Date Posted:1/1/00 12:05amSubject:
What Wrath players need to know to not suck at Cata!
--Syrus-- posted: A real good group can 4 man any 5 man dungeon. Exception players with decent gear can even 3 man. Fights take a lot longer but it can be done.
You can actually, as a tank (paladin and DK at least), solo most heroics except the 3 latest LK ones, and even some of those have apparently been soloed. I facerolled HoL not too long ago, out of boredom. A good indication of the difficulty of WotLK 5 man dungeon...
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SWTOR: 50 Jedi Shadow (Tank), 50 Sith Marauder (Annihilation).
LOTRO: Lifetime account, playing very casually.
WoW: Both accounts canceled for now.
GW2: Future Warrior.
Date Posted:1/1/00 12:05amSubject:
What Wrath players need to know to not suck at Cata!
Auenwing posted: Because in the end, that's their focus. 5-mans, I think, will always been seen as a stepping stone, now more than ever, because of how successful they were in LK.
Before I'm off to work, just wanted to throw out something - I appreciate the well thought out post =)
I think the original "dungeon 2" set is good evidence that, at least at some point, Bliz thought of 5-man content as end-game content for at least some of their playerbase. The dungeon 2 set was a rather complex series of quests involving lots of 5-man content that resulted in a very nice 8-piece set (half epic, half blue, if I remember correctly). I never heard of anyone who talked about it being required to get into raiding - most of the vanilla raids had already been chugging along for quite a while when it was implemented. It was entirely to appease people who just loved 5 mans or couldn't get into raiding.
There's no doubt, though, that Bliz would love for everyone to get into raiding. Raiding provides the social hook that keeps people playing for a long time, and the gear reward rate (combined with the limited number of runs per subscription month), is their end-game cash-cow for sure.
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Explorer / Soloer+Small groups / Some PvP
MMOin' since UO beta, still waiting for UO 2.0 done right
Date Posted:1/1/00 12:05amSubject:
What Wrath players need to know to not suck at Cata!
Well, I got Hand of Adal on my main, maybe another character or two as well back in BC before WOTLK came out.
I also killed C'Thun back in vanilla well before BC came out - well before the 2.0.1 patch was released in fact - we ran out of raid weeks to finish Naxx though because my guild didn't raid that many days per week back then.
Do I get a cookie?
There was only really one "unkillable" boss back in Vanilla - that was an optional boss in AQ40, Viscidous (sp?) and that boss was only really "unkillable" for Alliance - Horde could kill it relatively easily due to poison cleansing totems which were not available at that time to Alliance. For Alliance it was nearly (but not truly) unkillable, it just took an inordinate number of healers who could cleanse poison (paladins and druids) to do the encounter which called into question the ability of the reduced number of DPS players to DPS fast enough to get it done - basically you had to double the number of healers and have the best of the best DPS to complete the encounter. It was always messy and annoying and the handful of Ally guilds who killed it did so usually only once, just to say they did it.
Anyway, all that is nonsense and doesn't matter sh*t, and shouldn't have been part of this discussion to begin with.
The truth of the matter is that for a while the majority of the PuG experience will be exactly like the thread linked by Slythetove above. If PuGgers want to do 5-mans, they will likely start forming "PuGs" with other "PuGgers" on their servers who actually give a crap and then they will be doing "pre-made" 5-mans until such time as the true "PuGgers who are just hoping to get carried to sum moar purplz yo!" are able to be carried by the few PuGgers who get enough gear in their "Premade/semiPuGs".
The sad part is, it's not really hard actually to do PvE content (glitchy fights - and indeed C'Thun was initially TRULY unkillable but was patched to remove the glitch pretty quickly - and fights like Viscidous notwithstanding).
Here's what people have to learn to do to manage pretty much all WoW content as it is and as it will ever be:
Go read the OP of this thread and follow that
Yes it's that simple. Yes it will be that hard for a large percentage of the game's population.
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If ignorance were painful, half the posters here would be on morphine drips.
Everyone playing WoW knows everything about playing two classes: 1) their own and 2) Hunters
Date Posted:1/1/00 12:05amSubject:
What Wrath players need to know to not suck at Cata!
The_Korrigan posted:
--Syrus-- posted: A real good group can 4 man any 5 man dungeon. Exception players with decent gear can even 3 man. Fights take a lot longer but it can be done.
You can actually, as a tank (paladin and DK at least), solo most heroics except the 3 latest LK ones, and even some of those have apparently been soloed. I facerolled HoL not too long ago, out of boredom. A good indication of the difficulty of WotLK 5 man dungeon...
Yup. Solo, or 1 player 2-boxing can do almost all of them (except the 3 ICCs/ToC). A real good group can 4 man dungeons at level any where in WoW (been that way from vanilla.) And yes, you can 4-man HoR (whoopiedodah)
Gearcheck =/= difficulty.
It's a gearcheck.
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There are those who play tank classes, and those that tank.
The weapon is only as good as the person wielding it.
Free advice is often worth what you pay for it: nothing.
slythetove Title: Julie's Pool Boy Posts: 146 Registered: 2001-11-7 11:12:56
Date Posted:1/1/00 12:05amSubject:
What Wrath players need to know to not suck at Cata!
--Syrus-- posted: If you are such a good player, why are you playing with all these baddies? If you were trying to PuG 40 man raids in Vanilla no wonder you don't remember it with fondess. If you are a good player you should be able to get in a good raiding guild to complete the content.
Again if you are talking about 5 man's, you should still be able to complete the content even if there are a few bad players in your group.
You sound like a very anti social player, playing a very social game. If you want to play a game where you don't depend on anyone, stick to the solo content, or play a single player game. Or again, join a good guild. Bad players don't plauge me. I litterally ran more then 10 5 mans last night, all of the runs had a least one bad player. I went through a instance where I was both tanking and healing myself. Wasn't a great expirience, but we still got it done.
A real good group can 4 man any 5 man dungeon. Exception players with decent gear can even 3 man. Fights take a lot longer but it can be done.
For all the boasting you do about your individual skill it sounds to me like you don't enjoy a challenge. For me facerolling a dungeon is not fun. I've actually nodded off while healing some dungeons with my Shammy.
I'm just going to touch on these because the rest are just differing opinions and I enjoyed reading them for the perspective.
These are just off base, so I'll attempt to clarify.
Being a good player has nothing to with whether or not I want to be in a guild or a raiding guild. For the record I am the GM of a small guild of real life friends and a few in game friends.
I am a good player. I am the guy everyone comes to to ask the questions, and I'm the guy always asked when someone wants to be taught how to improve DPS, healing, tanking, or PvP. I'm the guy who builds peoples' specs and explains to them why they should spec or do X over Y. I've raided. I've led raids. I don't really like large raids. They burn me out rapidly but not because of the content.
I just don't like larger raids. I don't even like 25 man raids. I can about stomach 10 man raids. It's not because they are hard, but they are annoying to me. Annoying because as the number of people goes up - the distractions and AFKs tends to go up as well.
I don't need WoW for social fulfillment, and that is a key difference for some of us. I have a full social life with plenty of friends and loved ones. WoW is a video game for me.
*** PLEASE NOTE: This does not make me better or worse as a human than anyone else. It's just the truth for me. ***
I realize that lots of people like WoW because it's social and they like large raids / guild for the social aspect. There's nothing wrong with that. It's just not me.
As for challenge, I'd enjoy it just fine if I wasn't reliant on OTHERS to progress. I challenge myself in game by coming up with new and interesting things to do, attacking fights in a different way, CCing sometimes even when not needed, DPSing and healing simultaneously when I can, and playing many many classes (for the variety and challenge of being good at all of them), and teaching / helping others.
However, in this game gear = character development at level cap and meaningful gear progression requires groups. Since that is the case I would much rather have those groups be successful when grouped with the average PuG player.
Don't equate the fact that I would prefer to be able to log in for short periods of time and progress my character without long periods of standing around doing nothing with being afraid of challenge.
--Sly
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"a slap in the face" since 1975
85 Priest - 85 Hunter - 85 Mage - 83 Druid
81 Warlock - 80 Paladin - 80 DK
70 Rogue - 70 Warrior
Date Posted:1/1/00 12:05amSubject:
What Wrath players need to know to not suck at Cata!
Auenwing posted:
The_Korrigan posted:
--Syrus-- posted: A real good group can 4 man any 5 man dungeon. Exception players with decent gear can even 3 man. Fights take a lot longer but it can be done.
You can actually, as a tank (paladin and DK at least), solo most heroics except the 3 latest LK ones, and even some of those have apparently been soloed. I facerolled HoL not too long ago, out of boredom. A good indication of the difficulty of WotLK 5 man dungeon...
Yup. Solo, or 1 player 2-boxing can do almost all of them (except the 3 ICCs/ToC). A real good group can 4 man dungeons at level any where in WoW (been that way from vanilla.) And yes, you can 4-man HoR (whoopiedodah)
Gearcheck =/= difficulty.
It's a gearcheck.
It's a check of both.
I agree for the soloing part, it's mostly a gear check (and knowing how to spec/play your spec, of course). But for the other parts, "skilled" players (as in, players "attuned" with their characters, and playing together as a team) will clear the content when random chaotic players will wipe thinking it's impossible.
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SWTOR: 50 Jedi Shadow (Tank), 50 Sith Marauder (Annihilation).
LOTRO: Lifetime account, playing very casually.
WoW: Both accounts canceled for now.
GW2: Future Warrior.
Date Posted:1/1/00 12:05amSubject:
What Wrath players need to know to not suck at Cata!
Malachi256 posted:
Auenwing posted: Because in the end, that's their focus. 5-mans, I think, will always been seen as a stepping stone, now more than ever, because of how successful they were in LK.
Before I'm off to work, just wanted to throw out something - I appreciate the well thought out post =)
I think the original "dungeon 2" set is good evidence that, at least at some point, Bliz thought of 5-man content as end-game content for at least some of their playerbase. The dungeon 2 set was a rather complex series of quests involving lots of 5-man content that resulted in a very nice 8-piece set (half epic, half blue, if I remember correctly). I never heard of anyone who talked about it being required to get into raiding - most of the vanilla raids had already been chugging along for quite a while when it was implemented. It was entirely to appease people who just loved 5 mans or couldn't get into raiding.
There's no doubt, though, that Bliz would love for everyone to get into raiding. Raiding provides the social hook that keeps people playing for a long time, and the gear reward rate (combined with the limited number of runs per subscription month), is their end-game cash-cow for sure.
Thanks for the post back, good discussion and Good Point regarding the gear set! I'd forgotten that.
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There are those who play tank classes, and those that tank.
The weapon is only as good as the person wielding it.
Free advice is often worth what you pay for it: nothing.
slythetove Title: Julie's Pool Boy Posts: 146 Registered: 2001-11-7 11:12:56
Date Posted:1/1/00 12:05amSubject:
What Wrath players need to know to not suck at Cata!
--Syrus-- posted: Bad players don't plauge me. I litterally ran more then 10 5 mans last night, all of the runs had a least one bad player. I went through a instance where I was both tanking and healing myself. Wasn't a great expirience, but we still got it done.
A real good group can 4 man any 5 man dungeon. Exception players with decent gear can even 3 man. Fights take a lot longer but it can be done.
I should have picked this out separately. It kind of makes my point even though you intended it to refute my point.
You admit that you had bad players in ever group. Yes, currently you can still finish the content. We agree so far. I 2 manned a boss in H HoR in a fight lasting over 15 minutes while 3 dead party members watched and cheered for us. It was fun.
My whole point is, I fear from what I have heard that in Cata that one bad player will cause you to be unable to complete the content. That's what worries me.
--Sly
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"a slap in the face" since 1975
85 Priest - 85 Hunter - 85 Mage - 83 Druid
81 Warlock - 80 Paladin - 80 DK
70 Rogue - 70 Warrior
slythetove Title: Julie's Pool Boy Posts: 146 Registered: 2001-11-7 11:12:56
Date Posted:1/1/00 12:05amSubject:
What Wrath players need to know to not suck at Cata!
Auenwing posted: I hear that. Except I'm not sure (now) what the original intent of 5-mans was supposed to be.
And I'm still not sure that Blizzard sees 5-man as a legit separate playstyle.
I think Blizz just sees them as a means to an end to get more players into raiding. (They'll LIKE raiding, if they would just TRY it!) I think the fact that there is a portion of the player base that prefers 5-man is incidental to Blizz's long-term goal. And those players are making it their endgame in spite of Blizz's intent.
(On the other hand, I've had less than 2 hours sleep, so I could totally be blowing smoke here. I'm willing to take my lumps if my thinking's not clear. )
I'm not sure that I can go back and definitively say that 5-mans were put into the game by intent to be an end-game for those that couldn't / wouldn't raid. I think Blizzard was probably surprised by the success of Dire Maul at a time when "Raid or Die" was Kaplan's agenda. I think they've always been seen as the progression-hook to raiding.
So in TBC, they put in more (which were definitely challenging walking in with greens/blues). Once again, demonstrating that the instances themselves were not particularly hard, it was the glass-wall created by lack of gear. Once properly geared, those instances were moderately easy, leading to the model of AoE-style fests we see in LK. Blizz found however, that a lot of the player base was not doing them (putting in the faction-key barrier was a great speed bump idea on paper, and not smart in the end.) However, they did provide a progression path to places like Kara, once again, it seems, with the thought of herding the playerbase into what they considered the only true end-game: raiding. 5-mans were the place players spent a long time grinding to get into, then grinding through for gear (speedbumps), before moving on the real target: Kara and beyond.
(Do note, however, that in TBC, Blizz got the 5-man and 10-man gearchecks "backwards". As originally released, some of the 5-man heroics required Kara gear which is what made them feel like endgame.) They corrected that progression in LK, by "oversteering" the other way.
So, realizing that players WOULD grind through 5-mans as a way to gear up, Blizz then swung the pendulum the other way in LK, making it incredibly easy to walk through the regulars as a leveling playground, and, as you said, turning the Heroics into a way to easily obtain gear to be able to progress toward 10-man raiding, and hopefully drawing more and more players in, sheparding them towards raiding. In LK, it became incredibly efficient for guilds to send players through to get their gear without having to run individuals through themselves. (Yay for DF). 5-mans were once again, a means to an end.
For all that I've said Blizz has been inclusive about the diversity of playstyle out here, it sure seems that they are still focused on getting more players into raiding. Only this time, instead of berating them (a la Kaplan in Vanilla), they may still be assuming that it is lack of proper gear, not incentive, that keeps players out of raiding. So they've consistently lowered the barriers to acquiring gear to the point that heroics have become an easy-regular-feel AoE-fun-run in LK.
The fact that the DF makes it eaiser and more players are actually enjoying them is probably, again, incidental. And yes, there are more ICC-10 and 25 PuGs which would only validate Blizz's perspective that everybody wants to raid. So they are providing more paths to get there easier.
So, yes, I hear you and your concerns. I love 5-mans as a playstyle as well.
BLizz has heard is that 5-mans are too easy now and are swinging the pendulum the other way, at least temporarily. And will probably, as many have cautioned, be adjusted down to allow more cattle, er players, through the gear-chute on the way to raiding.
Because in the end, that's their focus. 5-mans, I think, will always been seen as a stepping stone, now more than ever, because of how successful they were in LK.
Absolutely spot on Auen. Exactly.
--Sly
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"a slap in the face" since 1975
85 Priest - 85 Hunter - 85 Mage - 83 Druid
81 Warlock - 80 Paladin - 80 DK
70 Rogue - 70 Warrior
Date Posted:1/1/00 12:05amSubject:
What Wrath players need to know to not suck at Cata!
Because you understand paper and pencil RPGs Auenwing (AD&D at least if I recall), I will respond to your post with this analogy:
I believe that 5-mans were intended at least in part, to be like little stepping stones in the STORY too (not just the gearing and L2P progression). I believe this is like the way the old AD&D campaigns were designed to some extent with modules (individual adventures tuned for a certain number of players in a given level band) which then progress towards a story and "ultimate" confrontation type of climax e.g. Keep on the Borderlands - to Against the Giants series - to the Drow and Demonweb Pits series - culminating with battle against Lolth the Spider God.
Granted the analogy is not clean and there are divergences in the game but at least in my mind, I see the 5-mans as also telling the story at least partway. Not all 5-mans are part of the story, some are story arcs of their own, but I like them as part of the story anyway - yes they're gear providers now too, but I believe the original intention was to provide true content in terms of the story, not just in terms of "content to have something to do".
Meh, that's my "deep thought" for the day I guess lol.
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If ignorance were painful, half the posters here would be on morphine drips.
Everyone playing WoW knows everything about playing two classes: 1) their own and 2) Hunters