Personally I'm glad they spent more time on a really fun and rewarding 70-80 experience instead of putting all their creativity into a few high end raids that only a select few will see during the first several months.I'd much rather have them skimp on raid content at launch than skimp on leveling content.
I thought Hyjal was released in the same patch as BT?
I understand the concerns people like 25thNov hav about this, but after playing WotLK since release now, and just barely hitting lvl76 yesterday, and not remotely being done with tradeskills...WotLK doesn't need a lot of raiding to launch. WotLK is incredibly epic in feel and size and atmosphere, I find myself stopping and staring at the landscape extremely often. I can't believe that anyone who isn't specifically max-level-rushing and powering through raidcontent, skipping 95% of the xpack in the process, would have a feeling of "Meh, this is so little" any month soon.It's more the opposite, the people who have 8+ lvl70s are taking a lot out of the guild and freezing them since it's about impossible to level them up in WotLK before Maelstrom releases.
BC Beta - farthest anyone got I believe was Gruul's Lair, leaving alot of the instance that were released with BC untuned and unpolished. I shouldn't have to remind people about the multiple spawning Vashj's or Kael generated a threat table before he is even attackable. Hyjal wasn't even accessible.Thus in reality, BC shipped with 3 raid instances, Kara, Gruul, and Mag.WotLK Beta - All of the currently available content is beaten multiple times during beta, by multiple guilds. One of the instances is a new version of an older instance (many of the fights are similar in concept, different in execution)WotLK ships with 3 raid instances, Naxx, Malygos, and Sartharion.I'm not really seeing much of a difference here, honestly I'm more suprised that there are that many 80s already
Blizzard have done the right thing. It's about time the casual player got to see the endgame content.We do after all pay the same subscription fees as the hardcore players and have been doing so since 2004.
I have to go with some of the really smart posts above in saying that though the options seem limited now, I believe it is intentionally so.The Kara Guild was clearly a prevalent problem, many many guild simply became stuck at Kara unable to move on any further largely because as people geared up they would often leave to join one of the small number of guilds that were actively involved in 25man raids. Simply even on highly populated realms the number of guilds active in the 25man end-game could generally be counted on both hands (with maybe a foot or two thrown in). These end-game raiding guild were often formed for convenience, rarely forming a single conherent group but more a mishmash of people who wanted to see the end-game content and were taking the only avialable option to do so.If you take it as read that this is something Blizzard wishes to avoid for WotLK, then this largely explains the descision to make every raid have a 10 and 25 man flavour, but also why there is less content to start with.The reason for a 10 and 25 man flavour of every raid should be obvious, since it removes the largest stummbling block for Kara Guilds, i.e. finding another 15 people from somewhere.The reason for reducing the number of raids, and having them comparatively easy, I believe is to reduce the fragementation that occured because people wanted to see the end-game content. By releasing raids in a more progressive manner, with each tier of raids coming in at a set time with each major patch (rather than having 3 tiers of raids right from the off as per TBC), guilds are less likely to suffer and lose people if they are not making such fast progress as everyone around them, as there won't be another tier of raiding to move onto until the patch. With this spaced out progression only the most criminally inept guilds will fall behind to the point where their raiders feel like they will never get to see the end game content they desire.All in all I am greatly in favour of the changes being made at the present... however if subsiquent patches ship with only 1 extra raid (so that overall WotLK has less raids than TBC) then I would start to feel a little cheated.
If all the pve content can be cleared in less than 3 days... blizzard has made a mistake, end of story.There were a number of factors I think contributing to this speed clear, people knowing all the boss tactics and leveling techniques from live servers, less of a gear reset than experianced in TBC, and shall we say the "dedication" of Nihilum and SK gamings members. Regardless 2 single boss encounters don't take that long to clear, some people who I wouldn't describe as wow -zombies have already have the title "the magic seeker". I know there will be more raids to come yes but there has been no timescale given that I've heard of. I like the idea that the raid content is more accessible to a casual gamer but this is another example of blizzard going too far, e.g. making ret palas a little stronger. I can't say I know how many world bosses there are but there is a great deal of quite fun quest content and a new bg, so it will be enough to keep me entertained, what about people who raid 3 nights a week? Once you've done everything you can do 21 mans to get the achievement then maybe level alts? Its hard to speak for seriously hardcore players and tempting to say its good that they play less (or something else) but hey if they quit wow blizzard loses out so its in their interests to keep them hooked
I am sorry, but it really makes me sick how the author, with apparently all the time in the world to play, makes this game and it's new instances sound.I am still in Borean Tundra, questing around the Nexus, in the zone name Coldara or somthing close to that... ON ONE OF my 4 toons!Give me a break, I have to speak up because I am really tired of reading content on sites like this. Don't get me wrong, thanks for the new blog and all, and your contribution.But I mean, I want no part in BETAS... nor reading spoilers on every STEP of the betas (wow insider etc etc)... So this is all new to me.You make it sound like all players have done every zone AND RAID of Wrath, what 5 days after it came out?Give us a break.
With there not being as many currently, it means that with every major patch there will be a new raid dungeon, which is exciting to look forward to.This may also be a way of stretching out the time between expansions as they can release these added ones with patches until the next expansion is ready instead of most of them already being there for us.
There is an article on Wired if you all want an opposing opinion to this article.http://blog.wired.com/games/2008/11/review-wrath-of.html
I think something all these casual gamers are missing with their comments "Good job Blizzard making the end game content more accessible!" is the 10 mans are the regular raids, and as such SHOULD be accessible for the casual gamer. They get to see all the endgame content without the effort required as it was previously(Eye,SSC,BT,SWP). The Kara guilds can continue and succeed in the 10 mans.This shouldn't be the case with Heroic difficulty raids(25 mans) which SHOULD be targetted at hardcore raiders,sadly as of now they are also highly accessible to casual gamers, because not only have many people cleared the 25 mans already who are not hardcore raiders, they have done so with mediocre gear and players who aren't even 80 yet.I'm not saying they won't release more difficult content etc, but they should have actually made the 25 man raids HEROIC. How can casual players actually dispute this fact? If you want to say "But it's not fair that someone has better gear then me because they can play 20 hours more a week" Well how is that not fair? Any game you play where your character levels, the more time you spend the better you are, why should it be any different here?I believe Blizzard is on the right track offering 10/25 man raids because this allows casual gamers to view the content, but for the love of all that is good in gaming, make the 25 mans difficult!I for one am not someone who will continue to play a game where it feels so easy that effort isn't required, I call that boring. And if you're bored, why bother playing a game designed to be fun.
The significant difference in instance quantity is having 10 and 25 man versions of the same instance. If you're just looking at the pure amount of things to do in one raid reset, there's actually far more in LK than there was in BC. 18 bosses in 25 mans, 18 bosses in 10 mans, makes for 36 killable bosses per week. The release of BC had 12 bosses in 10 mans and 18 bosses in 25 mans, and that's being exceptionally generous including Hyjal in that list. Yes, they were all distinct and unique, but for a 25 man raid, there's actually much more to do now than there was at the release of BC. People couldn't jump into The Eye and Serpentshrine Cavern within a week of release, and even if they did, they were met with overtuned and exceptionally buggy encounters.You may be able to argue that people don't want to do the same bosses every week in both 10 and 25 man versions, but they aren't supposed to. If you hadn't been forced through 10 man Karazhan, 25 man groups wouldn't have wanted to do that either. Naxxramas is huge, but less saddled with trash than Karazhan was, making it a somewhat quicker and more streamlined experience. I don't think most people would argue that is a bad thing.Now, all these points are ancillary to the fact that the initial content is far easier than it was in BC. Guilds are going to "run out of new content" much faster than they did initially in BC. Hopefully, Blizzard has a solid release schedule that will bring us a new tier sooner rather than later, one that will be more challenging. I myself argued for several months that releasing all this content in an ezmode status was a bad thing, but several people from top guilds made the counter argument that they were actually looking forward to a more relaxed beginning without feeling like they had to go non-stop into hard content immediately. Having now leveled and begun to experience the new raid content, I would have to agree with them.
I see a lot of people confusing casual players with bad players. Those two terms does not in any way go hand in hand. What Blizzard has been trying to accomplish is to make raiding more casual friendly, making it less time consuming to be viable for raiding.Now, the difficulty of the raids might or might not be too easy. I can't give my opinion about that matter since I haven't gotten the chance to try it out myself yet. I don't want raids to be easy in any way, they should be difficult and bring the feeling of accomplishment. If not then the purpose of defeating a boss would feel trivial at best.I do not agree with the poster which said that 25-man raids should be more difficult than 10-man raids. The reason is that 10-man raids were created as an alternative for casual players who just didn't have time to gather a large amount of raiders to do 25-man content. As I said, casual players are not bad players, they simply don't have as much time to play. So why should 25-man raids be of greater difficulty when the reason blizzard made this decision is time required to raid?I agree with those who've said that these are the entry-raids and that they will therefore be easier than the later raids. While no one knows if this will be the case, it's what I regard as the most logical assumption. But as I said earlier, the current raids might or might not be too easy. I'll have to make my decision about that when the time comes for me to start raiding.About the matter of there being less encounters available at launch, I will have to take sides with those who say that it's a design decision made by blizzard to allow a more frequent implementation of raids through patches. Instead of waiting six months for a big raid instance, we will wait three months for a medium raid instance. The pros of that design is that people who have beat every raid available wont have to wait as long for the next one to get implemented.All in all I can't say I really agree with the proposed opinions in the article. I feel it's mostly good design decisions being made by Blizzard. So far, at least.
I would like to bring up a few points no one has, or I missed. (This is from a raiding perspective)Blizzard is now catering to people who come to raids and instances undergeared, unprepared, and no idea of what the strategy is. People who body pull bosses, don't remove debuffs, don't move out of posion clouds, acid pools, voids, fire, and basically just aren't paying attention to whats going on around them. "Ding70whenareweraidingcanIraidwithyouguyswhenstheraidcanIgonowI'm70" Might sound familiar to some of usThank you Blizzard for the Ignore list :)Raiding in WoW is work for your character. There is more to raiding that just showing up.It is not Blizzards fault that you can not pay attention to your surroundings, farm up mats, gear yourself, or know the boss strategy. Do some research, stop complaining to Blizzard, you are making the game less enjoyable for the rest of usAny raid leader in their right mind will not take you along if you perform poorly. Blizzard can't make people better players, so they nerf the content to pacify you.Ret Paladins were never broken and are obscenely overpowered now(yes I have one, yes it is overpowered), it is not Blizzards fault that your raid leader won't take you along, because you don't fit the requirements of the run. Things like you keep pulling aggro off the tank and wiping a raid........ you know, little things. If your a paly do the responsible thing and spec Tank or Heal. Stop complaining about dps, you have more important things you can do to help contribute to your fellow gamers/guildies.*If any blizz people on the development team read this, take note here.*Add more class quests/trainers focused on their instance/raid specific duties, and do less nerfingRemoving attunements was HUGE a mistake, they teach players how to get better along the way to the raid they want to go to, and point them in the direction of where to get gear drops to further help getting geared.By removing attunements you just opened the door to players who want to put in no effort and reap all the rewards.Every encounter is a learning curve for future encounters. This game has been teaching us since Day 1 that standing in fire, poison, voids, etc.. will get you killed, and I still see people just standing in this stuff dieing and they wonder why. /facepalmIn my opinion, they just turned on EZ mode, now the better players will have almost no trouble plowing through content with minimal difficulty. Which has its ups and downs. Sadly now all you need to do to get to Naxx is hit level 80, flying is optional. No in game helpers for the people who really need it, won't get it, and go anyway, or get turned away by raid leaders, because they are unprepared for the run and will complain more, nerfs soon to follow.Here is a great example, we had a lvl 71 Deathknight(in half blue, half green gear, no epics) tanking Anzjol-Nerub with minimal problems. He knew what he was doing and that made all the difference.(From a Business Perspective)At the end of the day, Blizzard is still a business.Here is some funny math$15 a month for a wow subscription X 11 million players = $165,000,000 divided by 30 days in a month $5,500,000 estimated a day in subscription feesYes there are 11 million people playing, not all of them are good at it. But they are paying Blizzard money, I'd make a game they could play too. That is a no brainer. Especially with the way the world economy is going.(From a gamer's perspective)