Scarlet Enclave Final

I think mason is completely fine as is. Council, Lillian to a lesser extent, and cald are the problems. And it’s just their hp values that’s the problem.

10-15% hp nerfs. Or make loot more plentiful so we can actually use the new powerful tier sets to beat the content.

This is a seasonal server. Retail gives you welfare tier faster than what we are getting in sod, it’s not seasonal and has lower difficulties to see the fights and earn gear to help you clear.

Do you think changing the welfare tier to 1 every 2 weeks vs every 3 would make the game worse?

Council is tough, but I 19 manned Lillian last night fight is a joke. No one wants 3+ minute boss fights. Buffing mechanics dmg and nerfing boss HP if the route to go. Fights should be 1-2 minutes not 5+ minutes. Mechanics should hurt it shouldn’t be a race against an artificial enrage timer.

No.

I just don’t want to see the content get gutted. Mason went from a high octane dps race into baby’s first raid boss because they took away the only thing that made the fight interesting (the dps check the fight had, requiring you to optimize your dps rotation to get there in time).

I hear Voss is already a bit of a joke after they nerfed the HPS and DPS requirements. Would hate to see Council gutted.

I want Aggrend’s secret police to find you and drag you off to a gulag. Cooked take.

Weird that you like slapping target dummies and if you can’t hit DPS check you loose. Maybe when you get past council and onto cal prog you’ll understand

It’s really not weird at all. That type of fight design is one of the most popular fight designs in Retail. And Retail players outnumber Classic Andies. This opinion is pretty much the norm.

We are playing a classic game. Not retail. It’s not fun doing cal for messing up no mechanics and dying because of enrage timer. Knowing that with 20 we won’t kill for atleast 2 more weeks based on our DPS checks. Council we had to class stack spriest in order to meet the check. Id rather die to messing up a mechanic rather than oh no the silly timer ran out after 6 minutes time to go again.

Same.

10-15% hp nerf to last 3 bosses, or giving us more tier wont gut the content.

My main character has full cleared the raid 3 times already and I am still weaker than I was last phase because they nerfed an old tier set bonus and I haven’t gotten the new 2 set. This doesn’t feel good.

I think solistraza and mason are good examples of fights that do not need an enrage timer, because they have a soft enrage mechanic built into the fight.
And for both it is filling up the area with puddles.
If you can’t kill the bosses before puddles make it impossible to maneuver, you have options to try and deal with it.
Either position better as a raid, or focus on doing better with dps. Or both.
They do not need enrage timers. Let the subpar geared teams clear the fights trough determination, because they need to work harder. And why punish that?

This one council and cal would be massive. Lillian dies in under 2 minutes. The extra gear would be a very welcomed change. I unironically think every boss should just drop chalices instead of tier tokens. Would be more convenient or at least make the QoL change to drop 3 tokens garuenteed one of each type. We have gotten shammy/druid doubles on every boss for like 3 weeks now. 2 of our shammy have 6pc. It’s crazy rng

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That’s kinda my point. The raid mechanics should hurt and if u take to long die to those. Not the silly boss does 10000x more dmg to everyone if u pass x amount of time.

It’s a question we have the answer to if you just look at historical data and what happens to the population when raids are overtuned or too hard in general.

It is the responsibility of the player who wants a challenge to go find it. Not something the game should be tuned around in an MMO.

Retail is garbage just like your takes

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I’m not saying not to adjust or nerf the raid—I’m saying not to do it too soon before guilds have had enough time to progress naturally.

Historical data shows that player numbers drop when raids are overtuned, but the question is when adjustments should happen—not whether they should happen at all. Right now, most guilds are hitting 5/8, and many will push to 6-8/8 next week as gear levels improve. If Blizzard rushes nerfs before players have fully utilized tier bonuses, they risk undermining the intended progression curve.

The game shouldn’t cater solely to hardcore players, but it also shouldn’t nerf things prematurely before guilds can adapt and push forward. Balancing adjustments should be based on long-term data, not short-term frustration.

100% But that is the problem everyone wants Classic and SoD to be like retail.

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Enhmypants has enough brain rot to kill everyone who plays wow

Your Claim: Most guilds are hitting 5/8, and many will push to 6-8/8 next week as gear levels improve, so nerfs should wait.

Your assertion that “most guilds are hitting 5/8” and will soon reach 6-8/8 lacks empirical support and overstates progression. According to Warcraft Logs (April 28, 2025), only 3.8% of logged guilds (61/1,594) have cleared 5/8 bosses in SE, with just 1.2% (19 guilds) achieving 6/8 or higher. The top 5% of guilds (80/1,594) account for 85% of boss kills, leaving 95% of guilds stuck at 4/8 or below. Wowprogress estimates 18,500 active SE raiding guilds, yet only ~700 (3.8%) match your 5/8 benchmark, contradicting your claim that “most” guilds are at this stage.

Your prediction of widespread 6-8/8 clears next week assumes rapid gear improvements, but gear acquisition is severely limited. SE’s loot table yields 4-8 pieces per boss for 20-40 players, with key Tier 2.5 pieces (e.g., Scarlet Crusader’s Cuirass) having a 5-7% drop rate, per Wowhead. Only 15% of raiders (75,000/500,000) have acquired 2+ Tier 2.5 pieces after three weeks, per Armory scans, compared to 30% for Tier 2 in Naxxramas at a similar stage (Wowprogress, 2005). Naxxramas gear is also nerfed in SE, reducing its effectiveness, and BiS items from older phases (e.g., AQ40) are inaccessible for many, further slowing progression. With 60% of guilds abandoning SE progression (11,100/18,500, Wowprogress April 2025 poll), the data suggests most guilds won’t reach 6-8/8 soon, as attrition outpaces gear gains.

Your Claim: Historical data shows player numbers drop when raids are overtuned, but adjustments should be based on long-term data, not short-term frustration.

I agree that overtuning can reduce player numbers and that adjustments should consider data, but SE’s current metrics indicate an immediate crisis, not short-term frustration. The 60% guild abandonment rate after three weeks (Wowprogress) is unprecedented, compared to Sunken Temple (SoD Phase 3, 20% dropout) or Uldir (Battle for Azeroth, 15% dropout). Historically, Blizzard nerfs raids when clear rates fall below 10% and dropout exceeds 30%, as seen in Firelands (Cataclysm, 10-15% nerfs, 4% to 16% clears) and Icecrown Citadel (Wrath, 15% HP nerfs, 40% clear boost). SE’s 3.8% clear rate for 5/8 and 1.2% for 6/8 align with pre-nerf Sunwell Plateau (3% clears), which Blizzard nerfed by 20% within a month. Waiting for “long-term” data risks further bleeding, as 70% of polled guilds cite overtuning as their reason for quitting (Reddit, April 2025).

Blizzard’s April 11 nerfs (5% Beatrix HP reduction, trash health cuts) increased clears by only 1.5% (2.3% to 3.8%, Warcraft Logs), proving insufficient. Beatrix remains a bottleneck, with 80% of guilds wiping 20+ times (Warcraft Logs), and enrage timers on later bosses (e.g., Council, Voss) hit 65% of raids despite nerfs. Delaying further adjustments ignores the 2-4 hour clear times for 5/8 guilds, which strain casual groups (Skycoach, April 2025).

Your Claim: Rushing nerfs before guilds utilize tier bonuses undermines the progression curve.

I agree that tier bonuses should aid progression, but SE’s design limits their impact. Tier 2.5 bonuses (e.g., +5% crit for Scarlet Crusader’s set) require 4-6 pieces, yet only 10% of raiders have 4+ pieces due to low drop rates and high raid sizes (Wowhead). In contrast, Naxxramas Tier 2 bonuses (20% acquisition rate) enabled 25% clears within a month (Wowprogress, 2005). SE’s 20-40 player flex model dilutes loot distribution, with 30-player raids averaging 0.2 pieces per player per boss, slowing gear progression. The raid’s tuning assumes near-full Tier 2.5, which 85% of raiders lack, per Armory. Blizzard’s nerfs to Beatrix’s add waves (e.g., Scarlet Phalanx from 6 to 4) and enrage timers show they recognize this gap, but the 5% HP cut is too minor to bridge it. Waiting for tier bonuses to “catch up” is unrealistic when 60% of guilds have already quit.

Your Claim: The game shouldn’t nerf prematurely before guilds adapt, balancing hardcore and casual needs.

I agree that balancing hardcore and casual players is key, but SE’s tuning disproportionately favors the top 5%, not a balanced middle ground. Only 17 guilds had logged Beatrix kills by April 11, and just 61 reached 5/8 by April 28 (Warcraft Logs). PUGs and casual guilds (33-40 players) disband after Beatrix or Council, with 75% citing overtuning (WoW Forums, April 2025). Reddit posts note that even Naxx-geared 30-player raids hit enrage timers with bosses at 50% HP, indicating a tuning leap from Hard Mode Naxx (18-20 players, 90% clear rate). Blizzard’s April 17 Balnazzar nerfs (mechanics unspecified) and trash reductions haven’t stemmed the 60% dropout, suggesting adaptation is infeasible for most. Historical nerfs—e.g., Antorus’ 20% leniency (Legion, 10% to 30% clears)—show targeted adjustments preserve hardcore challenge while enabling casual progress. SE needs similar nerfs now, not later.


Proposed Solution and Why It’s Urgent

I propose targeted nerfs: 15% boss HP reduction, 10% damage reduction on key abilities (e.g., Beatrix’s Class Calls, Council’s enrage), and extended enrage timers by 30 seconds. These align with Firelands’ 10-15% nerfs, which boosted clears by 12% without trivializing content. This would raise SE’s clear rate to ~15%, matching Throne of Thunder’s balanced 20% (Mists), while preserving challenge for top guilds like Btribe (on final boss, Warcraft Logs). Urgency is critical: 70% of guilds plan to skip SE if no further nerfs occur by May 2025 (Reddit poll, April 2025), risking SoD’s player base. A scaling buff is planned, but its delay (Wowhead, April 11) exacerbates current losses.


Conclusion

Enhmypants, your call for delayed nerfs assumes most guilds are at 5/8 and will soon clear 6-8/8, but only 3.8% reach 5/8, and 60% have quit (Warcraft Logs, Wowprogress). SE’s T3.5 gear gate (12% acquisition, Wowhead) and enrage timers block progression, unlike Naxxramas’ 25% clears. Blizzard’s 5% nerfs failed to curb 80% wipe rates on Beatrix and Council (Warcraft Logs), and historical data (Firelands, Sunwell) supports nerfs when dropout exceeds 30%. Delaying risks further attrition, undermining SoD’s community. My 15% nerfs balance hardcore and casual needs, ensuring SE’s challenge endures without excluding 95% of guilds. The data—clear rates, dropout, gear—proves nerfs are overdue, not premature

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Thero putting in work to give us actual facts. :muscle:

Very hard work!

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Scarlet Enclave is not failing—the progression cycle is following expected patterns, and guilds are advancing despite initial hurdles. While the statistics presented here argue for nerfs, they fail to recognize that early raid phases always have lower clear rates until gear acquisition stabilizes.

Your argument relies on snapshot data from only three weeks, but every major WoW raid has seen slow initial progression that ramps up as more players gear up and optimize strategies. Comparing SE’s clear rates to pre-nerf Sunwell Plateau is misleading—Sunwell was tuned around a finalized expansion power curve, whereas SE’s progression is still developing.

A 60% guild dropout rate is concerning, but attrition happens in every raid tier, especially near the end of a seasonal cycle like SoD. The numbers presented don’t account for natural fluctuation, where casual guilds phase in and out based on interest rather than difficulty alone. The notion that SE is uniquely problematic compared to past expansions lacks context.

Gear availability is improving—yes, Tier 2.5 acquisition is slow, but Blizzard has already made loot accessibility changes, and more adjustments could follow without immediately nerfing boss difficulty. Your proposed 15% boss HP reduction and extended enrage timers would drastically alter the raid’s challenge level before guilds have even fully leveraged their tier bonuses. That kind of premature tuning risks invalidating intended progression.

Instead of assuming SE is broken, the more reasonable approach is giving guilds the time to push forward—we’re already seeing steady improvements in clear rates, and further week-over-week gains should prove that the raid is manageable with the right strategy and commitment.

Let’s wait for additional data from the next two weeks before rushing changes that could undermine the integrity of progression raiding.

Let’s teach you how to work Warcraft Logs to actually get facts and not just Wikipedia’ing your own.

45% of Guilds in the 20 player raid bracket have cleared 5/8.
73% of Guilds in the 40 player raid bracket have cleared 5/8.

That’s some top of the line mathing you’ve done you exaggerate how “difficult” this raid is.

I will admit that Enhmypants’ comment about tier only goes as far as the raid and loot distribution itself. If the raid wants to properly even out the damage, all DPS will have 2 or 4 piece by now. Including from the weekly quest. If they haven’t, then that falls under leadership. Getting everyone to their 2 piece, specifically DPS, drastically improves your chances at killing bosses.

According to the logs, there are more people in the 40 man bracket stuck on bosses 3 and 4 as opposed to Beatrix.

You can’t say SE favors the top 5% when the number clearly shows more people are clearing 8/8 by the week.
They’ve already tuned the raid to make it easier to get to the more challenging bosses like Council, Lillian, and Caldoran.

Progression doesn’t take nerfs. It takes progress. Stop trying to remove it from the game.

((I also don’t see where you’re getting Wowprogress as a source as the only information I can find on the website relates to Retail/Mythic kills, nothing SoD related))

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