[7F]LarryBoy;371746 said:
You have to keep in mind that he has played the game at a much higher level than most people. For him, and for a lot of the more hardcore raiders, raiding probably HAS lost a lot of the surprise and challenge
So have I. Mind you, that was back in Classic WoW.
I would agree that surprise is almost non-existent. Usually in 2-3 wipes you can break down boss mechanics to components that you've seen before, and therefore probably know how to beat. This is probably more or less the fault of raiders themselves. They don't like things to be too random, or else you can't guaranteed consistent, grindy kills. Also now we have popular datamining sites like Wowhead and MMO-C, who can fairly quickly make educated guessing on boss abilities just by looking at spells added to the files. You also have a lot of coverage of the PTRs by these same sites, so that raids are forming and publishing strats against them before they're even released.
Surprise is a problem for those of us (read: me) who are addicted to datamining sites.
But my major disagreement with Ciderhelm is that there are "no new mechanics in WotLK" except perhaps ones that can be avoided by movement.
When you think about it, he's very wrong, with one caveat:
Mechanics from Sunwell and from Naxx40 don't count. Even the top 1% of players haven't seen those mechanics; the top 0.15% are the only players who saw past the first 3 bosses in either of those places.
Naxx sports an large number of bosses with new mechanics that don't involve movement: Loatheb, Grand Widow, Maexxna, Loatheb, whoever the live/dead side boss was, 4 Horse, Putr--the gas cloud guy, Gluth, and Saphirron.
The glass cloud guy WAS essentially a "move out of the way" fight, but I consider it new because the deciding factor in that fight is not where you move, but where you
moved a minute ago.
Obsidian Sanctum had a relatively new setup, although I agree that the portals were recycled from C'thun.
I think Malygos' 3rd phase was a fail design, but phase 2 is definitely unique in my experience (may have shown up in the second half of Black Temple.)
Ulduar did have a bit of a lack of non- "move" mechanics, but...
FL is about the best vehicle fight (only good vehicle fight?) Blizzard has made.
Ignis has new mechanics that aren't just "move."
Kologarn has new mechanics other than that they seem very close to Ignis's.
Freya's mechanics are a fair bit different as well.
I do admit that list is a lot shorter than Naxxramas's;
TOC, very short, sports:
The Beasts, in which 2/3 of the bosses have different and fairly fresh mechanics.
The Horde/Alliance, which is pretty well brand new (and a surprise.)
The Twin Val'kyr.
Anub.2.0, in which the "move" mechanic is a bit different because of the "where to?" mechanic of the icy spheres. And he also has that nasty healing mechanic in hard mode.
ICC has a large number of non-move mechanics.
I was thinking the other day, what if Blizzard did what they did for Diablo 2...bosses with random enchantments and abilities that change from week to week...it would certainly make things more surprising. Lightning Enchanted Extra Strong Teleporting Saurfang anyone?
I agree, but it would be impossible to balance. Lightning Enchanted Marrowgar would be impossible. Teleporting Festergut would make it nearly impossible to kill him in time. Teleporting or Lightning Enchanted bosses would really really stop melee from being viable.
On the flip side, in ICC you have weekly quests that pop up randomly in the game. That adds randomness with a positive reward for a higher risk.
Personally, I am finding ICC a good challenge for my 10 man group. It's far from boring. The later wing bosses are probably about the perfect level of difficulty - not impossible, but hard enough that if we make even a few mistakes, we wipe.
ICC is truly great, in that it is a challenge at the level of pretty much every player. I do agree with Cider that they should have opened the hard modes at the same time (or in less time) than the regular. Maybe the hard modes should have come out the week after?
And I agree that hard modes should have different mechanics than the normals. If hard-mode Marrowgar, for example, caused his spike target to explode for massive damage if the spike is destroyed before the next spike or the bone storm is cast (say an 8-second window of don't kill it,) that's hard AND new.
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So is Cider all bunk?
No.
Cider's point about Essential Roles is good. He also tempers it with the opinion that Essential Roles should be given away to different roles but not specific classes.
Good essential role: Guns on Gunship battle, Orb in Razorgore.
Bad essential role: Priests MCing students in Naxx25.
Different hard-mode to easy-mode mechanics are also a plus.
You can also try not to use datamining sites, if you like.