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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Imperon
Cenarion Circle
Imperon
1/17/2013
Thank you for this article. It laid out in a clear and concise fashion how your raid development team arrives at its decisions. For any change made there will be players who disagree with what you've done. However, keeping us informed as to why you've made the change will go a long way towards smoothing things over.

Thank you!
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Minawa
Area 52
Minawa
1/17/2013
"The only changes we jump on immediately to fix are clearly irritating bugs that never benefit the player in any way"

So, then what about the bug where people randomly fell on Madness of Deathwing? Was that just a bug that QA could not reproduce and thus it was left alone for the entire duration of a tier? I think players feel pretty frustrated when a bug is widely reported and not acknowledged and/or fixed promptly. =(
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Bouleau
Lethon
Bouleau
1/17/2013
Interesting read, but it'd be nice if Blizzard commented on challenge modes as well. We still don't know what you guys think of 'Controling Undead' the Frenzied Spirits in Scarlet Monastery. I'm sure you know about the strat (which consists of keeping a spirit throughout the whole instance to kill bosses in seconds) by now, but we'd like to know if it's intended or not and if so, if you intend on fixing it/touching the leaderboards.
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Shaelo
Aerie Peak
Shaelo
1/17/2013
I do respect the work you designers do to make encounters. I sometimes diagree with the outcome, but I understand that you obviously cannot tune for every group in the game. A group that only auto-attacks vesrus a group that will clear 50% of heroics week 2. I just want to share my opinion that a dps check is a terrible way to create difficulty. This is why guild are stuck at 4/6 and 2/6.

Can we instead ask players to target change, avoid damage, manage resources, use coodowns, and generally control their toons well in order to defeat an encounter, especially in normal mode? Enrage timers might well belong in heroics, as those are for the best of the best. In normals, it just creates players who stop logging in, disbanded guilds, and overall despair.

Please, make a serious review of the necessity of hard enrage timers in normals.
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Starlin
The Scryers
Starlin
1/17/2013
My raid team has seem a lot of turnover this tier and it's been difficult to even get a raid scheduled, let alone progress.
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Dremin
Azgalor
Dremin
1/17/2013
@Starlin: I went through that in Cata. Basically missed most of Firelands and DS while searching for a guild that raided and wasn't going to fall apart.
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Monstrous
Shu'halo
Monstrous
1/17/2013
Congratulations Asane, hand on dial is officially a thing!
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Hadmic
Silvermoon
Hadmic
1/17/2013
"Ion “Watcher” Hazzikostas is Lead Encounter Designer, and really wishes you would stop making him ban you."

Made my day.
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Hydrlolisk
Drak'thul
Hydrlolisk
1/17/2013
@Hadmic: I lol'ed.
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Faerveren
Exodar
Faerveren
1/17/2013
@Hydrlolisk: Me too! Love the humor!
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Faxingberlin
Arygos
Faxingberlin
1/17/2013
It too bothers me that this close to a new raiding tier so few have even cleared 6/6 reg MSV, much less 6/6 HoF. Are you guys wanting to revert back to the BC model of progression (ie: Guilds still progressing through TK and SSC while BT and Sunwell were out)?

Its not a bad thing if its done this way don't get me wrong, but as a long time player I was just wondering if that is the design plan for raiding in MoP. Thank you.
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Oswin
Sentinels
Oswin
1/17/2013
@Faxingberlin: I believe they do want to go back to feeder guilds of BC. It's almost as if they forgot that Wrath with it's more accessible raids were a hit as well as Firelands and while some people complained about DS it was seen and used by many people outside of LFR.

I could swear GC has said it's bad game design to have only a handful of your players experiencing the content designed and yet, here we go again.
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Ganen
Emerald Dream
Ganen
1/17/2013
@Oswin: 2 months is close? Not really.
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Oswin
Sentinels
Oswin
1/17/2013
@Ganen: You do realize that going 2 months without killing a boss will often create turn over in raiders for many guilds. It also will peg your guild as a guild to go to, get gear from first 4 bosses a few times and then move onto more progressed guilds that are looking to fill holes.

So you have guilds who are losing players and often when they fill holes it's with players who have no intention of staying more than a moth or possibly two.

This isn't vanilla anymore where finding an actual guild that would let you raid might be good enough for the majority of raiders and only a few would bounce around using guilds to progress to more progressed guilds.
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Oswin
Sentinels
Oswin
1/17/2013
@Ganen: We're also looking at over 3 months for many guilds in raiding at this point and at least almost 50% stuck at 4/6 msv normal.
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Atamynn
Firetree
Atamynn
1/17/2013
@Faxingberlin: You have to consider, too, that when the 5.2 raid lands, the 5.0 raids won't close down. All this means is, a new level of progression is being added in. Those who were chugging along through those raids prior to 5.2 will continue to do so, unless they want to aim high and give early 5.2 bosses a try. That's up to them and their skills.
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Azreluna
Mannoroth
Azreluna
1/17/2013
@Atamynn: One tier's early bosses tend to be easier than the previous tier's later bosses and award better loot.
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Dremin
Azgalor
Dremin
1/17/2013
@Oswin: By accessible in Wotlk, you must be excluding Ulduar. If you weren't fully geared with the beginner raids like Naxx, EoE, OS, you weren't getting far. Then the tourney came and destroyed the entire progression of the xpac.
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Oswin
Sentinels
Oswin
1/17/2013
@Dremin: Ulduar was harder, but it wasn't because of inability to clear Naxx. As far as the tourney goes, it was a good idea just a bit too soon in the expansions lifespan.
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Chawana
Altar of Storms
Chawana
1/17/2013
@Oswin: There's this cool new feature..It's called LFR.

:D
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Mitosis
Windrunner
Mitosis
1/17/2013
The difficulty tuning -- and adjustment -- throughout Cata and this first tier of Pandas has been really excellent. The last real brick wall was heroic Lich King and that was probably a bit excessive, but heroic Ragnaros perfectly flirted that line between brick wall and incredible surmountable challenge. Kudos!
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Vyrin
Ravenholdt
Vyrin
1/17/2013
Dawww, thanks Watcher, I'll stop making you ban me! ;D
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Vyrin
Ravenholdt
Vyrin
1/17/2013
@Vyrin: I jest, of course. Thanks for taking the time to talk about this stuff. It's nice to be able to understand how this works, especially as my guild is gearing up to start our second progression team. This sort of thing should go a long way to helping people understand why things happen the way they do.
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Lunarine
Area 52
Lunarine
1/17/2013
@Vyrin: Amusing that how you're talking to yourself.
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Oswin
Sentinels
Oswin
1/17/2013
You claim you don't put in road blocks on purpose and if something is too tough you'll fix the tuning. And yet, I wonder if you really take into account that a lot of your guilds raiding are more friend and family oriented. The player base has gotten older and has shifted in what it desires in raiding.

You say that guilds who kill a boss after a small incremental buff is put in place feel the kill is cheapened and I'll 100% disagree. Everyone knows you have a time limit to kill a boss before the buffs begin and if you can't manage why should other guilds and players be punished for the so called hard core raiders who are not that hard core after all feeling hurt by a small buff?

Also I think your tuning on bosses does not take into account that many players in the past who were gearing up quicker can no longer do so, by your own design.

I feel that your raid designers and whoever has planned gear progression has lost the plot and can't see the forest for the trees.
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Gulva
Quel'Thalas
Gulva
1/17/2013
@Oswin: you talk a lot for a level-10 toon
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Oswin
Sentinels
Oswin
1/17/2013
@Gulva: If the best you can do is try to complain about my level why bother even posting?
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Azreluna
Mannoroth
Azreluna
1/17/2013
@Oswin: Because posting on your main and asking for help with the problems you're having in your raid is different from complaining that Blizzard is out of touch with the player base.
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Oswin
Sentinels
Oswin
1/17/2013
@Azreluna: I'm not here to ask for help. I know exactly my guilds issues when it comes to raiding and it has nothing to do with gear or strats. Pointing out a toons level is just a way to distract. If you notice the person couldn't refute anything I said.

I'm here to voice my opinion on where I see Blizzard is failing to live up to what they have said and done in the past and how it's affecting about half the raiders they have. None of that will less true by choosing a different toon to post on.
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Caali
Frostmane
Caali
1/17/2013
@Oswin: Your feelings and comments closely echo my own. My guild seems stuck at the same point and for a similar period of time.

The post seems very reasonable and well thought out, but my personal experience feels very different. We have come to a dead stop progression wise. I really don't know how long Blizzard expects guilds like yours and mine to be staying at this level of progression. It is very discouraging.
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Caali
Frostmane
Caali
1/17/2013
@Caali:

To be clearer;
"The post by blizzard seems very reasonable..."
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Trillien
Area 52
Trillien
1/17/2013
@Oswin: I agree with much of your post. Another thing they seem to fail at taking into account is "the bottom rung." New people have to get on somewhere, and the Friends and Family guild used to be that place. Now the guild and the new player are left in LFR :-(
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Girafetoe
Saurfang
Girafetoe
1/17/2013
@Oswin: i think a simple solution is to implement the equivalent of monster power that was done in Diablo 3. sure, there's mechanics that need to be accounted for, but sometimes it just comes down to the raw numbers. you can still have the heroic mode in having more mechanics, but you can still choose the power for which you handle it at.

certainly, for competitive raiding, people will probably say, "well, we did it on mp10 and these other guys completed it on mp0." maybe the achievement should just have a variable that is linked to the mp the encounter was first/highest completed on.

but at least with regards to raiding, this seems like a fairly simple solution.
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Omegal
Whisperwind
Omegal
1/17/2013
Ion needs a twitter. Just saying. :)
@Omegal: srsly
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Kelthaas
Kil'jaeden
Kelthaas
1/17/2013
@Bashiok: you sly devil, you ~
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Laroux
Blackrock
Laroux
1/17/2013
I only see an eye, but no mouth....

The big problem I see is "most" guilds just doing LFR raids and just a few attempting the normal raids many weeks later. It sucks since my server which was lively 2-3 years ago seems to have taken a nosedive, but now seems like a ghost town Thurs-Monday. Applying a raid-wide zone aura such as was done in dragon soul would have people who can't clear it on normal more reasons to log in and raid. Have the aura kick in 2-3 weeks before the release of 5.2.
People would at least give some attempts into doing normal raids on the weekends with a few heroic attempts along the way; not anymore. Wouldn't it be better for the overall health of the game to keep people engaged through-out a patch, rather a majority of them just coming back for the first 2 months of a major content patch.
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Nazzgul
Gilneas
Nazzgul
1/17/2013
@Laroux: if you think your realm is dead come to Gilneas in Cata and Wrath it was EASY to find raids be it Pug's guild raids what have you, now its like pulling teeth to even get a Pug going most have either quit or realm transferred.

My guild happens to be one of the guilds stuck at 4/6 2/6 for some stupid reason we just cant seem to get past elegon and hit the enrage timer on Garalon.
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Azreluna
Mannoroth
Azreluna
1/17/2013
@Nazzgul: Based only on those numbers, I'm tempted to blame the DPS. Elegon and Garalon are *not* kind to bad DPS.
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Caali
Frostmane
Caali
1/17/2013
I dunno.
Why Blizz seems so content on having so many guilds stuck at 4/6MSV vaults this close to a new raiding tier really bothers me.