I've been very satisfied with the difficulty tuning this expansion. The normal mode bosses are interesting without being too punishing, and the step up to heroics isn't too drastic either. For a casual guild doing two nights a week, it's been perfect.Looking back, I think I'm a bit disappointed with Deathwing's spine encounter. I've obviously looked around a bit during the encounter, and saw that I appear to be on his back. I certainly don't feel like we're actually flying or even moving, I can just see wings and the occasional bit of head. If anything, it just feels like a platform. The 'nausea' comment is interesting - if I had designed the encounter, I would have maybe had the game's camera moving around a bit, maybe swerving from time to time, to give that sense of actual movement, because as it is, it's just an arena. But they wouldn't have been able to do that, in case folk got travel sick.In summary, travel sickness is weird.
I disagree with Astygia. Combining 10 and 25 man lockouts was a great idea. Not only did it feel like you *have* to farm both difficulties to get gear quickly enough and not stay behind, but farming, say, ICC10 and 25 (and VOA 10 and 25) was a routine that got on my nerves. A lot. Now imagine how annoying this would be while trying to collect a legendary - like Tarecgosa in Firelands: you get a choice of doing the same raid *twice* each week, most probably going through the pugging hell just to get the group together twice (10 and 25), or lag behind and get raised eyebrows and questioning looks from your peers and officers for not progressing with all due haste on a quest that influences the power of your entire group. Red Queen at its finest.There was the same thing with gearing up in LFR at the start of DS progression, but thanks God it wasn't quite as bad.That's unnecessary and annoying - I joined a 10 (or 25) group, I raid with them, not with pugged random strangers from /2, not with half of my group half of the time. The last step to make now is to separate the Server 1st Feats of Strength, so that no type of group gets an advantage and the competition is fair: 10-man raiders get to compete with 10-man raiders, 25 with 25.When in comes to 5-mans: maybe the original ones were a tad too hard (seeing how most 5-mans are done with pugs, not full guild groups), but I'd rather have it too hard than too easy. The problem with Zanda hcs was not that they were too hard, or too long, or too difficult or whatever, but rather the fact that for a long time you had to do them over and over and over again, with no good alternative, unless you were in a raid group that had quite a lot of raid bosses on farm. I was, back then, but by far not everyone was so lucky.The new 5-mans in HoT, conversely, are a bit too simple and too easy. Again - a bit. With the addition of some challenge modes in MoP I would be ok with the 5-mans being about this hard or just slightly harder.Raid tiers: t11 was the best, followed by Firelands, followed by Dragon Soul. It's not that I'm not enjoying DS - I am - but I think too much stuff here was recycled. I means models especially - after FL, which was full of new looks, we got same old Wyrmrest with Ozruk on steroids, then 2 types of faceless that we've seen before, then 3 more aesthetically boring bosses, then Spine, which is just an add fight. Madness was actually ok - the concept of Deathwing falling apart and trying to bring the world down with him was hammered home nicely. All in all, I think the fights weren't awesome enough for the last tier that ended the expansion - I remember the hectic last seconds on Chimaeron's first kill, or how my heart raced as I followed Alys into the air for the first time, or how Sinestra used to cut us up and burn us down for weeks and weeks on end - DS, so far, hasn't come close.Regarding bosses/raids and the story - that's rather meh, there were always some filler bosses that were just big guys standing in your way and there were the real anti-heroes who you test yourself against: Arthas, Kael, Kil'Jaeden. Cata had that smug @#$%^&* Nefarian and his damned sis who CAN'T STAY DEAD, had absolutely wonderfully mad Cho'Gall, Sinestra The Raid Slicer, Ragnaros... Not bad at all.Regarding new content and hopes for the future: I like my raids to be aesthetically pleasing, so all I ask for is more shiny, novel, cool graphic designs after the underwhelming DS experience. More "gimmick" bosses - FL was really, really great for me, with half of the bosses doing something new and interesting. A very hard council fight please (I love council fights!). And in general, since we now have LFR and everyone can finish everything and get their epix for free: make normals harder, much harder than LFR, so people have a reason to raid them still. Don't let us overheal avoidable damage, don't let us cheese the mechanics, don't do EZ-mode bosses like Morchok or Shannox. Make every kill count, like it did in FL pre-nerf.That's my 2 bits, feel free to agree/disagree.
"Basically we don't think we did anything wrong at all in terms of dungeons & raids this expansion other than things being too difficult for a little while at release."Wtf?
In regards to the new spectral mounts that have a different style for each faction.....think Blizzard is looking to add in a new piece of content for the lull heh.
just my brain thinking but i didn't find the heroics to hard tbh. I started playing in Cata so didn't have any characters but i learned my class and i did around 10K dps and with some better geared players (not that highly geared that i get carried) i enjoyed it way more then i enjoy the new HoT's.I wiped a ton on deadmines but i learned from it step by step which made me a better player then just by going into a normal dungeon where everything is just too easy.Heroic mode should be heroic.