SE is a cool raid ruined by Aggrend's ego

“20 years of raid design experience” and it was launched with eye bleeding amounts of trash with sanc system amounts of health without a sanc system. It’s not tuned for 20, I don’t wanna hear your nonsense about progression over time compared to Naxx. Naxx literally timegated progression by inflating our stats one rank at a time. Not to mention you could ya know… Just do naxx on a different difficulty.

Our guild, I’d wager, is like the majority of guilds. Dudes that stayed onboard SoD to brewski and lootski with members with a range of skill levels from average to members that have pushed very high parses throughout different phases of sod. We have 2 raid groups and a large percentage of each group is just 2nd characters for people with a few that only raid one char. We limited naxx to 25 for smoother loot distro and the appropriate amount of work we wanted on an individual level to clear the content. We, like plenty of others I’ve seen via recruitment posts and rants (like this) are now starting to just throw bodies at the raid, disrupting not only loot distro, but raid dynamics and social aspects. Combine that with those that could have put up with getting a single piece of tier (or less) out of the raid after a month of raiding and morale is one foot in the grave. Depending on how guilds are handling loot you either have long time members losing an item to a revolving door of people, or you’re the orphan from a dying guild getting slapped with a probationary period on loot after a period of getting jack all to begin with.

Single difficulty was a mistake. To everyone arguing that SE tuning is fine, I don’t agree with you, but I do genuinely want you to have the version you want. There’s no argument to be made against difficulty levels that isn’t made with a clear intent of exclusion. “Get gud” is childish, and as a community we should be supportive of each other rather than combative over a difference of opinion. Difficulty levels is literally having your cake and eating it too.

In short, we’re getting there with prog, and fall off has been very limited, but it’s clear that morale is far lower than it was before so it’s only a matter of time before people just move on. I can really only speak for what I’ve personally seen and heard within my raid groups but I really doubt my experience is out of the ordinary.

With the fragment/chalice change I’d readily agree there is an appropriate amount of loot in the raid for 20 people, I just disagree that the raid is in an appropriate state for just 20.

Aggrend, I want you to know that I find you wholly out of touch with the majority of the classic community, and your ego is stepping in the way of creating a space for more people to enjoy. You’ve surely learned by now with SE feedback that people prefer the difficulty levels, despite the poor implementation of such on your first attempt in MC. Remedied in short order by BWL.

Whether you read my whole rant or not, thank you for your time. May all your hits be crits, and your rolls 100s.

Cheers, hope to catch y’all around in game.

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We don’t know how large his team is, we don’t know how many hours his team was allotted…

The raid is a bunch of recycled assets, it could have been a night/weekend project started by someone out of passion and management wanted to rush it… We talk about the sod team as if it’s all they are working on. They probably can only dedicate x hours a week to it.

My guess is hey we’re not given the hours/manpower to invite folks to test it. They were not given the hours to come up with hardmodes for it.

Its good to point out what you would like changed but I don’t know the man and I don’t know the size/time allotment of the team working on it…

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The worst part of this is that the Devs had this all figured out, we learned what worked and what didnt. They partially threw it out the window for naxx to have an illusion of progression that was timegated and then they completely threw it out the window with SE by having hardmode be the only mode with the worst loot we’ve seen yet.

Hard to have faith in these devs anymore.

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I disagree with this, but the rest of your post is fairly accurate. Single difficulty is much better, it’s just they didn’t match that single difficulty with the expectations of the rest of the game. Hard modes are obnoxious and also change expectations in unhealthy ways.

My biggest issue with SE isn’t the difficulty, the loot distribution, or anything of the kind. It’s the lack of optimization and superfluous nonsense in the raid and over use of spell effects. It’s absolutely miserable for performance on even good computers. There are problems with the difficulty and the loot distribution, but the fact they pushed out a raid that drops the average player’s FPS by sometimes a factor of 20. That’s insane. It makes it genuinely unenjoyable to play. Before anybody says anything, no, this isn’t due to addons, weakauras, or anything else. It’s due to the way the game engine works (or rather fails to work well with multithreading).

They could fix the performance of the raid and the outcomes for the players had they not over saturated the raid with spell effects and repeated mechanics.

This shouldn’t be made into our problem. They could have delayed things to tune them better. Nobody was demanding only 7 weeks of full powered Naxxramas.

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Man I got a tell ya, I didn’t realize the extent of some of that until I switched from healing in both raids to DPS in one when I retired my hpal. Throwing traps sometimes is just “click on that mass of lights and bodies and hope for the best” lol.

While we may have different opinions on different difficulty levels I also bet I wouldn’t be here saying any of this had your points been addressed as you present them. Would definitely still be an improvement.

Thanks for your input.

I was, i wanted naxx to be even shorter honestly, The Sanctified system was worse than heat levels in my biased opinion

Agreed, but I think the reality is just that sod is a not viewed with the same importance as the monetized projects… Its just the reality…

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I think one of the only aspects to why I disliked heat levels more was the aspect of removing phase bis items in exchange for more FR. Felt like a sort of early BFA reverse power creep scenario. Mostly alleviated by all the beefy FR enchants thrown at us after a couple weeks though.

Sanc definitely came with its own issues, especially those first couple lockouts with how critical 8pc sanc was compared to set bonuses.

Preach. Maybe in like 1-2 months after they are done tweaking Shockadin tier, this new raids Tier will be fixed along with the raid itself : /

… Christ I’m coping hard arnt I?

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We can agree on that. Low-key boils my blood when I see people say multiple difficulty modes aren’t Classic while whining to gut content. Feels like those players have the softest ego in existence and would rather people not play than acknowledge some players are better than them.

You can’t even talk to them, because they don’t actually care about the health of the game or other players. You just have to hope Aggrend closes his twitter dms.

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I disagree - when hard modes are done right, they provide guilds with steady progression from start to finish, but most importantly, the content is accessible for PUGs with a lower entry point and high ceiling.

That’s why most of us were pleased with how they did Naxx. You could progress HM4 with your guild and jump into a HM0/2 pug on your alts and get in and out in a couple hours.

When Hard Modes are implemented right, they don’t feel mandatory either. The devs did a great job with implementing exclusive cosmetics and mounts or even just one extra item per boss. The trophy items from the hardest difficulty feel special without gatekeeping the entire raid from PUGs and casual players.

I am constantly emphasizing the importance of a raid being PUG-friendly because without that, your server will feel lifeless and a lot of people who want to raid on alts or guild-less won’t have a reason to login.

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Single difficulties are not classic. I don’t want classic, I want sod…. I don’t want one button rotations and 40 man raids with gear not designed for my spec…

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:point_up_2:

I definitely feel ya.

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Hard modes are bad! Treating raid difficulty like a measure of individual player skill is a bad premise.

Most guilds classify as semi-hardcore, which usually means it’s 50% people that really care, and 50% people that don’t care as much.

Hard modes put those 2 groups at odds with each other, where they didn’t need to be previously.

And we have tested this. Guilds collapsed regularly in WoTLK, however TBC had a much more consistent player base. TBC proves that you can have engaging/difficult content that doesn’t immediately alienate more casual groups.

If, as a dev, you feel like you cannot create fun/engaging fights that appeal to casual and hardcore players alike…then hard modes/easy mode is your easiest way to offload the responsibility onto players who now need to self organize around specific difficulty desires.

Anyone who doesn’t see any issues with hard modes, is being ridiculous.

I think the data says different. Take the last part of wrath out when it was just out too long, WOTLK had as many if not more raiders than TBC…

I think you should raid with other like minded folks…

Maybe more folks went the GDKP route (don’t want debate gkdp here). There are other factors…

No, difficulty options are absolutely good design.

Does the data not show massive raider fall off in Ulduar and ICC. Raider populations are high during Naxx25, Ulduar week 1-4, TOGC remained steady, ICC 1-4. ICC fell off hard, then stabilized when the 30% buff was fully implemented.

You can “raid with like minded people”, but Classic has been plenty strong without needing this self organizing. A good player could perform in a relatively bad raid. This really stopped being the case in ulduar.

Edit: I think people that are committed to friend groups, which is common for many of us, don’t like the added layers of difficulty…because it means you either need to stop raiding with certain friends, or you need to wallow in lower difficulties. All because progression focused players don’t want to speed run/parse/speed kill. Adding difficulty has always existed, people just choose to not engage with it.

Also, I understand why players and developers pine for differing difficulty levels. I do not personally want them, but I understand a perspective that does. If you think there are no negatives associated with differing levels of difficulty, you are not being honest/rigorous in your thoughts.

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I don’t believe I was being dishonest, my post was simply already reaching tl:Dr territory. I agree it has its disadvantages but I believe, in the particular case of SoD expectations and SE specifically that the positives outweigh the negatives. This is of course subjective though.

The charts shows wrath having many, many more raiders overall… It was more volatile, but much more raiding activity overall in WOTLK in a week to week basis…

I think folks like a challenge, and giving multiple modes not only lets you have the challenging stuff, but also alt friendly easier content…

This is a great point, this is my guild to a Tee… We have some Allstars in my guild, I am not one of them,lol… I do see the argument here…

Can also say that there can be benefits to it as well?

Thank you for the discourse, we need more discussion like this IMO…

100% there are benefits. I probably concede that any future classic+ should have 2 modes to it, but I just wanted to try and verbalize some of the frustration of “the sweaty player in a casual raid”.

With COVID giving people so much time to play, a lot of people formed friend groups with people. Post Covid, some of those groups have people that can play dramatically less…but still some of your best friends.

Also appreciate the non-argumentative conversation!

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