Daily Thoughts: Too Easy is Still Too Easy

I finally got a chance to get into the second half of Mogu’shan Vaults as looking for raid (along with the first few bosses on normal mode as well, but that’s for another time) and I found the bosses to be much more interesting. These encounters were such that completely ignoring the mechanics may result in death (unlike the first half) where I kept my finger near the “Raise Ally” skill to bring up a tank or healer that may have died – cause we’d need them alive to win.

The first boss I landed on was the last one. The group had wiped on that encounter previously though we had little trouble collecting our loot that time. It did at least give me the impression that everyone had to at least catch on to what was happening or the healers would have trouble keeping up. After getting into my next group and passed the first bit of trash, the actual first boss was a little tricky if the group isn’t paying attention. Half of the team was dead before the boss fell. The second boss, Elegon, is a titan defense machine those is a little unlike those we’ve encountered before. This was the only boss we wiped on. Most of the raid, maybe, fell to their deaths, or something. Otherwise, the fight was tough but manageable. It as well ended with the raid looking like it might fall over if there were a small gust of wind.

So, if these fights were of appropriate difficulty for a raid finder situation, then why is this post about things being too easy still? Because the first half is still, ridiculously, too easy. Sure, raids typically get progressively harder as you go down the bosses, but even raid finder bosses shouldn’t be as much of a set of pushovers as the first three were – particularly given the raid is still pretty new and people don’t know it yet. Maybe I’m mistaken, but I’d like to think that most gamers (of really any type) want some sort of challenge as part of their enjoyment. Instead, the first half of MV shows people it’s a place to go to get free epics then it’s a slap in the face when the second half makes them work for it a little. Although I’m hopeful that future raids don’t aren’t such a walk in the park (which may be insulting to the difficulty of walking through a park), I can’t quite understand why these particular bosses were balanced this way. Any ideas?

Daily Thoughts: To Need Or Not To Need – A Dungeon Loot Discussion

There are two main camps with very different rationale regarding dungeon loot etiquette – specifically in looking for dungeon (LFD) groups. These dungeons are queued up with an interface that, after a wait (much shorter for tanks and healers), dumps you in a dungeon with random players. Chances are you’ve never seen these other players before, they’re probably from a different server, and you’ll probably never see them again. Then, along with this new-found group of temporary companions, you proceed to trounce a bunch of enemies, bosses, and hopefully collect some loot. Here is where the issue comes into play. In a LFD group, the “Need” roll, or highest priority option, is limited solely by class. A Paladin in the group, regardless of the role they’ve chosen (tank, healer, or DPS), can roll need for plate tanking, dps, or healing gear (including rings/necks wither either intellect, strength, or tanking stats). The two camps of thought vary dramatically at this point. One side thinks that it’s okay to need on anything your class can use, anything at all that is an upgrade (as is allowed by the game system) while the other firmly believes that some courtesy should be shown and the player should limit their need rolls to the role they have chosen (unless the gear is not needed by the player filling the role). So which side is right and which side is a selfish, entitled, wanker?

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Daily Thoughts: Why Demon Hunters Will Never Be A Class

There seems to be a perpetual debate in different WoW social circles (Blizzard Forums, private forums, game chat, etc) about what the next class is that will be released. Aside from a plethora of slight variations of WoW classes that exist in other games with different names, the most common that come up tend to be the Bard or the Demon Hunter. I’ll get to the Bard in a later post. Demon hunters have been present in the Warcraft universe since Warcraft III, starting with Illidan Stormrage, and have continued to exist into World of Warcraft in areas of the game that have heavy demon infestations (Outlands, Felwood, etc). So, there is a mild case that can be made for adding them as a class since they do exist in Warcraft lore. Why is it then that they’ll never exist as a playable class?

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Daily Thoughts: When Does Accessible Become Too Easy

I participated something last night that made me wonder if perhaps making content accessible to the masses can have an adverse side effect of making that content far too easy. Don’t get me wrong, I’m not one of those who hails back to the “harder” old days that let only an elite few actually see all of a raids bosses. I really like that there are normal modes to bosses that don’t require dozens of attempts to kill. I love the relative ease of blowing through a MoP heroic dungeon without much worry that I might be wiping to this boss for the next 45 minutes. I even enjoy the concept of the Looking for Raid feature. Particularly on nights where we’re short guildies online to do a normal raid or just so I can take an alt through the content without having to make a second raid / join a second raiding guild. So, keep in mind that I think it’s okay that the LFR bosses and trash pulls can be a low stress, easy-going, fun way to get some sub-par raiding gear. But after doing the first 3 bosses of Mogu’shan Vaults, perhaps we should consider that content that has been made so accessible that there’s no challenge left might not be worthwhile content after all. There may be some spoilers to raid content after the break, so be warned!

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