The problems faced by raiders should not always come down to more Zugzug tho… No matter the form be it AE or healing or direct damage or cleave… That’s almost entirely all we do…
come together, split apart, etc, etc, etc… Its been the same for nearing 2 decades.
no matter how you look it over, almost every raid encounter is zugzug.
Some raids were better than others for that but not dungeons (dungeons in wow always end up being a trash fest). Many raids were too focused on single target or etc. It’s easy to say that it’s possible for raids, but really they often forget about it.
This is true, blizzard does occasionally try something different with encounter design but it has usually ended up unpopular. Nor does that in and of itself translate into being friendly for radically different classes.
I think their biggest problem is caving into crying of people who only zugzug… Legit they always cry when the answer to every encounter is not Zug harder.
You can see it in the way they play… Take for example how WCL presents its information, and how it determines a “score”.
That’s all you really need to observe to see the problem, its the same problems that have existed from the day DPS / HPS meters were invented.
No honest merit is given to proper dispels, avoiding damage, saving a friend from a aggro’d mob (usually off tanks do this) but CC’s, dispels, interrupts and Peels should be every bit as valuable as DPS and HPS, but they’re not looked at that way in the eyes of the community, even though those things are paramount in a ton of situations.
That’s stuff that’s already there that is just left on the table, that blizzard FAILS to address.
WoW post vanilla and even somewhat in Vanilla has other issues, I have always clearly stated that it has problems, but those problems were never addressed in later expansions…
As for the Vanilla classes, their problems come down to a few things.
2 classes are missing some “Core” abilities (shaman / paladin) and other classes need resource management / damage / healing adjustments as well as a couple of talents augments.
2 classes… not all of them, the rest are frankly just fine if the encounters were designed more agreeably, and the “Blizzard” had have built their own mechanism for tracking player participation and value.
The way it was implemented it more or less removed normal heroics in favor of heroic+ leaving a net zero benefit on available content and a huge middle finger to people who can’t get into heroic+'s.
It sounds like the DTK/Gundrak one might be fixed. The Web wraps sound like they’ll be the same so that’s still a skip. The UP/UK one actually is worse so that’s still a skip. The CoS sounds like it’ll pretty much be the same so meh.
HoL/HoS is essentially turned into a speed run, but those were not problematic. Same with the mirror images.
And none of them address the real issue which is that it still won’t be a viable catch up mechanic, they’ll still mostly just be run by over geared people for the daily and just running Ulduar will be better for actually gearing.,
Now this is an interesting idea. Keeps old raids active, instead of doing annoying 5 mans with undergeared people. (yes i understand they are for gearing up, but trying to jump into a heroic + at like 2k GS is just… oof.)
I may be in the minority, but I prefer to put time into a raid than heroics, but that’s just me.
i saw a screenshot recently that actually showed heroic and the 2 “titan rune” options as separate entities in the group finder which is nice and all. But by now the damage is done. What new players are there still coming up from lvl 1? They will eventually hit max lvl and then… have to deal with segregation on top of segregation. Only this time no amount of “just do pvp in your quest greens dying every 30 seconds” will be enough when h++ rolls around.