unlucky was enjoyable to watch more than only 1 week for world first
Reading the title, my initial thought was they meant it was a lesson learned not to make expansions an arms race against each other, where the big bad of the next expansion is always the biggest bad of the biggest bads that ever was bad.I hope DF plays out like they learned that lesson. Hopefully no "Multiverse of Madness" type stuff.
i disagree. sepulcher was the most fun raid to not only watch but playing itself.
I enjoyed the raid but it was overturned. They should have tested those last bosses, especially Rylagon.
he finally admitted that he made the raid for world first players. Ok, they chose to break over 300 guilds for the sake of world first. Almost 700 players outside the mythical raid. Nice
The insane difficulty of heroic raids in Shadowlands made me give up on raiding, and I'm sure I'm not the only one. I miss being able to reliably get AOTC in pugs like in BFA. It's time to start designing the game for the 99% again instead of 1% of the playerbase.
I remember when they said (in WoD-Imperator) they wouldn't ever design another 10+ min long raid fight. Blizz unlearns lessons as quickly as they ünlearn them
Let's just ignore what RWFs do. Your job is to make a fun game. It is their job to make a living out of it.
That's a surprising concession from Ion. Doubly so that he was willing to say it out loud.
Sad to hear I enjoyed the early weeks of heroic before they nerfed out the fun sure, the raid wipe mechanics were excessive, but the non-raid wipe mechanics were really fun and shouldn't have been removed like the pantheon dots and all the jailer knockback (even as a DK it wasn't that hard and made the fight feel intense). I have never had an issue pugging AOTC week 1, and while I will admit this raid was overturned (although the extra difficulty was fun), they fixed it by like week 3-4. Many people who complained about this raid forget how much of the player base quit, including ALOT of the better players, and it's taking a significant toll on pugging.
Hate this change and do not agree with it. I actually like the increased difficulty of Castle Nathria and Sepulcher. For once, since Tomb of Sargeras, I was able to progression on some really hard raids without it being Mythic difficulty. Add on top of that, it was quite more entertaining to watch the World First Race not last 1 week. I just wish there was some way to completely end the split raids without standardizing the ilvl to something like FFXIV.A shame and I'm disappointed that the difficulty of raids is going down.
I can’t really speak to this first hand as I quit last year but from all I have heard and seen Sepulcher was one of the worst ways to end the hands down worst ever expansion in WoW history. Honestly, the nicest thing I can say about SL is that I am glad it’s over and I am just going to pretend it never happened. Clearly they realized this too and moved on to the next expansion even sooner than they moved on to Legion when they realized WoD was a flop. Although comparing WoD to SL, for all its faults, is frankly doing WoD a great disservice. Let’s just hope Dragonflight turns out to be another Legion and not something… else.
Shadowlands tried the Cata route where the first 3 raids all where hard like firelands.I hope they dont do this ever again also pls dont do the opposite like the Emerald Nightmare Raid in Legion that was to easy.Most people dont want to hit their Head against Walls for weeks also not everyone plays the game like the 1% or has the Time to Raid 4+ days a Week.lets be honest if you have time you can clear every raid even as a mediocre mythic guild but this time many lost their interest thats why the raid Partizipation was so low(including that shadowlands sucked for some). I personaly cant wait to leave shadowlands behind me.
Tbh it was the best broadcasted progress I've ever seen. As viewers, we like to see "wall boss" such as Halondrus or Anduin and not only guilds rushing until last boss. I understand that it was actually too long for top players because 15 days of hardcore raiding isn't nothing for sure, though it was really enjoyable to watch.And as a player PoV, I liked a lot how big was the numbers difference between low ivl & 0 set part and high ilvl & 4P-bonus. The feeling that we actually need to get more gear to defeat the next boss was really nice, even in non-mythic difficulty.My only regret is how weak was the jailer loot table. Most of my mates didn't want to clear it again because it didn't drop any set item.
I think it would be good to get to a state in the future where it’s possible to make al levels of play happy. Ideally lower levels of play should help people learn mechanics for higher levels of play, not really the best place for suggestions but i think making raid finder (or whatever lowest equivalent) less of a stomp could help. Perhaps by bringing the total players down to a max of 10 or 14 or something? More players = more confusion and less reason to care about mechanics I know it’s hard for some older players to understand, but it’s healthy for the game for players especially newer ones to have a solid learning experience and LFR could be that if done better, much like similar systems work well for new players in FFXIV. Dungeons have evolved over the years into content very different from raids and thus don’t work as effective learning tools for raiding anymore
The raids this expansion were all harder than before, especially if your group size fell below 15 players. I liked the different types of fights for the most part. I thought most were pretty interesting. Just a few problems. First, was the widespread use of white on white on white or red on red on red. I get they wanted to color match the encounter theme, but sometimes it was really hard to see effects to avoid or soak because it was all the same shade. I hope to never (barely) see the faint white rectangle zappy effect ever again! The second problem was with all the unforgivable mechanics that weren't properly scaled down with raid size. It shouldn't be an automatic wipe if you lose one person, forcing the tank to get targeted with the effect on top of their other stuff. The other big problem was raid gear. The last tier's more difficult tuning forced people to run M+ to get gear in order to down more than just a few raid bosses to get gear that you didn't need once you were able to get it. When they added the M+ gear upgrade system and completely ignored raids, I was shocked. It was a bad time for those of us who enjoy the larger group content over the smaller. I didn't understand why they had a nice system for pvp and then M+ but not raiding. I look forward to seeing what changes they make to address these issues.