09/24/2012 07:53 AMbut not everyone likes to stop progression because a certain boss is impossible for them to kill at a certain tuning.
Posted by Exer
There has only been a handful of bosses impossible to kill
Players naturally improved, it is like any game or sport, being faced with challenge is basic human nature to overcome and grow from. Removing those challenges and offering NO CHANCE TO FAIL (as long as you wait) is making everyone, good, bad, indifferent WORSE at this game, and while overall player skill isn't truely measurable, it's something that will keep dragging the game down as it's perpetuated.
Then there's also that 6 months of 0 content argument, in which you've seen millions of people leave for games that didn't lay off 1/3rd of their staff and hijack the top Devs for a new project (Titan took all the strong minded raid devs)
09/24/2012 07:53 AMI love hard challenges, but can understand the whole concept of making end game content less frustrating for a majority of the players. And lets be honest, except maybe for elusive drops/mounts, why would a top 100 guild keep clearing a raid a few months after its out, and why would it care if a lesser skilled guild can clear it a certain point down the road.
Posted by Exer
The top guilds were racing DS 0%, it was sort of the only thing left to do.
The reason people should care about the nerfs actively? Because it's artificially limiting an already limited tier
8 bosses, set to last over 9 months, with 35% hard nerfs coded (Hand on Dial, that just happened to be perfectly timed, with a 1 week "throw off" because people caught on to the cycle, so they didnt want players to know they completely abandoned DS when Yorsahj H25 was nerfed). There's just no way that content would last, even for the "seriously" casual crowd that called Magmaw hard after 30% ICC.
The nerfs from ICC pretty much set the pace for Cataclysm, as miles of QQ (Omg I do less dmg at 85 than 80 people) made Blizzard cave in and cater to the Bro of Duty crowd.
It's been predicted a dozen times, when it happens, people will say "lol you made that up", much like the "We want to see the content" was spammed on this forum by every single purple loving 'casual' (13 hours a day casual), then "WELL ITS NOT ABOUT CONTENT ITS LOOT" the second they got LFR, which snowballed into Heroic being accessible. I don't know, I don't think accessibility is the way to make games, the higher difficulties are usually a little more limited in good games, as factoring things like keyboard turning and frostbolting as arcane as "normal gameplay" into the highest difficulty paradigm has simply hurt this game in every aspect.
People killing more bosses and getting more loot is not a barometer for how well the game is doing.
People don't get "frustrated and quit" When they can't kill a boss, that's such a bad myth as the game's end game retention was the highest when the last boss was killed less than 1/20th as much as it's killed now. Having bosses that kick your !@# are the reason people keep coming back.
Without the percentage nerfs, the only encounter I could see being a huge "roadblock" would of been Spine, but that received an old fashion soft nerf, before the blankets, indicating they didn't want it to be as difficult as it is, those styles of nerfs have always worked better, but I suspect testing and feedback are harder than TO THE GROUND! style nerfs.