Some of us have always championed design being centered on any capable group being able to do all content without voice communication.
I am leaning towards that myself. WoD for me felt like the difficulty sweet spot barring a few trouble cases in hellfire.
There are always trade offs. If you reverted back to clearly visable and easy to read mechanics with a veteran playerbase im sure more people would finish ce earlier. I donât know if that is a bad thing mind you. Not all CE guilds but nost do a combination of sales, mount farms, and alts once ce is on farm and tend to be around most of the patch.
Though in DF I saw some play classic, sod, and remix as well. I donât think it would be a player loss is what I am getting at.
They do, but thatâs also because mythic progression is sufficiently engaging to justify playing the game in the first place. Drop the difficulty too much and the result isnât guilds clearing earlier, itâs guilds stopping because their players donât get from the game what they were paying for.
Aberrus was the easiest I want to see a mythic raid tier being.
I think that is fair outside of nelf though the mine boss was more tacky and gimmicky then enjoyable to me ( i was the dps who went off tank to do bombs).
Iâm actually dead serious, if you actually want a Fyrakk mount we are actively doing sales.
If this does go through, would your guild let Mahouneko play?
Jumping off the ledge doesnât deliver the same experience while the latter might wipe the group several times.
oh wait, non-awakened week is a thing, nvm itâs a joke haha.
Nah all buyers are instructed to jump off after tagging the boss.
Even on non-awakened weeks there are ways that players who donât know whatâs going on can wipe you.
If they refuse and cause wipes we just refund the gold and kick them from the raid.
That makes a lot of sense.
Me want consastency (Me canât spell).
Red = bad, green = good. Me know few colors.
Me confused when green bad and red good.
Aight. Gonna have to sell more tokens first. I very well may hit you up again. If itâs really 5 mil
Wanted to address this directly. This should be something no game designer ever does. Boss encounters are just interactive puzzles. They already offer, in most cases, a âtimerâ in the form of creature Power/Energy. When the bar fills up, thatâs when the super import thing happens.
Providing timers is too âgamifiedâ in the same way that certain âspell languageâ is too gamified. Recognizing hints in spell language is what makes solving the puzzle fun. And providing actual timers takes out a lot of the puzzle-solving for players.
Itâs a game first. Players use tools to make it easier.
(I will just say outright that this was purely an olive branch to the pro-addon crowd. If I had to make 0 concessions, weâd just have boss voice lines.)
The current difficulty of mythic raiding has no place in the MMO genre.
Stop trying to make WoW an esport, it wonât happen no matter how hard you try, Blizzard.
Thatâs what happens when DBM and WeakAuras is a pre-requisite for anything and everything. Why bother making unique mechanics that get smoked out the moment modders get their grubby fingers on it?
More power to private auras.
Timers are inevitable and if you donât let people use addons even at all theyâll use external tools for it or huds like people did in league of legends before they just baked in the jungle camps timers. (FF14 is even more funny because people actually went as far to use a program that reads the communication between the server and the game to have accurate timers and as far as telegraphs go that game went far and beyond)
Having better telegraphs wouldnât remove people want for timers. DBM is the top downloaded addon, at some point having the option to turn timers on if you wish I think would be better than letting that happen inevitably by a 3rd party.
You can think that doing fights where thereâs no timers would be a better solution but that actually restrict more your design space and those fights are generally way worse and less fun.
What little I have done, seems to me most everything is telegraphed, or at least can be memorized after a wipe or two.
Why shouldnât the top level of players also get interesting content? The other 99% of the game is for the rest of us.
Because they design the entire game for those 1%(and itâs not 1%, itâs like 100 people out of millions, aka ~0.00001%)
If you genuinely believe theyâre designing WQs, Storylines, LFR, trading post, these latest events, etc. for the 1% of top performers, I guess weâll have to agree to disagree.
I agree with this.
Though, I think MMOs really donât need timers. MOBAs, FPSâs, those are competitive, and their aim for timers is to be more casual-friendly.