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06/04/07, 6:32 PM
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#31
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Yet again, dead again.
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How do you make content that's challenging for the strong players, but not impossible for the "normal" players.
I did a heroic slave pens run yesterday. Trying to get my friend some nethers, so it was myself (prot pally tank), him (arms warrior), guildy (holy paladin healer), pug warlock and pug mage.
The run went smoothly, we finished in an hour. In the end, my friend had done the most damage, beating me by ~20%. I had done the second most, just clocking barely ahead of the mage. And the warlock had done ~70% of the mage's damage.
Now, I wasn't even trying to dps. I was occasionally consecrating when away from CC targets but most of my damage was coming from holy shield and seal of righteousness. Yet I'm still well ahead of the real DPS classes. Now it's not meant to be a braggart, because my dps is low. It's more to show the variable ability of these particular players.
These guys were not horrible. They did their jobs for the most part, and I would group with them again if I had to. Their DPS was just low. They obviously haven't put the same time into theorycraft and gear decisions that those on this board do. And guess what, most players in most guilds do not.
Now, how do you implement a DPS race that's both accessable to my pug groupmates, but still challenges those guilds with DPS who CAN in fact outdamage a prot paladin in tank gear? The short answer IMO is, "you don't". You either give the middle finger to those who don't spend as much time as you and I do with spreadsheets and wowhead, or you can give them a shot, but make it a free ride for those of us.
Personally, I prefer the easier line. My guild has players of fairly diverse skill capacities in it at the moment. 25 man raid days our attendance varies greatly, some days we bring in pugs, some days we're just short, some days we have all of our A players online. Recruitment is difficult on our server ATM so we do what we can with what we've got.
Now we can easily down Mag and Gruul, and are getting started in SSC. If we're in a situation where we're down a few people, it's nice to know we can progress. Personally I really much prefer being able to slap together a less-than-optimal raid and still manage to get somewhere, rather than being forced to min-max and use max consumables, or swap people out between encounters.
"Most guilds" will never be as organized or skilled as curse or nihilum. No matter how much time you give them. Likewise "most guilds" wont have the DPS of curse or nihilum, no matter how much gear you give them. If you guys can do it with 20 people, then "most guilds" will really struggle with 25.
So the question is, does blizzard want most guilds beating their content? Or does blizzard want to challenge the bleeding edge guilds? It's a difficult question, but I think at the moment they're sitting at the former.
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06/04/07, 6:32 PM
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#32
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Great Tiger
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Presuming Gurg is right and the content is simply undertuned, the interesting question will be, what next? I always had the impression that Blizzard intentionally overtuned past encounters, especially end bosses, at first to have some margin of error in case they messed up on the easy side.
Imagine the PR nightmare of massively undertuning an instance, giving Nihilum and a couple of other elite guilds essentially free loot only to tighten the screws later and leaving everyone else in the dust. The newly retuned content will still be easy for Nihilum because they already got the gear, while the rest of us are stuck farming the lower tiers and falling further and further behind.
Or don't imagine and wait. Will Blizzard suck it up and restore meaningful progression or will they leave the truly hardcore without anything to do for 6 months? Personally as someone who is not in an elite guild, the current state of balance means that I actually have a shot at seeing all the content before the next expansion. Maybe that is Blizzard's intent.
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06/04/07, 6:45 PM
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#33
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Glass Joe
Night Elf Warrior
Dragonmaw
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Originally Posted by zeidrich
How do you make content that's challenging for the strong players, but not impossible for the "normal" players.
I did a heroic slave pens run yesterday. Trying to get my friend some nethers, so it was myself (prot pally tank), him (arms warrior), guildy (holy paladin healer), pug warlock and pug mage.
The run went smoothly, we finished in an hour. In the end, my friend had done the most damage, beating me by ~20%. I had done the second most, just clocking barely ahead of the mage. And the warlock had done ~70% of the mage's damage.
Now, I wasn't even trying to dps. I was occasionally consecrating when away from CC targets but most of my damage was coming from holy shield and seal of righteousness. Yet I'm still well ahead of the real DPS classes. Now it's not meant to be a braggart, because my dps is low. It's more to show the variable ability of these particular players.
These guys were not horrible. They did their jobs for the most part, and I would group with them again if I had to. Their DPS was just low. They obviously haven't put the same time into theorycraft and gear decisions that those on this board do. And guess what, most players in most guilds do not.
Now, how do you implement a DPS race that's both accessable to my pug groupmates, but still challenges those guilds with DPS who CAN in fact outdamage a prot paladin in tank gear? The short answer IMO is, "you don't". You either give the middle finger to those who don't spend as much time as you and I do with spreadsheets and wowhead, or you can give them a shot, but make it a free ride for those of us.
Personally, I prefer the easier line. My guild has players of fairly diverse skill capacities in it at the moment. 25 man raid days our attendance varies greatly, some days we bring in pugs, some days we're just short, some days we have all of our A players online. Recruitment is difficult on our server ATM so we do what we can with what we've got.
Now we can easily down Mag and Gruul, and are getting started in SSC. If we're in a situation where we're down a few people, it's nice to know we can progress. Personally I really much prefer being able to slap together a less-than-optimal raid and still manage to get somewhere, rather than being forced to min-max and use max consumables, or swap people out between encounters.
"Most guilds" will never be as organized or skilled as curse or nihilum. No matter how much time you give them. Likewise "most guilds" wont have the DPS of curse or nihilum, no matter how much gear you give them. If you guys can do it with 20 people, then "most guilds" will really struggle with 25.
So the question is, does blizzard want most guilds beating their content? Or does blizzard want to challenge the bleeding edge guilds? It's a difficult question, but I think at the moment they're sitting at the former.
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There's another option that you didn't list and thats to nerf content after it comes out. I actually think this is the best solution as it allows the the best guild to face content that is difficult for them but over time the content gets easier and easier with direct nerfs and gear upgrades and then less talented guilds are able to do the content. This is pretty much what Blizzard did in vanilla WoW until Naxx, which wasn't really out long enough.
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06/04/07, 6:52 PM
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#34
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Mercurial Rapper
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How do you make content that's challenging for the strong players, but not impossible for the "normal" players.
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In a word: Gear.
The idea being that the first third of a new instance that drops Tier X gear consists of bosses that are downable with Tier X-1 gear. Once you've accumulated a bit of Tier X gear you can move on to the middle third of the bosses, and once you've geared most of your raid up in Tier X you can move to the last of the bosses. Presumably there's some coordination/complexity ramping in there too, but gear isthe major limiting factor.
Of course it's not that simple, and it implies that a Tier X-1 to Tier X upgrade is sufficiently substantial. But it's one way that you could have non-hardcore guilds still progress through content, just not as quickly as the top-tier folks that can substitute skill for gear.
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06/04/07, 6:52 PM
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#35
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Von Kaiser
Night Elf Warrior
Alleria (EU)
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Originally Posted by Praetorian
Uh, a shitload of guilds aren't registered on Bosskillers. We aren't and most of the guilds on our server aren't. It's a random site that's handy for tracking the top kills of bosses, but otherwise a horrible basis for broad conclusions.
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How much do you think the numbers are of? How much can they even be off?
Let's assume that Gruul killing guilds are not less likely to register than Kael'Thas killing guilds. Say each and every player in WoW has killed Gruul. That means at least 1.2% of the guilds registered and consequently less than 1.8% of the population killed Kael'Thas.
I am not buying "that is not accurate". Maybe it is off by some factor of 2, 3 or 5 or so, but more than 80? Never.
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06/04/07, 6:53 PM
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#36
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Glass Joe
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I think a part of the problem is that they made BT attunement too easy (in comparison to Hyjal). When your guild first runs into Vashj and Kael'thas, they are both challenging, complex fights with a "skill check" and a nice learning curve. Defeating them both is a pretty epic experience and really makes you feel like you earned entry into the next zone.
So say you've killed both these bosses, grats you're in Hyjal now! All that's required to complete the BT attunement is killing the first boss? Forgive a bit of theorycrafting here as I don't have any Hyjal experience, but I have a hard time believing that Rage Winterchill is anywhere near the difficulty or complexity of the Kael'thas fight.
If they had required say, Archimonde down in order to enter BT, it would at least pace out the speed that guilds enter BT a bit more. Maybe this would just mean Nihilum enters BT this week instead of last week, but it would make more sense then guilds skipping most of Hyjal and going straight for Illidan.
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06/04/07, 6:54 PM
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#37
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King Hippo
Malorum
Undead Priest
No WoW Account
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Its still pretty disheartening to see guilds breeze through in what are supposed to be the signature raid instances of TBC. I prefer the tiered release that WoW 1.0 had because of those nice breaks you got to have between instances to farm content and fully gear everyone up for the next tier. It also gave you chance to catch your breath from an initially hectic raid schedule and recharge your batteries for the next one. With the way things are laid out now, it puts alot of pressure on guilds and individuals in general to get to that top tier as fast as possible without any kind of slowdown.
I guess one could presume that if Blizzard does release an expansion pack at a yearly rate as was quoted a while back, that this type of release of raid instances will continue for a while. Personally i don't think Blizzard will be able to stick to that kind of timetable and we will probably see an expansion in about 1.5-2 year increments and given the current raid content that seems to be well enough to allow most guilds to progress to the end of the endgame.
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06/04/07, 6:56 PM
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#38
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King Hippo
Malorum
Undead Priest
No WoW Account
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Originally Posted by dalien
I think a part of the problem is that they made BT attunement too easy (in comparison to Hyjal). When your guild first runs into Vashj and Kael'thas, they are both challenging, complex fights with a "skill check" and a nice learning curve. Defeating them both is a pretty epic experience and really makes you feel like you earned entry into the next zone.
So say you've killed both these bosses, grats you're in Hyjal now! All that's required to complete the BT attunement is killing the first boss? Forgive a bit of theorycrafting here as I don't have any Hyjal experience, but I have a hard time believing that Rage Winterchill is anywhere near the difficulty or complexity of the Kael'thas fight.
If they had required say, Archimonde down in order to enter BT, it would at least pace out the speed that guilds enter BT a bit more. Maybe this would just mean Nihilum enters BT this week instead of last week, but it would make more sense then guilds skipping most of Hyjal and going straight for Illidan.
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I have to agree that this is another thing that is somewhat troubling. By making Archimonde a requirement to attune to BT it would have spread the pacing out alot better in the long run.
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06/04/07, 6:59 PM
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#39
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Glass Joe
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Originally Posted by Aphyrax
Presuming Gurg is right and the content is simply undertuned, the interesting question will be, what next? I always had the impression that Blizzard intentionally overtuned past encounters, especially end bosses, at first to have some margin of error in case they messed up on the easy side.
Imagine the PR nightmare of massively undertuning an instance, giving Nihilum and a couple of other elite guilds essentially free loot only to tighten the screws later and leaving everyone else in the dust. The newly retuned content will still be easy for Nihilum because they already got the gear, while the rest of us are stuck farming the lower tiers and falling further and further behind.
Or don't imagine and wait. Will Blizzard suck it up and restore meaningful progression or will they leave the truly hardcore without anything to do for 6 months? Personally as someone who is not in an elite guild, the current state of balance means that I actually have a shot at seeing all the content before the next expansion. Maybe that is Blizzard's intent.
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I've been playing a little LOTRO casually on the side of WoW. The devs over there have stated something along the lines of, "we can't keep up with the hardcore crowd, no one can. We won't be trying to". I thought that was a very interesting statement to hear from a developer. So, is it even possible to keep up with guilds that are going to throw themselves at the content almost every night of the week? Personally, I don't think so. Is Blizzard thinking along the same lines or did they just simply goof up?
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06/04/07, 7:04 PM
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#40
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Von Kaiser
Night Elf Warrior
Alleria (EU)
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Originally Posted by Michad
I have to agree that this is another thing that is somewhat troubling. By making Archimonde a requirement to attune to BT it would have spread the pacing out alot better in the long run.
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Blizzards seems to have the new strategy of offering two parallel instances. Gruul/Mag. SSC/TK. Hyjal/BT. I can only speculate, but it looks like a way to avoid that one guild is totally stuck on a single fight and breaks up (razorgore, twins).
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06/04/07, 7:06 PM
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#41
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Super Macho Man
<>
Orc Shaman
No WoW Account
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Originally Posted by Epica
I've been playing a little LOTRO casually on the side of WoW. The devs over there have stated something along the lines of, "we can't keep up with the hardcore crowd, no one can. We won't be trying to". I thought that was a very interesting statement to hear from a developer. So, is it even possible to keep up with guilds that are going to throw themselves at the content almost every night of the week? Personally, I don't think so. Is Blizzard thinking along the same lines or did they just simply goof up?
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I hope they are, to be honest.
Someone asked, earlier, "So what now for Nihilum?"
You know what the answer is? *Who cares*. Those guys know that by throwing themselves at the content the way they have, they're likely to clear everything and have a bit of a wait for the next piece of content.
Meanwhile, the mythical "average raiding guild" can look at that progress and think to themselves "Hell, if they can do it in a day, we can get that down eventually." I *don't* want to see another Naxx: yeah, I killed KT. I saw everything in Naxx, and it really burns me that friends of mine who are perfectly good players, just in less organized/progressed guilds, didn't. And won't. I do think that the average raiding guild should be just about done with all the raid content when the next expansion rolls around, obsoleting it. I don't think that having a zone where only 5% of the raiding population even kills a boss is a good thing for the game.
So I look at this tuning and say "Oh well. I'll keep playing at my own pace." Nihilum can clear it all tonight, and it won't change the way I play one bit. Blizzard seems to have tuned for the second and third tiers of guilds, not for the bleeding edge players, and that's honestly a good thing.
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Melador> Incidentally, these last few pages are why people hate lawyers.
Viator> I really don't want to go all Kalman here.
Bury> Just imagine what the world would be like if you used your powers for good.
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06/04/07, 7:07 PM
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#42
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Don Flamenco
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So to sum it up, are you saying the gears got buffed a bit out of scale or the fight is tuned too easy?

Originally Posted by Praetorian
I think that in their 2.1 forms, Kara through SSC/TK seem to be about right. You aren't going to have the DPS to do Vashj or Kael if you aren't geared in epics from the t4 content and some t5 stuff. You need to gear up in Karazhan and Mag/Gruul to an extent -- no one is beating Kael in heroic gear and blues.
The problem may be not so much with the lack of tiered release, but rather simply with how BT and Hyjal were tuned. Or rather, not tuned.
Forgive the theorycraft here -- we should be in BT next timer, but in the meantime all I can do is speculate, and I encourage those with firsthand experience to correct me if I'm wrong -- but it seems like they simply undertuned the numbers involved in basically all the tier 6 content. I'd suspected this might be the case, but wanted to see how things played out on the live servers first.
Correct me if I'm wrong, but isn't it the case that t5-geared raid groups on the PTR were killing most of the Hyjal bosses (easily), and the first half of BT (in the case of the organized raid guild efforts, anyway), as tuning was ongoing? And then, a week before 2.1 went live, Blizzard increased the power of everyone's gear by roughly 10-15%. This change was designed to make SSC/TK encounters that had previously required heavy potting more accessible, and doable for guilds under the restrictions of the new consumables changes. It was meant to equalize "old epics" + "2.0 consumables" with "new epics" + "2.1 consumables."
...except that BT and Hyjal had been tested and tuned for a month around "old epics" + "2.1 consumables." And they didn't go back and buff them after changing all the items. If you think about it, the gear that guilds used back in April to down Naj'entus, Supremus, Winterchill, and so forth, is strictly inferior to the gear that guilds are entering the zone with, on their first day. In the initial PTR build, we got premade kits of loot ranging from ilvl 110 to ilvl 125 (along with random stuff like Rejuv Gem). Today, any guild that's going into BT has ilvl 120 loot in most of their slots, going up to ilvl 138 stuff from Vashj/Kael. But they didn't retune any of the tier 6 fights after they buffed the hell out of the gear. Why not? What did they expect would happen when you took bosses that were dying, quickly, to any organized and serious raid group, and then gave players much better gear across the board?
The simple fact that guilds can go into Hyjal and BT with raids of 23, 22, 21 people, and kill multiple bosses, is a testament to the fact that Blizzard just plain got the numbers wrong, in a bad way. Guilds are going in with one Kael kill under their belts, most members of their raids with maybe two pieces of t5 gear on average (maybe a tank or two with 5/5 or something), and they're functioning as though they effectively outgear the encounters already. Likely because they do. As an analogy, was it possible to go into Naxxramas with only a couple of Nef and C'Thun kills under your belt, in mixed tier 1/tier 2/AQ gear, and kill some bosses? Sure. Could you kill Patchwerk? Yeah, with consumables and skilled play, and some luck, with extreme difficulty. Could you do it with 35 people? No way in hell.
Am I wrong? I'd be curious to hear from guilds that have been doing this stuff intensively for the past week. What I'm seeing, from an outsider's perspective, is fights that have some creative mechanics, but too much margin for error based on the numbers involved.
Query: If you can clear to Illidan in tier 4 gear, what the hell is the purpose of tier 6 gear? Faster farming clears?
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06/04/07, 7:08 PM
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#43
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Don Flamenco
Jagerbizzle
Orc Warrior
No WoW Account
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I really hope they don't go back and do a tuning pass on this stuff. After Naxx -> Original Gruul -> SSC 2.0 -> TK 2.0, nothing would make me happier than going back on farm mode for a few months, with a night in SSC, TK, Hyjal, then BT to wrap everything up, enjoying the rest of the week to play with my new toys. Wiping to "farm content" because it's so tightly tuned is not my idea of a fun game anymore; perhaps I'm lazy/selfish but that's the way I feel.
I think the most fun I had playing the game was after we got our first Rag kill and had 2 nights of farming Onyxia/MC, and the rest of the time to PVP or do whatever.
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06/04/07, 7:12 PM
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#44
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Mike Tyson
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Originally Posted by Kalman
I hope they are, to be honest.
Someone asked, earlier, "So what now for Nihilum?"
You know what the answer is? *Who cares*. Those guys know that by throwing themselves at the content the way they have, they're likely to clear everything and have a bit of a wait for the next piece of content.
Meanwhile, the mythical "average raiding guild" can look at that progress and think to themselves "Hell, if they can do it in a day, we can get that down eventually." I *don't* want to see another Naxx: yeah, I killed KT. I saw everything in Naxx, and it really burns me that friends of mine who are perfectly good players, just in less organized/progressed guilds, didn't. And won't. I do think that the average raiding guild should be just about done with all the raid content when the next expansion rolls around, obsoleting it. I don't think that having a zone where only 5% of the raiding population even kills a boss is a good thing for the game.
So I look at this tuning and say "Oh well. I'll keep playing at my own pace." Nihilum can clear it all tonight, and it won't change the way I play one bit. Blizzard seems to have tuned for the second and third tiers of guilds, not for the bleeding edge players, and that's honestly a good thing.
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I think you may be making an error of degree here. Should most serious raiding guilds (i.e, not casual/social guilds, but guilds that recruit and want to progress, even if they don't raid 40 hours a week or don't have a roster of amazing players) make it to the last tier of raiding before the next expansion? Yes.
I think your reaction would be appropriate if it had taken Nihilum 2 months to clear the zones, leaving them with half a year at the very least with nothing to do. But we're not talking about two months here. We're talking about not even two weeks. We're talking about the Illidari Council (untouched on the PTR afaik) dying within 3 hours of Mother Shahraz (to Curse), with presumably some of that time spent on trash clearing. We're talking about guilds with no knowledge whatsoever of what Rage Winterchill does killing him on the first pull ever, with 22 people. Surely you can see a problem there?
By all accounts the tier 6 content is easier in many cases than the nerfed tier 5 content. How does that make any sense?
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06/04/07, 7:14 PM
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#45
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Mike Tyson
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Originally Posted by lazerpewpew
So to sum it up, are you saying the gears got buffed a bit out of scale or the fight is tuned too easy?
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I think I was pretty clear. I'm saying that the fights were tuned such that they were quite killable (and in many cases easily so -- basically every serious guild that spent some time in BT on the PTR killed bosses like Supremus), and then they buffed the gear without retuning them, leaving them in many cases trivial.
PS: That is not your real character name in your profile. Fix it, or you will be banned.
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