While the removal of the attunement is obviously a way to get more people to see their new raid zone, the Sunwell Plateau, all is not golden. Many, many, many raiding guilds and players who have already made the brutal trek through Vashj and Kael will be quite upset. On the other hand players who are not yet able to, but perhaps ready for, the first few bosses of MH and BT, will undoubtedly rejoice.
What are your opinions of this change? How do you think it will affect the raiding landscape?
The folks at WoWJutsu provide a great little competitive tool that ranks guilds according to the PvE raid content they've completed. The site is pretty popular, and a lot of guilds use it in their advertising over at the Guild Recruitment Forums. My guild has been known to pay pretty close attention to the number. I have to admit that about once a week I find myself checking our ranking against those of other guilds my friends are in.
This got me thinking... what good does basing your progress against other guilds do? Sure, there are the ultra competitive guilds like Death and Taxes and Nihilum. However they approach the game in a way that leads them to needing to care about how close the guild behind them is doing. For most of us, competing against other guilds is only going to lead to unforeseen frustrations. Most guilds have a boss or two that they get hung up on. Back in the days when BWL was hard, my guild spent a long time defeating Razorgore, and after he was gone the rest of the instance fell within a month. This kind of common hurdle in WoW is not reflected in WoWJutsu; all you get to know is that a guild is stuck on a boss, not that they're going to have amazing progress after it.
Kavis wonders if he's the only person who wants 40 man raids back. I'm sure he's not the only person, but I'd bet he's in the minority. Forty man raids may sound super fun in theory, but in practice they are pretty miserable-- it's hell to coordinate the schedules of 40 people on a regular basis, and then it's even worse to actually get them to line up on time and do what needs to be done. I don't know if Kavis ever actually ran Molten Core or BWL or Naxx, but while 40 man raids were fun while they lasted, 10 and 25 man raids are much, much easier on raidleaders and guildies alike.
As Bornakk says, the devs love 25 man raids too-- since 40 man raids could be carried by about 25 good players anyway, it makes things much easier for everyone, in terms of individual contributions.
Now, if Kavis is asking to return to the 40 man content, I'm completely down with that. BWL, AQ, and Naxx were fun to go through when you had a good group rolling (as rare as that was), and the content there shouldn't be abandoned (Naxx, we already know, is likely being repurposed in WotLK). But as for a return to the days of trying to get 40 people together for five hours on a Sunday evening? No thanks.
Have you ever wondered what the names and faces behind WoW do in their off time? In the recent interview 1up had with Shane Dabiri, Rob Pardo, Jeff Kaplan, and Tom Chilton, we get to find out a bit about that -- at least in regards to some of the games that they're playing right now. Two of them were really no surprise to me: Guitar Hero II and God of War. Those two have been all over the gaming media and are a lot of fun to play, so it makes total sense. The two titles that caught me off guard were several mentions of Viva Pinata and Rob saying that he plays the PopCap game, Peggle. They also covered some great background information from their gaming roots, to some ways they think WoW has changed the genre. Check it out!
Reader Rokhan of Earthen Ring (EU) sends in this shot taken while his guild was learning the Nefarian encounter in Blackwing Lair. In case you're curious, the Hunter should never find himself tanking. (Rokhan! Couldn't you find your Feign Death button?!)
Do you have a unique shot of Azeroth or Outland that you'd like to show off to the rest of the world? Tell us about it by e-mailing aroundazeroth@gmail.com! Or perhaps you'd just like to see more of your pics from Around Azeroth.
I've been speculating a lot on what Blizzard is going to do with the old instances, just because I'm always ready for a challenge, and currently, at level 70, the old raids don't offer a full group much of a challenge at all. But as some of our wise commenters have said, you don't have to wait for Blizzard to change the old instances to have fun with them-- just go in solo.
NSDragon on LJ asks what instances (Mara and up) can be soloed at 70. You don't have to wait until 70 to solo Mara-- I know folks who were soloing that one back at 60. Sunken Temple might have been tough at 60, but a well-geared 70 should be able to take that place down.
I know for a fact that a guildie of mine has repeatedly soloed BRD all the way to Emperor for farming, and a hunter in the guild was farming Stratholme for Righteous Orbs a while back. So I'd guess that most of the 5mans can be soloed pretty easily. Has anyone tried to beat UBRS solo? That seems much harder, but a duo seems pretty easy, and I'm sure a trio of the right classes would probably take down Drakk before he even knew what hit him. Someone on the LJ thread says MC has been 5manned, and I've heard that Ony has been three manned. Anyone know about BWL? Or Naxx? It's really hard to believe that Naxx doesn't still require at least 15-20 well-geared 70s, but I guess anything's possible. ZG and AQ20 are probably easy with ten 70s, but I could definitely see those getting 5manned as well as more people head into the new endgame.
When a five man group downs Kel'Thuzad, you know it'll be time for Blizzard to worry about the old instances. But until then, I guess unguilded 70s can just enjoy all the new solo content!
Without getting too much into the lore, you may recall Mount Hyjal as being a pretty pivotal place in the history of Azeroth. It was there that the Battle of Mount Hyjal was fought at the end of Warcraft III, and the destiny of the night elves was forever changed.
We've known for awhile now that the Burning Crusade will let us access some moments in Azeroth's past, including Hillsbrad, the Dark Portal, and Hyjal. What we weren't really aware of until now, is the apparent gargantuan effort it's going to take individuals to get ready for and attuned to the Battle of Mount Hyjal.
Blizzplanet has a rundown on what you'll need to do in order to be admitted to the Caverns of Time for this epic event. Keep in mind that there will be some spoilers in there, but I believe it's worth the read just to get a grip on what Blizzard has in mind for us to get ready.
This is not like getting attuned for Onyxia or BWL. In fact, this seems like it's a bigger deal than the AQ40 event was, on top of which every single person in your 25-man raid group has to have completed all the steps.
Personally, I think this is pretty cool. Instead of slugging through raid after raid, you get a big build-up to that raid. No more walking into a giant event without some idea of what lead up to it. I think this shows that the Blizzard developers are thinking about the world they're creating, and the lore behind it. This can only be good for the continued success of the game, and I'm sure it works as a nice timesink for the beancounters, too.
What do you think of lengthy prerequisites and jaunts around the world before being let in to a big raid event? Does this encourage you or discourage you from pursuing quest chains and following the lore?
Trystania of Eitrigg sends in this shot of her guild running back towards Blackwing Lair after their ninth wipe on the second boss, Vaelstrasz. Ah, yes, this screenshot brings back fond (???) memories of learning the Blackwing Lair encounters, including many evenings when defeating Vaelstrasz seemed like nothing but pure luck. I'm sure many of you can relate!
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After our rather lengthydiscussions the past couple of days about the viability of the current raid dungeons come the BC expansion, I thought you guys would be interested in this post from Tigole, that I discovered via Tobold (which he in turn snagged from Blue Tracker).
To sum it up...there will be no major changes to the current endgame raid dungeons whatsoever come the Burning Crusade release. No new loot tables, no adjusting of current loot, no new caps and no new timers. Nada. Tigole hopes some players will be able to experience them for the first time with the new level caps,and others will be happy that they will be spared their umpteenth MC run. However, he does mention the possibility exists in the future for the raid instances to be overhauled, but that is not on the agenda anytime soon.
In a sense, I am disappointed, but at the same time I would much rather have them working on the new BC content (and getting it into our hands ASAP) than spend time re-balancing C'Thun and redoing his loot table for a group of 70s or 65s or whatever. But he does leave the door open just a crack, so maybe those dungeons will be redone at a point when the new BC content starts to become old hat. Heck, maybe a patch eight months down the road will turn those raid dungeons into really awesome 25 mans, or maybe even 10 or 5 mans. That would certainly be interesting.
What do you guys think? Are you a little disappointed? Or could you care less about the old stuff?
Jayne from Mug'thol has an interesting thought over on the forums: he lodges a request to Blizzard to make the current endgame dungeons (BWL, AQ, and Naxx) scalable in the upcoming expansion. We already know a few of the new instances will be scalable-- when you take on the Hellfire Citadel level 60-62 wing at level 70, it'll be harder and have different rewards. So why not, says Jayne, make the current endgame instances scalable as well, so they just as much of a challenge to level 70 players in the expansion as they do to level 60s now. In one sense, Jayne has a good point. Especially in Naxx, an instance that has only been in the game for a relatively short time, scaling it to level 70 might give it a little longer shelf life. And since anyone who's 70 won't even get experience from level 60 mobs, there might not be much pull for players to go back and do the "old" instances.
But personally, I'd rather see the new content be for level 70s and let this current endgame become part of the middle game. Jayne says that having only a small percentage of players able to play this content would extend its life, but I disagree-- I can't wait to get into Naxx with my casual guild in level 65 gear and tear things up. And I'd be very surprised if there wasn't enough content in the expansion to keep players interested all the way until the next patch-- we're not just talking a new instance for level 70s, we're talking almost another half of the existing game. Leaving the current endgame at the level its at will just let more players experience all the hard work and lore the devs have put into it.
Of course, that does kind of invalidate all the hard work current endgame raiders have put into getting their way through Naxx. Thoughts?
"Because you're not hardcore unless you live hardcore"
I've always considered myself a casual player; although at times I may live and breathe WoW, it's not all there is to life, and if something better comes up in RL I'm happy to pause PvP or say no to raiding. While epics are nice, I tend not to measure my worth in purples, nor do I min/max my spec to flatter damage meters.
However, all this talk of Naxx recently led me to feel I was missing out. I'd been in the endgame a while, and although I knew some instances all too well, there were other parts of the level 60 experience that I had never seen. I'd never set foot into Blackwing Lair, never seen Onyxia up close, and certainly never had a point of DKP to my name.
So, when I was invited by a friend to apply for a spot in her raiding group, I did.
I
must say, in all my forum travels, this is one of the more educated
posts I have read in a long time. It is a well thought out piece of writing that goes over epics and their high
damage output.
The post goes in to detail as to why tier-2 epics are overpowered from a damage output
perspective and not enough damage absorption. The crazy part is when he compares a blue equipped mage versus a blue
equipped hunter, or the same pair wearing MC epics - the mage can crit for 38% and 42% of the hunter's life,
respectively. A BWL equipped mage can score a 71% crit on the hunter's hp. That is insane!
The poster also
goes on to mention various ideas to bring things back into balance, which I applaud him for! Nothing will get a problem
solved faster than having a solution attached to the complaint. While I think this isn't something we will see fixed
quickly, hopefully Blizzard will take notice before they release the expansion (one of the solutions).
I
also liked the idea of changing spell resistance to be more of a partial blockage of the damage (similar to AC and
melee damage) rather than an all or nothing deal.