Bliz going overboard on raid/dungeon mechanics

They aren’t though

1 Like

“I could have been in the marine but I would have punched my drill instructor in the face”

You’re wrong, and that’s okay.

Peace.

2 Likes

It’s tough but for a lot of people, they’ll never do it just because of what server they are on. A lot of people aren’t going to shell out more cash just to be able to play one aspect of the game.

Mythic raids are tough, but tougher still is getting 20 people consistently to do them.

3 Likes

I was wondering how long this silly post would take to crop up.

You gotta “earn” your pixels son. Back in my day, we had to raid without hands. Now all you kids want your mythic gear handed to you because you have a pulse.

Take a hike with that nonsense.

10 Likes

The first time I ran thru freehold I was rolling my eyes so far back in my head I thought Id need medical attention. The mechanics just feel infantile at this point.
I dont know how serious gaming adults can think this stuff is entertaining. Its more like being on a passenger flight during a windy storm. Just fly higher for god sake or take another route.
I like stuff to be relevant and make sense…not just having the floor do crap just to make me jump around and trying to pretend there is any element of challenge or entertainment to it.

4 Likes

LFR is there for you.

nevermind, you think LFR is too hard.

And then you guys get all bent out of shape when Ion said it was a skill issue. He was right.

6 Likes

I dont know if the players on my realm are just jokers or what…but remember that LFR thing we had to do for a dragon mount a while back? It was just too easy to do…but for whatever reason the clowns kept dying to the exact same hokey mechanic over and over and over. I finally hit screw it, no mount is worth watching this. lol. Never did get the mount over the irritation of players dying again and again to such a joke mechanic.

As far as raiding goes…PLAYERS ruined group content for me end of Legion.
The mechanix are juvenile, yeah, bad enough…but added to the player behavior and I had to get away from group content as much as possible to be able to enjoy the game.

1 Like

It’s just harder this time because the fights are tuned around double legendaries and full 4-piece tier.

Most of the fights in heroic aren’t complex at all, just out of control damage and healing on some bosses like Anduin.

Mythic… will probably be hell.

They should add a 15 affix dungeon instances that gives mythic level gear :sunglasses:

I have maintained for a number of years that Blizzard is over-engineering raids, and this raid I am making note of where Blizzard goes “one mechanic too much.”

So far, in the current raid:

  1. Vigilant Guardian. There are too many one-shot mechanics in Normal (friends and family) difficulty. The big cluster mechanic is fine, but the adds should have lower health, and the third shield mob should just die at the same time the second one does, leaving the group without a soak for the third one-shot mechanic. If the boss is spawned, that third one-shot should respawn, even at 100%.

  2. Desuegne. The line up mechanic just needs to go. There is no reason for it. We already have avoid floor damage from adds. Avoid floor damage from the frontal cone and avoid being one-shot by multiple halos. That’s sufficient for Normal difficulty. It’s also almost impossible to see which pillar is going to spawn the halo first. Blizzard’s “gotcha” design sensibility for mechanics tells has always been a failure. It does a disservice for visually impaired players. That whole pillar should change and make it really clear which pillar is going to fire a halo. And the halos should be going a tad slower in normal mode to give players who may not have fantastic systems or may have physical challenges (such as arthritis) time to move.

  3. Skrolex. I would say the “have the furthest player out, no matter how close they are, take extra stacks of damage” has no place in normal. If the goal is to keep players within a range, then just have there be damage if a player exceeds the range. That mechanic is fine in heroic, but there is enough damage going out, and the boss has a big enough health pool to keep friends and family raiders occupied.

  4. Artificer. I haven’t had a chance to see the fight after some of the nerfs, but the number of adds should be far lower in Normal raids, given it’s not just killing adds, but also add management.

  5. Flex scaling on Normal is hot garbage. Blizzard has completely forgotten that normal raids are intended for friends and family guilds (NOT LFR. LFR was always intended for players who cannot or will not join raid teams). Normal raids should start with a lower number of flex-proc whatnots and have wider size breaks. Having Normal just be heroic with slightly less boss health is just a garbage approach to designing a raid difficulty intended for the average player.

My theory is that Blizzard isn’t designing raids for human beings, but rather designing raids so that they retain their intended difficulty after the use of addons. The end result is that you end up needing addons to keep track of the colossal mess of mechanics, and in return, Blizzard makes the mechanics more complicated to make it harder for the add-on to help “simplify” the fight. The player has been completely forgotten, and as long as mythic raiders can handle the mechanics, Blizzard simply doesn’t care.

Blizzard either needs to just design raids and let the addons help raiders make the fights easier for them, or prevent the use of addons in raids. But they also need to understand there is an upper limit on what the human brain can process, and just throwing a haphazard array of mechanics, that fire off randomly and can cluster into “just bad luck” cascade wipes is just bad raid design. Gone are the eloquent control fights of General Vezax, or ICC’s Dreamwalker. Now all the fights are designed for players to just run around like they’re on fire and hope they can DPS the boss in the middle of an uncontrolled, and “unflavored” mess of mechanics being thrown at them as a monkey flings poo.

26 Likes

I totally agree. The level of mechanics nowadays is ridiculously over the top. I mean, sure we don’t want Molten Core type. But like the Cata/MOP style was fine. Yet there’s a small but incredibly vocal minority who keep screeching about things needing to be “Harder” because people are more experienced, or some crap, and the team has bought that garbage thinking that’s how they need to evolve.

12 Likes

:point_up_2: :point_up_2: :point_up_2: :point_up_2: :point_up_2: :point_up_2:
Oh…and :point_up_2: :point_up_2: :point_up_2: :point_up_2: :point_up_2:

7 Likes

Heroic Taza has instant wipe group coordination mechanics and maze puzzle escort quests and all the annoying nonsense from mythic that no one likes. They’re trying to shove worthless content down everyone’s throats.

7 Likes

…and we all know its those who are using addons to help them play the game lol.
They use the addons, the mechanics become pointless, so they scream for more mechanics.
If they cared about the GAME, they’d delete the addons, and blizzard would return to a point where the mechanics were relevant to the fight…to the boss…to the environment…actually made logical sense and didnt need to turn the run into a kiddie ride joke…and we could actually enjoy having fun with the game.

I am normally against ridding the game of addons, but anything thats related to this particular issue needs to go. Make players play the mechanics sans addons, then we’ll see if its as fun as they seem to think it is.

5 Likes

Yeah, it’s not like they can’t do interesting mechanics that don’t need the addon in the first place, they have the tools to telegraph it so you can react.

2 Likes

Nobody is “screaming for more mechanics”.

Nobody.

7 Likes

Then why do they keep doing it? SOmebody has to keep being like durr this is too easy it needs to be harder so we can feel better than everyone else

5 Likes

Who, the developers?

Yes. why do they keep thinking they have to add more and more and more crazy mechanics to fights?

3 Likes

Blizzard knows those numbers. All they need to do is look at how many people run instances, compare it to how many people have run then historically and look at where their subscription numbers are.