Maybe they were on the easier side, but I actually believe encounters like Shadowflame Amalgamation were perfectly tuned. Rashok was appropriately difficult too. In my opinion, the DPS requirements were easier than expected, but I think that was a better experience overall.
In my opinion, if Mythic Raids were cross-realm and cross-faction from the start, then PUGs should not be able to defeat non-endwing bosses. (using S3 as an example: Larodar, Nymue, Smolderon, Tindral, and Fyrakk should be out of reach.) But after a few resets of gear, it becomes more and more common to go deeper.
I donāt think Mythic should be balanced around the RWF guilds, at any point. Tindral and Fyrakk definitely were, and I do not want to see that again. (Even if it was an anomaly for this expansion, it should not become the norm.)
Iām not asking for proof to be difficultāIād just love to know if this is accurate (beyond people telling me itās accurate :D) because it would change my opinion possibly.
With the way extending works and the significant number of pulls/wipes the last few bosses take it feels like mythic isnāt really done for gear anyway. And itās only 6 item levels above heroic in this season, with 486 crafted and 489s easily obtainable from mythic+.
Are people really putting in 400 pulls on Tindral to get a 489 Suncaller instead of a 483 one?
And thatās all well and good. If folks wanna just goof around in the open world or solo content like the Mage Tower/Torghast and do what ever they please, then I think thatās completely fair.
The issue of course is when the āIām going to willfully refuse to improveā decide to engage in group content where their performance has a direct impact on other peopleās enjoyment of the game. The moment you cross the threshold into playing with other people, you have to acquiesce to norms and behaviors that are established by the community, because you are now actively taking part in the community.
I mean people like loot, not that atm itās very interesting to raid mythic for loot but yes Iād say to a certain point people are doing that. I kinda wish they scaled the 2 last bosses loot higher.
I 100% disagree. The mage tower has huge participation for cosmetic only rewards. Also go look at how many people killed Mythic Jaina during BFA. A majority of these kills were during the last patch after they added the skip, but so many people went and did a 2 patch old mythic raid for a chance at a cosmetic.
Then also, as the OP mentions, as a casual CE guild, once you get to the last 2 bosses you are already at 90-95% of your potential power for the tier. There are very few upgrades left in the raid, and even those are usually just a few ilvl bump over M+/Heroic.
What you fails to see that āimpact on other peopleās enjoyment of the gameā
is all about numbers, if there would be 100 million people who wanted to participate in loot pinata MS would delete mythic, heroic and normal raiding tomorrow.
Iām not really sure what youāre trying to argue for here. My argument is that in organized group content with pass/fail checks, individual performance/failure can cause the entire group to fail. This will certainly have a negative impact on how people feel about their time playing the game. No one likes feeling like they are wasting their time.
If you join a group, you have to acquiesce to their wants, which typically means victory. As such you need to do your part in contributing to that victory.
Iāve went back and forth on it but I really do think mythic raid difficulty needs to toned downā¦
Iāve been done with progging for awhile now just cause I canāt do the time sink anymore, there comes to a point where youāve sunk so many hours in without a kill that it just gets too exhausting.
Thereās a difference between trying and not. Sure, nobody owes it to anyone to try to get better, but nobody owes it to anyone to put up with people who donāt try. While LFR isnāt supposed to be a challenge, people who refuse to learn make it a challenge. Who wants to go into the easiest raid difficulty and wipe several times on the same boss because several people donāt want to even try to learn the fight?
Personally, Iām going to be so much more patient with people who admit they donāt know the mechanics and ask for explanations and clarifications than people who donāt know and act like the only mechanic is ādonāt stand in badā even when you explain the mechanics to them. Itās not a matter of needing to āgit gud,ā if you donāt want to learn raid fights, why be there? For a chance at veteran gear? Thereās plenty of open world things you can do to get veteran gear and you can even get veteran from vault doing heroics.
I find raiding fun, so I donāt mind going into LFR for a CTA from time to time, but itās hard to enjoy any form of group content when people are dragging their feet like they donāt want to be there. I donāt care too much for M+ but I still make sure I understand what is expected of me, what needs to be done, and do my best for the success of the group.
False. That boss wasnāt hard. The only actual difficult world bosses were in Vanilla (those dragons and the one in Silithus) and maybe whatās his face by BT. After BC, the world bosses werenāt really hard.
You can look to EverQuest as to why open world bosses cant be hard ā Just throw bodies at it until it dies. Oondasta was basically that (it was pretty cool pulling her to the graveyard and watching literally hundreds of corpses liter the ground).
Thatās the thing. Oondasta wasnāt that hard. It had some basic mechanics that required players to know what to do, and hit pretty hard early on.
And yet if you were there in the first days of his launch you know that the Isle of Giants was littered with corpses, because despite the world boss not really being that difficult, it was TOO DIFFICULT for the majority of the player base.
So my point in addressing the original post is that you cannot make ādifficultā world bosses because most players are fundamentally incapable of doing them.