I think I understand now. So instead of simply believing your eyes when the sporebats put poison on the ground, your raid conducts a clinical trial to make sure that the deadly acid is in fact deadly acid and not snake oil from a charlatan. No wonder you think the fight is buggy!
“Well actually, how does anyone know what abilities Vashj is supposed to have, really?”
It is the job of the video game designer to do clinical trials, i.e. QA testing, refinement, iteration, and design. The clinical trials, or A/B tests, are tests of different implementations of the same design to see which one matches the intent.
You can’t just arbitrarily trust an implementation just because it was released. They could have released any implementation and you would use the same argument. If they released a version of Vashj that only a single guild in the world had beaten, you would use the same argument. Your argument presumes the infallibility of the thing that was released based on the virtue that it was released that way.
Well, actually, how does anyone know what abilities Nightbane is supposed to have, really? Or Muru? We have not specified how to determine “buggy” vs “hardest”.
Like I know it’s bait but… he tried to argue donkey kong wasn’t tested today. And that who knows what Vashj is supposed to do, anyways? It could be a bug.
I genuinely look forward to his next terrible, wrong argument.
You do not have to cheese it, its just easier to do so, there is no requirement for it, the ‘its so hard everyone has to cheese it!’ is a cope. Hardcore guilds are not having issues clearing 8/10, our 3rd raid is ranked like 5000 in the world and has been able to clear 10/10 the last 2 weeks in 1 night. There were a couple of hundred guilds able to kill vash / kt in the first 24 hours, no t5 gear & no thornlings…
…you’ve never played the many iterations of Donkey Kong games have you? The first one is the easiest with the least amount of overly punishing and difficult segments, and they only got harder from there as they added more and more optional/hidden/secret levels that were tougher and tougher.
There’s nothing wrong with that DK game, it is slick as can be and nothing feels cheap, you just have to get better and better to progress. That’s not a design problem, that’s a YOU problem.
PS - The mine cart sections are always the hardest, and are a staple of the series.
OP being bad
OP getting called out for being bad
OP doubling down
737 Max
OP getting proof thrown in his face
Op Tripling down
737 Max
Op complaining about platformers meant for 6 year olds
737 Max
They have given the playerbase the original version of the boss pre-nerf to test there metal as that is what the playerbase asked for, they can see now the majority of the playerbase attempting this boss have thus far been unable to beat it (I believe a 13% kill rate).
They have not nerfed the boss because the planned nerf comes in P3, where the boss will have the MCs removed and become far more accessible for the majority. In that time there is no need to pre-nerf-nerf the boss.
In retail terms the boss right now is on “Mythic”, you feel if it was brought down to a “heroic” level your guild could down it before P3 comes in and takes the boss difficulty from “mythic” to “normal” you want an inbetween difficulty so you can feel that your better than most but not clearly the best. Blizzards design intent is not meant to satiate that desire.
Either fix up your roster in terms of class/spec/player skill and adaptability OR wait for the P3 nerfs that are guaranteed to come, this is not a dig against you as 87% of the player base attempting this boss are in your position, every week that your guild goes 9/10 the likely hood you will down this boss increases through shear power and HP gain even after MCs still cause issues (hunters going from BL to full T5 gain about 4.5k hp thats 2 more ticks of the poison even if they never increase there reaction time, same with any healers in crafted P1 gear).
Consider the positive side that with continued gear upgrades AND more familiarity with the fight and reaction to the various situations that can arise with the MCs your guild is steadily closer and closer to securing the kill. my guild killed Vashj last night and i dont even want to post the coms for fear of your ear drums… struggle on, you will get it!
Point out a single place anywhere in this thread where I am prescribing something. Go on. Quote the exact point where I am asking for an inbetween difficulty.
You could stand on the tallest building in Shatt and scream into the sky on how you want Vashj nerfed to appease your grey and green parsing guild and no one is changing anything until phase 3.
Using thinly veiled oblique criticisms of the QA testing after a lengthy screed about how you and your raiders can’t understand the fight and can’t deal with its mechanics is still you asking for lowered difficulty. You’re whining, you’ve been told your whining is wrong, now you’re mad you’ve been called out.
No it is not. It is asking if the fight was QA tested.
The idea is that they used automated scripts to convert old data to be used by a new engine. I was asking if the fight was QA tested after this process was finished. I was not asking for nerfs, and in fact I think that the behavior of nerfing fights is detrimental to the design process because it removes the incentive for designers to do a good job.
…because you and your raid fail to comprehend the fight, its mechanics, and would rather believe the difficulty you’re encountering is due to bugs and unintended design flaws, rather than just your own inability.
“I’m just asking a question!” is sophist tripe. You’re overly belaboring a QA question because you personally want the fight to be less “buggy” in your own opinion. You’re asking for ease.
Before you post anything, ask yourself this question: “If the fight had been released 10% easier (your word) than it is today, would my response to questions on the forums be any different?”
If your answer is no, then your responses to questions are divorced from reality. You are falling into the same designer infallibility trap mentioned above. The design is infallible by virtue of the fact that the developer released it.
As mentioned a hundred times above, difficult is not the same as broken. You can have an easy fight that is broken, such as Nightbane, which can be cheesed with Kibbler’s bits. The fact that thornlings work on Vashj should be a red flag that the developers were not doing their job.