Developer Watercooler: Encounter Tuning by Watcher

Developer Watercooler: Encounter Tuning by Watcher

In this blog, I’d like to shed some light on an aspect of our design that may unfortunately seem inscrutable or even arbitrary: how and when we make adjustments to our raid encounters once they’re on the live servers. The only changes we jump on immediately to fix are clearly irritating bugs that never benefit the player in any way (e.g., issues that can cause players to fail to receive loot from a boss, glitches that can cause an encounter to evade or reset prematurely, etc.). Thanks to our internal QA team and the feedback from players on our test realms, those are relatively few in number.

Other than these clear-cut cases, virtually every change has some negative cost to it, such that the benefits must clearly be evident in order to justify making them. If we fix a bug that allows for an unintended strategy on a fight, then the following week there will be raid groups that previously had a working strategy on an encounter and will now have to re-learn it. If we reduce the difficulty of an encounter, there will always be groups who were very close to a kill on the “pre-nerf” version whose victory feels cheapened as a result. And so forth.

Given this background, let’s look at some of the adjustments we’ve made (or not made, in some cases) to the 5.0 raid zones over the course of the past months, broken down into a few general categories.

Unintended Tactics

Our players are ingenious and adept at coming up with clever solutions to the challenges posed by our raid encounters. While we have learned from past experience to an extent (Rule #14 of encounter design: If it’s possible to kite adds instead of killing them, someone will kite them instead of killing them), we are still unable to always anticipate the lengths to which our players will go to overcome a difficult encounter. There’s nothing inherently wrong with that, and often one of the hallmarks of a great encounter is that it is open to multiple approaches, depending on the strengths and weaknesses of an individual raid group. I can think of three distinct approaches that we saw to handle the Molten Elementals summoned by Heroic Ragnaros, for example, and I’m sure there are more out there.

For example, a common tactic on the Heroic mode of Amber-Shaper Un’sok in the Heart of Fear is to have a dedicated transformed player who maintains a Destabilize stack on Un’sok throughout the entire second phase of the fight, when he is otherwise nearly invulnerable and the raid’s attention is focused on the Amber Monstrosity. This is only possible due to a bug. Un’sok was intended to be immune to Amber Strike during phase 2 of the fight, and he was in fact immune to it during that phase for much of the beta testing of the boss. However, fixing a separate bug late in development (ensuring that Amber Strike could always interrupt the otherwise-uninterruptible Monstrosity) caused Amber Strike to also bypass Un’sok’s shield in phase 2. Oops.

This would have been a simple bug to fix, but we chose to not do so. This was a clever tactic, and while it made phase 3 of the encounter relatively simple, it did so at the expense of adding length, challenge, and complexity to the first two phases of the fight. Kudos to the players who first came up with it.

As a general matter, unintended tactics are only a problem when they either trivialize an encounter, or when they simultaneously are the “right” (i.e., easier) way to do the fight and make it less fun in the process.

Gara’jal the Spiritbinder
On the first night of Heroic progression through Mogu’shan Vaults, Heroic Gara’jal proved to be an incredibly tough test for the damage-dealing capability of the best raid guilds in the world. A number of groups were a few percent shy of a kill, but it appeared quite possible that it would simply require another week worth of gear upgrades to get there. We would have been fine with that, but then one raid group noticed that one of the trolls before Gara’jal cast a massive haste buff on itself that was Spellstealable. The raid kept a couple of those enemies crowd controlled throughout the encounter, periodically breaking them out to let them cast their buffs for the mages to Spellsteal. This gave them the extra bit of damage that they needed, and Gara’jal fell.

Other guilds got wind of this tactic, and were attempting to utilize it as well. We definitely didn’t want the fight to require the awkward use of Spellsteal and bringing other mobs into the encounter, mandating the use of multiple mages in order to meet the DPS check for initial kills. But we also didn’t want an unfair playing field in the Heroic progression race, with one guild able to continue progressing in the instance while others were stuck behind a slightly-out-of-reach DPS check and unable to take advantage of the trick that had been used to secure the first kill. As such, we made a hotfix that prevented that buff from being Spellstolen, but also reduced Gara’jal’s health by 5% to offset for the extra damage that the mages with the buff would have done.

Exploits vs. “Creative Use of Game Mechanics” – A Brief Aside

I’d like to take a moment to note that what this guild did was not an “exploit” in the sense of being cheating, bad, wrong, or against the rules of the game. Players used Spellsteal to steal a beneficial effect from a mob, which is what the spell is supposed to do, and the beneficial effect increased the power of the mage, which is what it was supposed to do. This was the essence of “creative use of game mechanics.” (Note that this is not to say that it isn’t possible to violate the Code of Conduct by using Spellsteal in general – if you find a spell that you can steal that causes you to damage nearby allies, and you take it back to town to grief newbies, that’s a little different. . . .)

By contrast, a different group found a bug with Gara’jal where he could be dragged on top of the gate to his room such that players standing outside the gate could damage him without being susceptible to his attacks, and used this “unintended tactic” to defeat him. We fixed that bug, but also removed the loot and achievements earned from the players involved, and issued account suspensions. In general, it is never permissible to cause parts of a boss encounter to evade in order to gain an advantage, or to use line of sight or collision to get a boss stuck where you can attack it but its abilities no longer function.

Will of the Emperor
One more example, also from Heroic progression—most of the “unintended tactics” tend to be discovered and applied by cutting-edge progression guilds, since they’re the first ones to see the encounters, and are often undergeared and struggling to find every possible advantage, which usually means thinking outside the box. On Heroic Will of the Emperor, the Emperor’s Rage constructs that spawn present a real challenge. Their health is significantly increased, but each one of them also produces a deadly Titan Spark upon being destroyed, which explodes on contact to deal massive damage. The amount of damage and attention required to keep up with both the Rages and the Sparks they produce is one of the core demands the Heroic mode makes upon a raid group. It was so demanding, in fact, that most of the early groups that reached this encounter were unable to handle the overall DPS requirement.

Looking for solutions to this problem, clever players noticed that the mage spell Ring of Frost froze enemies for 10 seconds, had a 30-second cooldown, and had no target cap. Cue three mages cycling Rings of Frost to keep every Rage frozen for the entire fight. They spawn in waves of four in 25-player mode, resulting in anywhere from 52 to 64 Rages frozen in one giant clump by the end of the fight, causing client and server performance issues in the process. On the upside (for the designers observing these attempts), when this mage rotation faltered, the resulting wipes were fairly comical, bearing more than a little resemblance to an endless stream of passengers emerging from a clown car.

This was an example of a tactic that made the fight both significantly easier and significantly less fun. With so many enemies entirely neutralized by a small portion of the raid, the gameplay for many of the remaining players was reduced to standing in the middle of the room nuking the boss(es) for ten minutes and hoping the mages didn’t screw up. Not ideal. We wanted to fix it. However, the issue here wasn’t specific to the Will encounter. We had always fully intended for all forms of crowd control to work on Rages, so changing that was not an option.

The problem was Ring of Frost – being able to incapacitate an unlimited number of targets with a single spellcast caused problems. This ended up being a case where the negative cost of hotfixing the issue outweighed the upside of improving the encounter. When hotfixing spells, we do not have the ability to update the tooltips and other data that resides on each individual client. Thus, if we had added a target cap to the spell via hotfix, a mage who attempted to use it on a large pull in a dungeon, or a large group of players in a battleground, would have thought the spell was broken when it suddenly didn’t work on many of the targets. Quite simply, confusing hundreds of thousands of players in all sorts of contexts, in order to fix a problem in a situation affecting a few hundred players, was not an acceptable trade-off. As such, we changed Ring of Frost (capping it at 10 targets) in patch 5.1, allowing for ample notice through patch notes and PTR cycles, as well as a properly updated in-game tooltip. By the time this change went live, access to superior gear from Heart of Fear and Terrace of Endless Spring allowed players to much more readily handle killing the Rages as we originally intended.

Pure Difficulty Adjustments

Other adjustments occur simply because a boss is proving to be more difficult than we’d intended, creating a roadblock. Note that we will essentially never make pure numerical (health/damage) adjustments to a raid encounter that make it more challenging once it’s gone live. If we goof on the tuning in the players’ favor, then so be it.

On average, the self-selected pool of guilds that go through the effort of copying characters to our test servers are far more skilled and organized than the typical Normal-mode raider (and the pick-up groups that form tend to be below the target skill threshold), so there is a bit of estimation that goes into tuning Normal mode encounters. Because a disproportionately difficult Normal mode encounter presents a brick wall that entirely blocks progress, we will act to reduce the difficulty of such encounters, often shortly after they first become accessible, to avoid giving players a frustrating experience. For example, when Heart of Fear was released, we observed that even some guilds that had fully cleared Heroic Mogu’shan Vaults were struggling to meet the berserk timer on Normal Garalon; we made several adjustments to the fight to bring its difficulty in line with the rest of the instance on that first day. By the time that most others saw the encounter, it was where we wanted it to be difficulty-wise.

Over the long-run course of a raid tier, we pay close attention to the community’s overall rate of progression. We don’t have target completion numbers for each tier or for a given number of bosses; we are far more concerned with the rate of change. Progression is fun. Running into a challenge can also be quite a bit of fun. Running into a challenge that seems insurmountable is not. So when we notice that the rate at which groups are progressing is beginning to stall, we tend to take action. In Dragon Soul (and in Icecrown Citadel before that), we used a zonewide aura to reduce the difficulty of encounters over time. Some community members’ “hand on the dial” jokes notwithstanding, those processes were not automated, and reflected an assessment of the latest progression numbers from the live servers. We have the framework for such a system in place for the current raid tier, but we have not yet felt that its activation was necessary.

Our goal is not to make sure that the group that currently has defeated 4 of 6 Mogu’Shan Vaults bosses finishes Sha of Fear before our next patch; we do want to ensure, however, that they feel reasonably able to continue progressing at the rate they have been, with the assistance of gear upgrades gained along the way. As such, we recently reduced the difficulty of a few elements of the Normal difficulty Elegon encounter in a hotfix. This doesn’t necessarily mean that Elegon was “too hard” in some absolute sense – his difficulty presented a welcome challenge to the first wave of raiders who tackled the encounter this past fall. But the folks who defeated Elegon back then have moved on to Heart of Fear, Terrace, and/or Heroic raids in the meantime. A nerf to Elegon doesn’t affect them one way or another, but allows for raid groups still making those attempts to continue making progress today.

And then there’s LFR. Ultimately, LFR raids are designed to be completed by groups of players that qualify to queue for them. This does not mean that it should be impossible to fail, but unlike our Normal and Heroic raids, which are designed as progressions of increasing difficulty, LFR is designed to have a flat level of difficulty within each wing. Whereas a raiding guild will routinely give up and return another night or another week when they run into a challenge they can’t quite overcome, an LFR group that runs into a difficulty spike continues to grind away as new people cycle in to replace those who depart. Most players who ran LFR last fall will recall the ubiquitous partially-complete instances with a dense carpet of skeletons to greet arriving players—not a particularly fun experience. As such, we act quickly to adjust the difficulty of encounters in LFR when needed.

Until Next Time

 

Ultimately, there is no hard-and-fast rule or formula that we follow to determine how and whether to make adjustments to encounters once they are in players’ hands, but hopefully this blog has provided some insight into the sorts of factors we consider, and our thought process with regard to a handful of specific changes during this last tier.

Ion “Watcher” Hazzikostas is Lead Encounter Designer, and really wishes you would stop making him ban you.

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Comments (649)

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Turren
Deathwing
Turren
1/17/2013
@Lundun: sad cause its so true
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Daedelus
Onyxia
Daedelus
1/17/2013
LET LEVEL 90's DO LICH KING RAIDS! I HAVE ACHIEVEMENTS TO STILL EARN!
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Rhymebook
Laughing Skull
Rhymebook
1/17/2013
@Daedelus: Are you kidding right?
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Aesica
Moon Guard
Aesica
1/17/2013
@Daedelus: How to do a lich king raid as level 90:

1) Gather enough people (if necessary).
2) Find raid entrance.
3) Walk through.
4) Kill dragons, collect loot/achievements/etc.
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Níghtkníght
Eitrigg
Níghtkníght
1/17/2013
(Note that this is not to say that it isn’t possible to violate the Code of Conduct by using Spellsteal in general – if you find a spell that you can steal that causes you to damage nearby allies, and you take it back to town to grief newbies, that’s a little different. . . .)

On the same note I have never, and WILL never, forgive you for taking away warlocks' original doomguard and infernal summon spells... far too many good memories obliterating the whole of goldshire xD
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Fuzzycuffs
Icecrown
Fuzzycuffs
1/17/2013
too long; didn't read
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Valorein
Nazgrel
Valorein
1/17/2013
Please thank your men and women who die every day for you all to be able to play wow to be able to live free and be happy Like i do every day
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Elojos
Burning Blade
Elojos
1/17/2013
@Valorein: yep:) but if your referring to the military remember everyone who plays wow isn't from the U.S :)
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Vyrin
Ravenholdt
Vyrin
1/17/2013
@Elojos: Yeah, they rely on our military too.
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Nielgan
Moon Guard
Nielgan
1/17/2013
@Vyrin: Get over yourself.
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Freelightwel
Kil'jaeden
Freelightwel
1/17/2013
@Elojos: There are countries outside of the U.S. ??????
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Antiwipe
Korialstrasz
Antiwipe
1/18/2013
@Freelightwel: 'Murica

Now before i continue, i'm a 'Murican through and through, but the last time the US was anywhere close to that important in a world wide scale was WWII and for a short period of time after WWII. Even then, the US was important through the UN, we weren't important in our own right.

Today, iirc the US is barely in the top 5 economies, and i don't even think we're the strongest military anymore.
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Hempire
Frostwolf
Hempire
1/17/2013
I havent read all the posts and maybe its already been brought up, but why not just add a DR for Ring of Frost CC capabilities on the mobs so the spell is essentially unnaffected but fixes the problem with that specific encounter. Since 10 mob cap on ring could cut peoples farming process' down.
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Psyfox
Moon Guard
Psyfox
1/17/2013
@Hempire: The problem was the sheer number of mobs that would come out. If 65 npcs suddenly started moving it would lag everyone out from just the sheer amount of incoming data from the servers. Thus DR would not fix it only make it worse. Also think BG wise. if there was no cap, three mages could litterly cut a faction off at a critical control choke point where the enemy has to file into thus providing a very unfair advantage. It basically comes down to the computers being able t handle the sheer amount of data.
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Mojong
Shadowmoon
Mojong
1/17/2013
@Hempire: You realize it's been capped at ten since 5.1? Mages have already adjusted.
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Sintheia
Aman'Thul
Sintheia
1/17/2013
The only problem i have with the game is the main skill you learn such as tailoring and blacksmith so on etc. you would think you can do those skills and make your own armour for the game but you have to go and do raids and heroics to get your gear which is ok but for those who just like questing and want good gear isnt. i could be wrong .
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Cargratan
Kilrogg
Cargratan
1/17/2013
@Sintheia: I completely agree!!
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Azaella
Emerald Dream
Azaella
1/17/2013
@Sintheia: i think this is something that blizzard should really look at too - they're starting to do more with profession-crafted gear, but it would be very nice to be able to make *some* decent high-level gear. not good enough to be better than something the regular raiders would get, but that would be in line with them offering alternate routes to achieving goals in wow.
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Elimantorist
Eitrigg
Elimantorist
1/17/2013
@Sintheia: If your only interest is questing, and not raiding, battlegrounds, or 5 man dungeons, then why do you need the gear? Besides, this expansion you can get more PvE gear from questing and doing dailies, which are a form of questing. If you need to do more, then so be it.
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Elimantorist
Eitrigg
Elimantorist
1/17/2013
@Azaella: The way crafting professions have worked in the past, is the same as they work now. You are allowed to make decent high-level gear, however, not for all slots. The only sets that you can craft for all slots, would be the PvP gear. This expansion, you can craft 476 gloves, and leggings, which don't require you to raid. If you have the money, you can buy patterns off of the Black Market Auction House, that are better then the initial 476 gloves and leggings.
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Ifghar
Rivendare
Ifghar
1/17/2013
@Cargratan: Especially when you try to go about the heroics and nothing your your class ever drops -_-.
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Elimantorist
Eitrigg
Elimantorist
1/17/2013
@Azaella: Other then that, you can quest and do dailies for: The Klaxxi, The Golden Lotus, The Shado-Pan, Dominance Offensive/Operation: Shieldwall, and the Augustus Celestials (Not sure about them though). Mind you, to unlock the Shado-Pan, and the Augustus Celestials, you need to have the minimum reputation requirement of revered with The Golden Lotus. That is how you can get raid equivalent gear from questing. Just remember, it takes a lot of dailies.
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Sadir
Gurubashi
Sadir
1/17/2013
@Elimantorist: At this point of the Game, and the obvious popularity of LFR, Blizz should start working on an end-game content for people who like to quest. Gear is gear, and you don't necessarily have to Raid to use the benefits of it. We need to stop caring about who gets what and why, and start asking for more pure CONTENT. why NOT have Epic questlines that take months to finish and huge obstacles to overcome? It would suit ALL players.. not a specific group... and maybe finally bridge the PVE vs PVP gap. And honestly, Professions are Professions.. they might have a USE in Raiding, but shouldn't be strictly geared for JUST raiding.
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Elimantorist
Eitrigg
Elimantorist
1/17/2013
@Sadir: It seems you did not understand my post. Please read before posting.

For people that don't lfr, dungeon, PvP, or do anything but questing and professions, all they have is questing gear and profession gear. You're also missing the point, professions do have a use in raiding, however all you can make is PvE and PvP gear, only full sets of PvP, and partial PvE gear, no one said it was meant for raiding, or should only benefit raiding. I merely explained what their current options are, no speculations. I said that if you ONLY quest, and use professions, that is the gear you can get. Nothing more.

Should there be long quest chains and long reputation builds for epics?

Sure, raiders will outgrow the gear, and stop grinding rep with said faction, while people that aren't lucky with drops, or ONLY quest and use professions can get a nice little reward after a month and a half of questing. However, that may not turn out too well. That's just my intake.
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Azaella
Emerald Dream
Azaella
1/17/2013
@Elimantorist: thanks Elimantorist. that makes sense and sounds fair to me. i'm just fine with those limitations for only questing and using professions.

@Sadir: i too would love to see more epic questlines. and yeah professions should have a bit of everything for different aspects of the game - i would like to see more (of course). :)
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Elimantorist
Eitrigg
Elimantorist
1/17/2013
@Sadir: Also, "you don't have to raid to use the benefit of raiding gear." I only want to say one thing to that:
Why do you want it so bad in the first place, if questing and professions are all your doing? (remember, this post was for that purpose, not about whatever was going on inside your head) Do you really need more questing epics, then what is provided, to kill your questing targets, and enemies around nodes, or to skin that much faster? No you don't. And you're also missing another point. If you only quest, you can get raid gear, to do with as you please, from factions, you can look it up if this news shocks you.

Silly comments, are silly.
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Elimantorist
Eitrigg
Elimantorist
1/17/2013
@Azaella: Not a problem, do keep in mind, this is still the beginning of the expansion, and an epic quest line comes with the new factions. I assure you, if you do the quests/dailies for Dominance Offensive/Operation Shieldwall, you will not regret the quest line. Don't forget, more is still to come.
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Azaella
Emerald Dream
Azaella
1/17/2013
@Elimantorist: excellent! i like your positive attitude Elimantorist - it's refreshing to see in the forums. thanks! :)
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Brinella
Gnomeregan
Brinella
1/17/2013
The finder tools are for people that have lifes outside of the game. If we have a limited play time then being able to que for a raid or dungeon makes better sense. Also since server has different time zones, It might be 12 midnight in your zone and 3 am in mine, waiting hours to assemble a group is just a waste of time, so queing is really neccesary if Blizz wants a larger demographic. I mean I can't wait all night for a raid when I have other obligations to meet.
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Catmanboo
Silvermoon
Catmanboo
1/17/2013
@Brinella: join a guild that has and meets raid times
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Azaella
Emerald Dream
Azaella
1/17/2013
@Catmanboo:
correct me if i'm wrong, but Brinella has a guild that she enjoys and is not even complaining about not getting to raid. she feels that the finder tools are there for players that don't want to join a raiding guild and like their guild just the way it is. this game is for a wide spectrum of different types of players with different playstyles and time constraints.
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Catmanboo
Silvermoon
Catmanboo
1/17/2013
@Azaella: ok your wrong brinella said they didnt want to waste time getting a raid together. i dont see any mention of liking or disliking any guild.
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Azaella
Emerald Dream
Azaella
1/17/2013
@Catmanboo: well i would hope she likes her guild, it's comprised of 'family.' ;) saying she doesn't want to waste time getting a raid together doesn't mean she wants to, that's my point. she's using the finder tools, as one of the ways blizzard intended them to be used.
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Catmanboo
Silvermoon
Catmanboo
1/17/2013
i feel blizz did a bad thing comming out with raidfinder. raiding was better when you had to find a group yourself. i loved burning crusade but seems its all been down hill from there.
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@Catmanboo: I don't like raid finder either. I din't raid much in BC my heart kind of broke when my tier 2 was replaced with quest reward greens. I went with the flow in WOTLK and was glad I did Ulduar was amazing.
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Psyfox
Moon Guard
Psyfox
1/17/2013
@Catmanboo: Raidfinder was a way to help those who usually don't raid get better gear. Also it's a good way to introduce you to the raids and get your feet wet sort of speak. Also consider this, many hard core raids want people who have experiance with raiding. I love it cuase the guild I am in doesn't raid so getting into guild raid groups is very difficult. But once I showed I knew the fights and had decent gear they were willing to pug me in and i didn't disappoint them. Besides...how would you feel if you were denied to get into a raid cuz ya gear was low and had no real way to get better gear?
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Catmanboo
Silvermoon
Catmanboo
1/17/2013
@Psyfox: if you dont raid you dont need better gear. thats the way it was and the way it should be now imo.
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Racqlan
Kul Tiras
Racqlan
1/17/2013
@Psyfox: Thing is, any hard core guild will scoff at you when you say "Oh yeah, I did that in LFR!" because the mechanics are usually laughably different. Don't get me wrong, LFR def serves a good purpose, but proving to a hard core guild that you know that fights is not that purpose.
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Nruklyn
Saurfang
Nruklyn
1/17/2013
@Catmanboo: i don't see how it hurts raiders by providing a tool for more people to use. it's just an option to broaden the game. there's a larger problem that's at stake here in defining the game's priorities. the perception is that the end game is either raiding or pvp (you can say dailies these days too, but i'm going to leave that part out). if most people hit 90 and suddenly go, "what do i do now?" then realize that there's not much else they'll simply get demotivated and leave. otherwise, why even bother leveling to 90? why play a game which is goal oriented if the remaining goals appear limited?

as far needing better gear, why not? you can always use better gear. it makes taking down mobs easier/faster. who wouldn't want that?
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Brinella
Gnomeregan
Brinella
1/17/2013
With everything said,our family has been playing since bc. We have alot of time and money into the game. We chose this game because of the diffrent dynamics seperating it from different games that gamers play. Non of us want to play these super combo move joystick games. Either the hard core gamers need a special mode that they can choose or they don't need to be playing WOW. This game has pvp, pve, questing, an economy and social network, we play as a guild, play as family, don't mind a challenge but are not gonna waste time on something that is going to next to impossible to acheive. I will say the expansions need minor adjustment so they flow better.
Example cata gear is obsolete for a lvl 85 that has purchased mop. And after introducing the new monk class you would think more gear would drop as you level from 1 to 85. Ever since the rogue was introduced into wow, the gear drop rate has been very sparse, if it wasnt for BOA,my monk probably would have had to level naked. Little details that can be easily fixed would make the game more enjoyable. Also "if you cant kill elegon? just go cancel your account" REALLY? have you ever been a guildmaster? does your guild help each other? Are you making gold ? Just thought I would let you know that there is much more content to the game then downing a boss.