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10 Man Heroics and 25 Man Heroics ?
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Post by
Aldafool3345
Who else think that Blizzard should've done the entire Crusader (with the 10 man heroics stuff and 25 man heroics stuff) from the very beginning? like maybe it would've token guilds a lot more time for OS 3D instead of a simple zerg that can be done with a simple pug or guild. Like imagine if 10 Naxx had an heroic mode and patchwerk heroic strikes would actually 2 shot the off-tank requiring 3 healers instead of 2? Malygos Heroic where the boss does more damage and final phase must require no one dying to even finish off the boss before enrage. Or Sartharion 3 Drakes with the boss doing more damage? Same thing for Ulduar (yall get it). I do think someone else posted this idea but who else thinks they should've done this from the very beginning of wotlk ?
Post by
240639
This post was from a user who has deleted their account.
Post by
Porcell
I do think someone else posted this idea but who else thinks they should've done this from the very beginning of wotlk ?
I'm sure Blizzard would have loved to do it this way from the start of WotLK, if they knew then what they know now.
Tier7: They tried out 10 man and 25 man versions of the same raid (first time ever having this). They had "achievements" which were slightly harder versions of the normal encounters (new system). They also included Sartharion with different difficulties and stepped loot tables (never before done).
Tier8: 10 man and 25 man raids worked awesome, so they kept doing that. Everyone loved the achievements, so keeping those. The tiered Sartharion experiment was a huge success (if not SUPER difficult and a bit overtuned for 10 man) so they added new "Hard Mode" versions of bosses into their new Tier8 raid that dropped better gear than normal mode.
Tier9: 10 man and 25 man raids are still rocking. Achievements are still in and expanding. They learned some things from the Ulduar "Hard Modes," specifically that there were comments from players on how to improve them. Some groups didn't necessarily like having to choose on a boss by boss basis on whether to do a hardmode, or wasting a whole raid lockout working on a hardmode. So they decided to have 4 raid lockouts. This way a guild can go through a 10 or 25 man Normal mode, get the upgrades, have a fun and "easy" raid, then go into a separate Hardmode lockout to work on harder stuff if they so choose.
Since ToC Hardmodes aren't unlocked yet, we don't yet know exactly how this is going to pan out. Maybe, for some unforeseen reasons, Blizzard won't like how this 4-raid lockout plan works. Maybe we won't see it for Tier10 Icecrown. On the other hand, maybe everyone will love the 4-lockout system and it will persist.
As with anything, you learn from your previous experience. Just like all of original Vanilla quests that totally suck; I'm glad Blizzard is getting a chance to go back and "fix" things up to the new standards we are used to from the current expansions.
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