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 (648)

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Draculasinna
Feathermoon
Draculasinna
4/26/2013
I'm ready for a NEW Blizzard game....isn't it about time? Players are getting bored and starting to leave. So, how about it, Blizz? Isn't it about time..and PLEASE no cross-realm action...players from off realm act like starving, homeless types always greedy and screwing up quests on other realms like VERY BAD HOUSE GUESTS. Screwing up quests, rasping resources as if there is nothing on their own realm...no courtesy, no manners, no concern for other players feelings. Make it a real game; not one where the ONLY goal is to own (pwn) others...that hurts more people than outright cheating. More than half the reason people get upset on WOW is because people are just rudely obnoxious when they play.

Blizz employees and CEOs, CFOs, etc. don't actually play your own (or should I use pwn) games. If you did, you wouldn't allow your children to play it.

So, PLEASE
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Emordnelap
Shu'halo
Emordnelap
2/4/2013
I'd like to see Elegon get a 5% hp nerf. Not that it's a good idea but I can't seem to find a raid group capable of downing it on my server that isn't full. The "bang our faces on it until we get shinys" method sucks but It's Shu'Failo. Can we get a Shu'Failo specific nerf?
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Tim
Earthen Ring
Tim
1/30/2013
I was expecting a video of a group of monkeys banging on keyboards.
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Draculasinna
Feathermoon
Draculasinna
4/26/2013
@Tim: that's as correct as you can get.

aka one of the monkeys
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Tigidou
Zul'jin
Tigidou
1/28/2013
I still see this game as a two difficulty levels game. Normal and Hard. Some time around 1990 games started to include ''Easy'' so that lesser skilled people could still see what the game was about. Still isn't the case with wow. LFR would be the ''easy'' but that's completely different. This is an mmo and it's all about the group and/or guild.

It has improved over the years if we think how only a small percentage of players had actually cleared AQ , let alone naxx. But there's still a bunch of groups that just can't get thru normal mode. It could be nice to have easy/normal/heroic for 10/25 groups. Of course a cut on gear would be in order , down to 480 perhaps.

This game went from semi-hardcore to casual friendly , indeed , but still not yet at the point where it's a fit for all levels. Which IS the case with 95% of the 7th game generation. (circa 2005-present).
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Draculasinna
Feathermoon
Draculasinna
4/26/2013
@Tigidou: I don't think WOW has improved...I'm bored with the selfish realm %#*%%%*!*% players on now and have heard others saying the same thing...it's time for a newer better game. Hearthstone doesn't count.
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Ulricke
Emerald Dream
Ulricke
1/26/2013
Dear Blizzard, it's sad that I have to admit this, but I feel it is the truth, and I am, unfortunately sometimes, an honest person. What I want to admit, is that most likely, even when you do something that I don't like in the game, you'll still have me as a loyal player who actually pays you my money to play the game you have provided. I have tried to play other MMOs, but to no avail, for the sheer reason that I have spent so much time invested in World of Warcraft. What I find interesting, is the great number of people who post their comments literally having nothing of value to say, but instead want to do nothing but !@#$% and complain about choices your development team makes. Needless to say the irony that they still play, despite how mad they seem to get over changes. But, in all honesty, I'm no better when I complain about them complaining.

This blog is truly one of the most interesting I've ever read (not the comments, most of them seem similar to all other blogs, just a few neutral minded people who attempt to understand why you folks make the decisions you do), and I felt compelled to deliver my voice to the topic of these raid choices as well.

The issue at hand here, is that the game y'all have created is being paid for by millions of people, all being different types of players. You have the casual folk, the hardcore raiders, the Player versus Player enthusiasts, the Role Players, and a plethora others. I for one, am a self-proclaimed "achievement-^-*!@". It's one of the reasons I play most of the games I do, whether it be World of Warcraft, or on consoles. The problem, however, is that much of the game is still quite a challenge to be accessible to quite a few players. There is so much in this game, that I literally, with void storage, all royal satchels on my person and in bank, cannot have them all. However, the achievements should be obtainable. I noted that the topic above spoke about the first guilds that attempt the newest raids, and how the developers look at their tactics/results and sometimes make decisions based upon what they do. Which is awesome, and I agree with that. The true hardcore raiders and first guilds to complete these feats should be justly rewarded and recognized, yes, but as time goes on, and this can be attributed to just about aspect of the game, the rest of us should have a solid opportunity to make accomplishments as well.

As the Guildmaster of my guild (and an achievement-#$%^-), I love trying to set out and accomplish the guild achievements. But one thing I have realized, is that it can really be a challenge to form a core raiding team. And while I understand some people can easily say, "Psh, it ain't hardcomeo n, umadbro, just gotz to pewpew luvs the thnxkbai lrn2plyurclass" dialogue, what the team at Blizzard needs to understand is that, for one, you probably won't lose many of your hardcore players just because they piss and moan about changes, which I'm sure you know, but you'll also make the game much more welcoming and inviting for people who just don't have the skill and/or luck like many of your hardcore raiders or pvpers.

I, for one, cannot afford top of the line devices and products that enhance and increase my chances at this game in any given aspect. I forced myself to learn keybindings, I forced myself to learn how to strafe and use the tab button. And I used to be the guy who used the arrow keys to move, the button 0 on the keypad to jump, and the mouse for the rest. But despite how hard I work at this game, and I dare say, for a game, it sometimes truly does feel like work, yet no matter how hard I try, I will never out dps a top of the line warrior. So what I would encourage, and be grateful for, is make elements of the game more obtainable. I already read the blog on the team's thoughts and goals of revamping the PvP system/gear a little bit. That's a great start. But why not make previous expansion(s) raids require only five people, instead of seven, or eight, or however many it is, to get guild achievements? For us guilds who have a really hard time setting up, and are just now attempting to form our core raiding teams? Why not make RBGs a little more accessible so that some of us can get achievements that give us nifty titles for Roleplaying, like Marshal, or Grand Marshal? I would never suggest making acquiring gear that much easier, or items for that matter. (That's a lie, I wish drop rates were better, some of the drop rates are just downright absurd, but that's beside the point) Because when I finally got my Deathcharger, I felt that the grinding I did was in itself a personal achievement, and it honest to god made me feel pretty good.

I may not be revisiting this post, because I can already too easily imagine the slew, or dare I say "Horde" of people that will negatively comment on this post, and that is something that is all too prevalent in your game, which from a societal point of view, I w
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Spellcleave
Illidan
Spellcleave
1/26/2013
What i hate is after alot of good guilds clear instances using these tactics, then and only then do they remove that trick from the game. So now people who arent that good cant even use the trick some of the good guilds used to get past that boss.
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Lehvahnah
Alleria
Lehvahnah
1/25/2013
ryanthedeath name your druid Watcherafter Ion watcher hazzlkostas
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Sgtshorty
The Venture Co
Sgtshorty
1/25/2013
You know i love it when you rework old instances... I was hoping maybe when the number crunch comes you could re work something like AQ40 and leave it a 40 man with virtually no changes.. We are already at the mercy of the 25man raid if we want loot.. why not got back to 40man
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Thedarkprins
Tanaris
Thedarkprins
1/24/2013
DK R SO DOPE
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Schwetties
Lightninghoof
Schwetties
1/23/2013
I'd think this carries over in every aspect of the game, rather than just raid fights.
Blizzard is presented with the challenge of designing something, then having how many millions of people play it, and among those, how many crafty folks figure out a way to get around intended design? While playing I constantly try to think of new ways to get an edge- IE, using an old tier X piece of gear that buffs a scaling percentage of damage to Skill Y in lieu of a current piece that just gives a fixed stat boost....long forgotten about and overlooked. Bad example, but, point being, I bet it's hard to come up with something that cant be exploited somehow.
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Llarin
Moon Guard
Llarin
1/23/2013
Mage cleverly uses Spellsteal to down Gara'jal.

Mage cleverly uses Ring of Frost to down another boss.

Here's the moral to these stories (and this is coming from someone with a mage)...

Nerf mages plz. Kthxbai.
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Ryanthedeath
Shu'halo
Ryanthedeath
1/22/2013
im thinking od making a druid if i do what should i name it
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Ryanthedeath
Shu'halo
Ryanthedeath
1/22/2013
i hate when the game goes ender management
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Araydris
Echo Isles
Araydris
1/22/2013
If you dont want people to spell steal why have that spell accessible to players?
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i loled a little at the part 'insurmountable wall is not fun'
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Crazytell
Terokkar
Crazytell
1/22/2013
Ok Blizz,
Thank you for the lenghty reply, & for telling the truth! You have no idea what your doing , so you make some thing good & then crumble to the masses of ten year olds & turn it into a teletubbies connect the dots so everyone wins. So what your really saying is ( if you dont like it find a different game ? ) possably those of us that have been around since BC & before need to wake you guys up & do that.

we are the:
theory crafters, that find a way to get it done, that have been here since the begining. that you show yet again that you dont really care what we have to say! BECAUSE IT DONT MAKE IT EASY FOR EVERYONE TO WIN !
SO FOR ALL YOU NOOBS " KEEP STANDING IN THE FIRE " , next month after a three year old complains Blizz will remove the fire = )

Kk Thkz Bai
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@Crazytell: From all the weeping are you sure your not the "3 year old?"
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Nethal
Turalyon
Nethal
1/24/2013
@Crazytell: That's mighty big talk of a guy who's guild hasn't cleared any MOP raid yet.

Kk Thkz Bai
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Athancyr
Barthilas
Athancyr
1/25/2013
@Nethal: Whose*.. Fool.
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Hankyboo
Gorgonnash
Hankyboo
2/1/2013
@Crazytell: This post made me giggle. I'm a casual player who is a pre-med major in college, I don't have the time to "hardcore raid" 3 or 4 nights a week. Blizzard is trying to appeal to all of their fans. There's no reason for them to focus on just you and your "wants." They are more worried about what their general fan base wants and what is most reasonable for many of them. And if you're going to insult them in a post what makes you think they will want to help you? Show a little respect to the people trying to make this game enjoyable to everyone and maybe if you make a suggestion in a respectful manner they will take notice to it.

P.S. Proper English would be "Okay, thanks and bye."
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Skrendough
Eitrigg
Skrendough
1/22/2013
why punish the guild for using a spell for its intended porpouse? its not like they were hacking to defeat the boss.
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Traleda
Wyrmrest Accord
Traleda
1/29/2013
@Skrendough: The ones who used Spellsteal were NOT, I repeat, NOT disciplined.

It was the ones who tricked the Spiritbinder into not attacking who were punished.
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Blaine
Stormrage
Blaine
1/22/2013
Thank you for letting us know that you don't really know what you're doing with your pay for play fan base, but that you'll figure it out as you go. your professionalism is much appreciated. now then. nerf elegon and make his trinket a 100% drop. go, do as i pay u for. <3
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Tonydonuts
Rexxar
Tonydonuts
1/21/2013
those twin emperors in AQ40 are just way too hard to solo for anyone.... for a solo run its impossible...maybe they should up the health on them and keep them on their platforms...so i can kill one then when he dies, kill the other one...other than that... (I hate that big fat mother of a vermin in stormstout brewery) :D
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Myría
Wyrmrest Accord
Myría
1/21/2013
@Tonydonuts: That is funny.. Twin Emperors not soloable ? I've done it on my 90 Mage and you can't do it with a Warlock and a Pet tanking ? LMFAO Just so you know when you kill one the other dies with it, might want to WoWhead the fight instead of trying to faceroll it. Amat Victoria Curam ! Victory Loves Preparation !
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Organa
Firetree
Organa
1/22/2013
@Tonydonuts: I can also solo it...but the loot from the caster boss dont drop as I cant do magic damage. I am to understand this is a bug.
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Bustakeg
Drak'Tharon
Bustakeg
1/22/2013
@Organa: I can't do it either :(
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Valkaris
Runetotem
Valkaris
1/22/2013
@Tonydonuts: How in the hell can you NOT solo the twin emps at 90!? I do it on my warrior with both of them standing in the middle of the room healing like crazy with bugs swarming all over me. DPS at lvl 90 > thier heals.
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Walshyy
Scarlet Crusade
Walshyy
1/22/2013
@Tonydonuts:

I solo'ed them on my 88 hunter.
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@Tonydonuts: Yeah they are soloable, use youtube sometime.
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Wízard
Draka
Wízard
1/21/2013
Summery of article: Sometimes we change raid content because its to hard, glitchy, or exploits are found. Well, back to sitting in LFG.
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Lehvahnah
Alleria
Lehvahnah
1/21/2013
I am not a cougar I am a granny, with a good looking grandpa at my side, Shame on you
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Tonydonuts
Rexxar
Tonydonuts
1/21/2013
@Lehvahnah: I wanna be a cougar...sign me up :D
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Ulricke
Emerald Dream
Ulricke
1/26/2013
@Lehvahnah: best response in this forum, thank you for making me smile Lehvahnah.
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Lehvahnah
Alleria
Lehvahnah
1/21/2013
Wonder of Wonders my page keeps getting lost ,oh watcher of watchers I did'nt know you cared enough to keep my post for your eyes only .
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Caldura
Undermine
Caldura
1/21/2013
Hey Thx for thinking so much about us....Looks like Big Brother is watching us after all. Nice read.
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Aretstikapha
Lightbringer
Aretstikapha
1/21/2013
Instead of creating an encounter to go just one way why don't you guy's create one that has multiple out comes for a win.Instead of constantly trying and failing to balance a class and end up hurting another class by saying "this boss needs this amount of dps or it will enrage and eat your face." be creative. Why not take into account the old cl;asses may have been less helpful to the dps mark but contribute to an ecounter in big ways. Boomkins come to mind in this . Instead of striping away what makes each class different make a mechanic that can be helpful to the encounter but not manditory.... if theres adds make them slow enough that a knock back can help , but if theres no boomkin dps can still win the day. This is only an example and i'm sure there are many,many others per non-pure dps classes. Why not let a boss reset by running out ..a lose doesn't have to be a full wipe does it ? Can we not allow those that can escape certain doom do so? We did in firelands and i loved that raid as did many others. To long have you guy's been 2D minded ....expand your ideas in other directions then just tight dps, hps races. Whatever happened to the malygos type fights. where there was only one boss but three stages and the final phase had nothing to do with your dps or your class. The first boss of uldar as much as it was a pain was creative and intuitive. Keeping to single minded tatic's will hurt the brand you've helped creat and maintain . Don't let it die this way.
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Aldaras
Arygos
Aldaras
1/21/2013
How am I supposed to know if some LOS or kiting trick is a bug or an intended feature? I can name dozens of raid bosses off the top of my head that REQUIRED the use of LOS and kiting to survive. Now I have to worry about whether the boss behavior is intended or not? Sorry, but that's your job Blizz.

If it's a bug then fix it, but frankly you should be thanking the people who found it not punishing them for thinking outside the box.