Again, we killed him just fine on Saturday, and I've never been one to just give up on bosses (certainly not, given how long it took us to down Nefarian back in the days of BWL...), but I have a problem with certain RNG rolls making a given fight impossible. It's the same problem that people had on Brutallus back in SWP - if you could continue dodging strikes, great, but if he hit three times in a row, you were smashed into paste.Cartographer said:It sounds to me like you ran into an encounter mechanic that you didn't plough through with no thought whatsoever and decided to cry about it.
Frankly, the raid being coordinated enough to spot that its healers are all out of action and then take action swiftly enough to counter that effect is a perfectly legitimate measuring stick of whether you have the "skill" to complete the encounter. Exactly the same as an enrage timer is a measure of whether your dps' rotation and/or gear is good enough combined with whether your tanks' threat output is high enough.
Sure I'd be intrigued to see an AI director in WoW or any other MMO that dynamically scaled the encounters, but I think the only direction for the difficulty should be upwards. Fundamentally the base difficulty of the boss/encounter is a gear/skill check and shouldn't be messed with IMO, like asking the players: "Are you rolling you face across the keyboard to complete this encounter?". Those who answer "Yes" ie those who find it incredibly easy, be that through out-gearing it or simply being better coordinated, more responsive to changes etc. will get a scaling encounter that offers a challenge and rewards equal (and perhaps slightly higher) to the level of play they are capable of.
All too often I see players whine about how their $XXX per month entitles them to see/do everything, they're wrong. All to which their money entitles them is the opportunity to see/do everything, usually in exchange for their free time. You're just deluded if you think the game "owes" you anything at all.
It should be scalable. If one tank goes down, it shouldn't automatically be a wipe - having a game that adjusts and reacts to good and bad performance is infinitely more interesting than what is essentially a binary game.
Every single change you mention is something that the game is unquestionably better for. Oh, I'm sorry, do you want your games to be long and tedious? Do you want to slog through 60 levels before you even start getting to the interesting content at Outland?TheMatt said:The point is Blizzard has fallen over themselves to cater to the nubs.
1-60, increased exp for quests.
1-60 decreased exp needed for each level.
Netherwing drake? Used to take a FRICKING HOUR to kill the 5 razor guys you needed for the daily, now the cave is full of them.
Don;t worry about walking to the raid!!! We'll tele you there!! and back again!
Badge loot ridiculously good gear? Sure np, cause badges are not easy to get!
Make badges easier to get? NP! now you get 2 for each boss you kill (pre wotlk)
make the new badge gear easier to get? Np, you now get 2 badges for your random dungeon!
Need money? here's 37 easy as balls daily quests!
Need better gear and money at the same time for doing nothing? Here's the argent crusade, GL!
So, frankly, take your "to shove somewhere uncomfortable." and shove it somewhere uncomfortable.
I'm sorry, I have a life. I have other games to play. WoW is a hobby, not a lifestyle, and if you can sign away your life to it then hey, have fun with that. But the fact that they're making the game more convenient and less of a chore to play is something that should be applauded.
You can scream and drag your heels all you like, but making games more accessible to people who don't play them for forty hours a week is the best thing that ever happened to the MMOG market.