but in the end, I care more about having fun playing the game than anything else. Honestly, at this point, I don't care about the SSC/TK nerfs. I think Alar was entirely ruined, it went from one of the most fun fights in WoW to a huge tedious joke. But at least I got to experience the fun encounter first. If nothing else, make Black Temple hard and challenging, and nerf it in a month when these casual guilds get there. I don't want them to be denied their content, but I want to have challenging content myself, not the pushover that is Black Temple. On Saturday, I was excited to raid, to perhaps catch up to Nihilum when they reached some hard encounters at the end of Black Temple...then suddenly the last 3 bosses drop within a day of each other, council within 3 hrs. That's pathetic. It's not well tuned. I agree a well tuned boss will be dropped in a decent time-frame. 3 hours, however, is not a decent time frame.

Yes, how fast Nihilum is making progress leaves a bitter taste in my mouth. But in the end, how fast my guild is making progress, having never seen the content before, is even worse.

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Old 06/05/07, 1:03 PM   #147
heel
Great Tiger
 
Dwarf Priest
 
Mannoroth
Originally Posted by Tigole View Post
This is the most important thing you could have said. Once the "world first" drama dies down, the line I quoted is the only thing that matters.
Beyond immediate entertainment, we (and by we, I mean dedicated raiders everywhere) also put in a lot of time for that lingering sense of accomplishment. It's nice to say that we got there first. We perservered. You know what I mean? Cracking loot pinatas is fun for the whole family, but if the raid game didn't present meaningful challenges, I wouldn't play. I'm not implying that BT is at this level of difficulty, but if you are ever tempted to release an instance that is . . . please remember that a portion of your playerbase is in it for the challenge. In the long run, that's where I get my fun.

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Old 06/05/07, 1:04 PM   #148
songster
Chief Passenger
 
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Earthen Ring (EU)
Originally Posted by Dawme View Post
Yeah ok raid content dies and it's nice and all but come on, 3 hours between first pull and kill of Illidari council by curse ? Less than 18 real life hours between first pull and illidan's death by Nihilum ? It's a bit sad, imho.
Consider that a more average guild will (a) learn slower and (b) raids ~12-15 hours a week.

Factor in the time taken to clear to a progression boss, and you're looking at maybe killing the Council in the first week you meet them - and Illidan will take a good few weeks to learn.

I'm not talking about Nihilum here, I'm talking about the groups who took 3 weeks to learn Vael and another 3 to learn Firemaw.

Originally Posted by Failure View Post
All we knew about the fight was "hey, this is 25-man Kel'Thuzad".
Very helpful if you saw Kel'Thuzad, no doubt :-) I do of course take the point that the bleeding edge have different expectations of new content.

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Old 06/05/07, 1:04 PM   #149
BeeLz
Don Flamenco
 
Undead Mage
 
Frostmane (EU)
Originally Posted by Dargoth View Post
Seeing as Nihilum just killed Illidan, I hope he's is either broken or untuned, that was one fight I was hoping would take more than 6 hours.
Well Nessaj wrote this:

It's a awesome fight, it had a few bugs and all, but they were hotfixed while we were playing, they even hotfixed something when we were out getting new pots. But overall, it's the best fight so far in game, we used to like Essence of Souls most, but Illidan is so much more intense, and it needs great coordination and team work, clearly the hardest encounter they've made yet, so much to do in it. Max <3 to Blizzard for this one.


http://www.sk-gaming.com/scene/12598/

Guess, they just started raiding very early today or kept on going from yesterday :p

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Old 06/05/07, 1:07 PM   #150
Melador
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Mal'Ganis
Personally, the most frustrating thing with BT being cleared already is that a guild is clearing an instance that vast majority of guilds _can't even get into yet_. Less than 30 guilds in the world can even zone in, and it's already been cleared.

Even if progression in Naxx was about at the same pace up to 4H, all guilds could at least zone in and try them out, maybe take out a boss or two and start collecting some tier 3.

It really feels like this is going to turn Kael'thas into a point of intense frustration for most guilds. He's going to be the gatekeeper to the riches of BT for the majority of the raiding playerbase, and it seems that most guilds are spending far more time on him than any of the BT bosses. It feels like he's taking most "top end" guilds 2-4 nights to really work out all the details and down him, and it'll probably take the next tier of guilds about the same once the strategies become more widely known.

If the BT bosses were going down every 2-4 nights, I think most people would be fine with that. But 13 new bosses in 10 days? That's just craziness.

Last edited by Melador : 06/05/07 at 1:19 PM.

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