Designing raids for top 1%

There’s three other difficulty levels.

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My issue is that the gap from heroic to mythic is too big

You can clear heroic week 2 with a decent guild, then spend months going for CE

It seems pretty lame that the pinnacle of WoW content is wiping a hundred times on a boss until your weakest link doesn’t mess it up, while being impossible to replace them because the player pool for mythic raiding is so incredibly small

On top of that, the raid isn’t designed in an efficient way so you spend half the time not fighting the bosses practically adding another day to your raid schedule just based on that making it feel like a part time job

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LFR and story mode exists. The entire OP is moot.

I’m not sure how other guilds do it but trash absolutely does not take that long, there are also other things that need sorting between fights such as loot and comps which tend to take up that time anyway.

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What do you think LFR/Normal/Heroic is for?

The devs have said in interviews that raid encounters are designed with Heroic in mind, whereupon they add mechanics for Mythic and remove mechanics in Normal and LFR.

That the additional mechanics added for Mythic are such that very few guilds can clear them without massive nerfs is a separate issue.

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it was nice for heroic and the 3 first Myth bosses and then on fourth boss raid leader asks to install this and that and a weakaura pack that comes with lua errors and then everything is jammed in the middle and i gotta spend an hour cleaning up the weakauras lol.

would be nice if it didnt end up in a weakaura fest.

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Imagine if raids started out pretty easy and then players had the option to ramp the difficulty up, culminating with the hardest level being a race to world first.

As someone who does difficult content he’s 100% correct. I can guarantee the OP and anyone else complaining about this don’t play at a level where they would be affected going into mythic that early

Ion also went on record in the most recent interview saying they design with liquid and echo in mind and he believes in trickle down game design. stop regurgitating this crap.

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Design with what the best players can do in mind, still design heroic first and work up. Both can be true. Raid comes out tuned for what the best players are capable of, gear, raid buff, and nerfs then widen that to encompass more and more of the raiding playerbase as time moves on.

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I’d have understood this comment back in 2008 when raids had only one difficulty mode, almost always required 25 people to do, and only a single digit % of the population was able to clear.

But it’s 2025. There are four difficulties, 2 of which can be anywhere from 10 to 30 players and one which automatically groups you with other people, and even a tourist mode for killing the final boss and seeing the last cutscene. Quite literally anyone who wants to see the inside of the raid is able to. So it no longer matters that mythic is being designed for the “1%”. It requires hardly any new art assets and a little bit of coding time to create.

I’d hazard a guess that players spend more time is spent in mythic raids than pet battles. Should we gut those too?

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Sim starting to question what all these people advocating for these changes think will happen.

Like do they think they will magically pug ce if the lockout or raid id or raid size changes or that it just magically becomes easier?

Never understood it.

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