Author Topic: Threat Needs to Matter
Vault_News 
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Subject: Threat Needs to Matter

Ghostcrawler posted:
A tank?s job is to protect the group. A big part of that is controlling the enemy. A big part of controlling the enemy is staying alive. Tanks have a lot of tools to stay alive, and mastering those is a major component of learning to play a tank. On the other hand, some of these tools are on long cooldowns, and on some encounters they are intended for use at specific moments in the fight. Furthermore, staying alive isn?t the sole responsibility of the tank, because there will always be one or more healers present whose job it is to keep the tank alive. As such, staying alive can?t be the only thing tanks have to focus on.

So, let?s back up a moment to controlling the enemy. ?Control? includes things like positioning the boss, or doing specific things at specific times, such as swapping with an off tank. It also includes making sure the boss doesn?t attack anyone else. That?s where threat generation comes into play.

If threat generation is too easy then the entire risk of the encounter drops. Newsflash: we don?t actually want encounters to be easy. We want encounters to be fun, and for most players, that includes both rewards and risks.

We want tanks to care about the buttons they hit instead of just relying on auto-attacking to control their target. We don?t necessarily want very complicated tank DPS rotations, because as I mentioned above, tanks do have other things to keep track of. But we want their combat abilities to be engaging. Good tanks should be those who control, survive, and generate sufficient threat.

On the other hand, when threat is too hard to maintain, it can be exasperating. Tanks get understandably frustrated when the game is asking them to do something but not giving them the tools to do it. The non-tanks in the group also become frustrated, because they feel throttled. It?s one thing when overcoming the boss is challenging. It feels worse when you know that another player is standing in your way, keeping you from achieving your top performance.

We don?t usually want DPS classes to have to stop attacking in order to keep from generating too much threat. We do want players to pay attention. We don?t think it?s too much to ask for DPS and healers to wait a couple of GCDs for the tank to get the enemy under control -- we?re not asking for five stacks of Sunder Armor these days. What we really mean by proper threat management is knowing things like when it?s time to go all out, when it?s appropriate to use a threat-reducing cooldown, and most importantly, which is the right target to be attacking. I?m not trying to bash pugs here, but I am amazed at how often a nuker will pick a random target instead of the one being tanked, then blame the tank for not holding aggro (and then blame the healer when they die). In short, if threat is too easy, the game is boring. If threat is too difficult, the game is frustrating.

How then do you guys (and the developers!) know when threat is a problem? Here are some handy guidelines.

-- If a tank is trying to generate threat on a single target, and it runs off to kill a DPS class, that?s a problem.

-- If a tank is trying to generate area threat on a group, and the tanked things are running off to kill healers, that?s a problem.

-- If Vengeance falling off causes the tank to lose threat, that?s a problem.

These problems can have a couple of causes. It could be a problem we caused, meaning that even an expertly-played tank has low threat generation because our numbers are undertuned. Or it could be that only an expertly-played tank can generate threat because you?re asked to manage too many abilities. Or it could be that Vengeance is the only thing allowing you to generate enough threat because the size of the buff is masking low threat generation from your abilities. It could also be a problem you need to fix on your end: if someone is nuking or cleaving a random target on a group pull instead of assisting the tank, that?s not the tank?s fault.

Now, there are things we don?t like about threat as a mechanic. It?s fairly gamey as game mechanics go and we think there are probably better ways to communicate it to players. There are some mods that do a very credible job given the limited information we provide, but overall we?d like to present threat better since we?re asking you to take it seriously in the PvE game.


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Rill_of_WE 
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Subject: Threat Needs to Matter
Give the guy a blog they said...

 

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--Syrus-- 
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Subject: Threat Needs to Matter
Huh? We know all this.

If there was ever example of saying so many things with out saying anything at all, this would be it.

 

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GutterSludge 
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Subject: Threat Needs to Matter
--Syrus-- posted:
Huh? We know all this.

If there was ever example of saying so many things with out saying anything at all, this would be it.


QFT

 

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Subject: Threat Needs to Matter
Ghostcrawler posted:


"We want"

"We like"

"We don't like"


"We don't usually want..."



This moron really does think that there is a player/subscriber out there that cares what he/they think.

If WoW will ever have a downfall, it will be this idiot.

 

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--Syrus-- 
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Subject: Threat Needs to Matter
Could you imagine grouping with this guy?

 

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Cawlin 
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Subject: Threat Needs to Matter
Sometimes posts like this from GC are actually good because the discussion needs to be re-centered.

See, everything GC stated above is fairly common knowledge to anyone who has ever even half-heartedly researched their class for group play. Unfortunately, the percentage of people playing wow who have done that is on the order of 20% or less.

That said, in the continuum of forum discussion/argument on the topic, there are infinite tangents and faux arguments and poorly drawn comparisons (not just apples to oranges, but oranges to tangerines) which tend to sidetrack the discussion and pull it away from the heart of the matter. It happens here in almost any thread you could care to look at - sometimes intentionally, other times because people are poor communicators.

I suspect that this post is designed to be the one on which GC wants to build further discussion and restated some of the obvious in this post in order to re-focus the discussion and get tangential "noise" out of the mix - i.e. increasing the "signal to noise ratio".

 

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Elkabong08 
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Subject: Threat Needs to Matter
Cawlin posted:
Sometimes posts like this from GC are actually good because the discussion needs to be re-centered.

See, everything GC stated above is fairly common knowledge to anyone who has ever even half-heartedly researched their class for group play. Unfortunately, the percentage of people playing wow who have done that is on the order of 20% or less.



Ok, I'm getting scared now. My WoW experience up to now has been "sheltered". I was in a small, close knit guild and almost never grouped outside of guild. I skipped WotLK almost entirely, left the game for almost two years. In the mean time, my guild broke up and now it's just me and one or two other buddies still playing. Is it really that bad out there? Does the player base really not have a handle on the most rudimentary aspects of game play, as GC's (and Cawlin's) posts would indicate? Looks like I need to find a decent guild, post haste.

 

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Cawlin 
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Subject: Threat Needs to Matter
Elkabong08 posted:
Cawlin posted:
Sometimes posts like this from GC are actually good because the discussion needs to be re-centered.

See, everything GC stated above is fairly common knowledge to anyone who has ever even half-heartedly researched their class for group play. Unfortunately, the percentage of people playing wow who have done that is on the order of 20% or less.



Ok, I'm getting scared now. My WoW experience up to now has been "sheltered". I was in a small, close knit guild and almost never grouped outside of guild. I skipped WotLK almost entirely, left the game for almost two years. In the mean time, my guild broke up and now it's just me and one or two other buddies still playing. Is it really that bad out there? Does the player base really not have a handle on the most rudimentary aspects of game play, as GC's (and Cawlin's) posts would indicate? Looks like I need to find a decent guild, post haste.


It's not just my posts. Read some of the threads around here about heailng and you will see how many people around here are finding out how FEW people know how to play the game.

 

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Elkabong08 
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Subject: Threat Needs to Matter
Cawlin posted:
Elkabong08 posted:
Cawlin posted:
Sometimes posts like this from GC are actually good because the discussion needs to be re-centered.

See, everything GC stated above is fairly common knowledge to anyone who has ever even half-heartedly researched their class for group play. Unfortunately, the percentage of people playing wow who have done that is on the order of 20% or less.



Ok, I'm getting scared now. My WoW experience up to now has been "sheltered". I was in a small, close knit guild and almost never grouped outside of guild. I skipped WotLK almost entirely, left the game for almost two years. In the mean time, my guild broke up and now it's just me and one or two other buddies still playing. Is it really that bad out there? Does the player base really not have a handle on the most rudimentary aspects of game play, as GC's (and Cawlin's) posts would indicate? Looks like I need to find a decent guild, post haste.


It's not just my posts. Read some of the threads around here about heailng and you will see how many people around here are finding out how FEW people know how to play the game.


Yeah, I get that. Yours was just the most RECENT (as in the last 30 seconds, lol) that I had read. That's crazy, really. I don't pretend to be an uber leet raiding type, but gawd, how hard is it to install a friggin threat meter and push the "dump aggro button" when it gets too close to the top?

 

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-Mithan- 
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Subject: Threat Needs to Matter
I don't think threat is the issue.  To me, the issue is the difficulty and the "tricks" surrounding Trash.

For example, after the first boss in Grim Batol, the golems cast Quake.  Apparently you are supposed to jump to get out of it.  Well, miss your jump and the group usually wipes.

I could give more examples, but what is the point?


The point is, that once you DO get to a boss, you are so pissed off with previous deaths that after 2 or 3 shots, the group calls it quits and that is that. 


I like the harder boss fights, but the trash leading up to them need to be nerfed.

 

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Arunne 
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Subject: Threat Needs to Matter
I think what you're missing here since you didnt play Lich King is that the game went AOE crazy. Tanks could press 2 buttons, and control 10 mobs. Then the DPS in the group went balls to the wall on the DPS on every pull. Meanwhile the healer would occasionaly cast a heal here and there.

What GC is doing now is trying to train the people who only played/raided during WOTLK how to play the newer/better/harder wow that doesnt encourage massive AOE pulls and makes healers go OOM on trash pulls if you dont CC certain mobs.


Edit - These were directed at what Elkabong08 was saying/asking

 

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Elkabong08 
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Subject: Threat Needs to Matter
Arunne posted:
I think what you're missing here since you didnt play Lich King is that the game went AOE crazy. Tanks could press 2 buttons, and control 10 mobs. Then the DPS in the group went balls to the wall on the DPS on every pull. Meanwhile the healer would occasionaly cast a heal here and there.

What GC is doing now is trying to train the people who only played/raided during WOTLK how to play the newer/better/harder wow that doesnt encourage massive AOE pulls and makes healers go OOM on trash pulls if you dont CC certain mobs.


Yeah, I get that too....I did a couple of WotLK dungeons when I came back and it was like the whole group had ADHD. Still.....How many new subsribers did WotLK bring in? It sounds as if this issue is not limited to a handful of new subscibers over the last year or two, but includes a large segment of the player base. What about the other millions of players that played vanilla and BC? Did they all forget how to play their class over the last year or so, or was it always this way and I never realized it because I was so guild centric? Or did Blizzard just unintentionally teach almost everyone crappy gaming skills with their design in LK?

 

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Cawlin 
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Subject: Threat Needs to Matter
-Mithan- posted:
I don't think threat is the issue.  To me, the issue is the difficulty and the "tricks" surrounding Trash.

For example, after the first boss in Grim Batol, the golems cast Quake.  Apparently you are supposed to jump to get out of it.  Well, miss your jump and the group usually wipes.

I could give more examples, but what is the point?


The point is, that once you DO get to a boss, you are so pissed off with previous deaths that after 2 or 3 shots, the group calls it quits and that is that. 


I like the harder boss fights, but the trash leading up to them need to be nerfed. 



LMAO!

As an AQ40 hunter-playing veteran from vanilla in a guild where it was admitted widely that hunters were our trash martyrs, I will agree with you that "tricks" on trash suck donkey ****.

 

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slythetove 
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Subject: Threat Needs to Matter
Vault_News posted:
On the other hand, when threat is too hard to maintain, it can be exasperating. Tanks get understandably frustrated when the game is asking them to do something but not giving them the tools to do it. The non-tanks in the group also become frustrated, because they feel throttled. It?s one thing when overcoming the boss is challenging. It feels worse when you know that another player is standing in your way, keeping you from achieving your top performance.


Replace "threat" with "healing" and "Tank/s" with "healer" and you see exactly the situation they created with healing.

So, they care about tanks not being throttled by their group or exasperated, and want them to have tools to do their job, but healers can suck it.

I never really listened to the hatewagon for this guy before, but I'm starting to.

--Sly

 

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TinMan52 
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Subject: Threat Needs to Matter
Elkabong08 posted:
Arunne posted:
I think what you're missing here since you didnt play Lich King is that the game went AOE crazy. Tanks could press 2 buttons, and control 10 mobs. Then the DPS in the group went balls to the wall on the DPS on every pull. Meanwhile the healer would occasionaly cast a heal here and there.

What GC is doing now is trying to train the people who only played/raided during WOTLK how to play the newer/better/harder wow that doesnt encourage massive AOE pulls and makes healers go OOM on trash pulls if you dont CC certain mobs.


Yeah, I get that too....I did a couple of WotLK dungeons when I came back and it was like the whole group had ADHD. Still.....How many new subsribers did WotLK bring in? It sounds as if this issue is not limited to a handful of new subscibers over the last year or two, but includes a large segment of the player base. What about the other millions of players that played vanilla and BC? Did they all forget how to play their class over the last year or so, or was it always this way and I never realized it because I was so guild centric? Or did Blizzard just unintentionally teach almost everyone crappy gaming skills with their design in LK?


It's a combination of both the player base not understanding basic game mechanics and Blizzard teaching them to be lazy (adopting farmville game designs for example). The extent of the problem varies by patch, but it's been there since day 1. It's also really not even a WoW specific problem. The United States, in general, tunes to the lowest common denominator as a long term strategy in order to maintain a minimum level of productivity.

I'm also not sure why there's a ton of GC hate here or at least the perception of GC hate. I think that it's a good thing when GC communicates what he's thinking with the community. I'd rather more communication that some people disagree with rather than none at all. I also find that most of the negative responses are from people who either don't understand what he's saying or are too emotional to listen.

 

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Cawlin 
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Subject: Threat Needs to Matter
slythetove posted:
Vault_News posted:
On the other hand, when threat is too hard to maintain, it can be exasperating. Tanks get understandably frustrated when the game is asking them to do something but not giving them the tools to do it. The non-tanks in the group also become frustrated, because they feel throttled. It?s one thing when overcoming the boss is challenging. It feels worse when you know that another player is standing in your way, keeping you from achieving your top performance.


Replace "threat" with "healing" and "Tank/s" with "healer" and you see exactly the situation they created with healing.

So, they care about tanks not being throttled by their group or exasperated, and want them to have tools to do their job, but healers can suck it.

I never really listened to the hatewagon for this guy before, but I'm starting to.

--Sly


In the interest of fairness I will say that the tank has traditionally been the rate limiter for groups. Tanks have always had the most stringent gear requirements, the most critical rotation/skill choice decisions to make, etc. That persisted through Vanilla, BC, and the first 1/3rd or so of WOTLK.

Once people start to L2P, the pressure will be lessened for healers who have indeed had their fair share of it all along but not MORE than their fair share as tanks have had. When that pressure is reduced for healers, the pressure will again be on the tanks' shoulders.

That said, again, I do sympathize with the frustration of trying to get the troglodytes to actually at least meet "cretin" status.

 

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slythetove 
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Subject: Threat Needs to Matter
Cawlin posted:
In the interest of fairness I will say that the tank has traditionally been the rate limiter for groups. Tanks have always had the most stringent gear requirements, the most critical rotation/skill choice decisions to make, etc. That persisted through Vanilla, BC, and the first 1/3rd or so of WOTLK.

Once people start to L2P, the pressure will be lessened for healers who have indeed had their fair share of it all along but not MORE than their fair share as tanks have had. When that pressure is reduced for healers, the pressure will again be on the tanks' shoulders.

That said, again, I do sympathize with the frustration of trying to get the troglodytes to actually at least meet "cretin" status.


I've tanked with every class, and of course I agree that the tank has always been the one in charge of how the flow goes. Actually, that's part of the problem right now.

Tanks are not standing up for their healers in randoms. They aren't looking to see if they have mana, and they aren't telling the DPS to stop doing stupid crap and yelling at the healer for no reason. In fact, tanks are doing stupid crap and yelling at the healers too.

When I tank, my healer is my first concern. I will do everything possible including die to prevent their death.

When I heal, my tank is my first concern. I will do everything possible including die to prevent their death.

When I DPS doing damage and avoiding taking damage, and the survival of my healer are my concerns. I will do everything possible including die to prevent a healer death.

Currently, nobody gives a crap about healers because they think healers are at fault for letting the group die. Everyone wants to go go go, and since the healer is the one asking them to slow down it's all their fault. It's pathetic.

--Sly

 

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Cawlin 
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Subject: Threat Needs to Matter
slythetove posted:
Cawlin posted:
In the interest of fairness I will say that the tank has traditionally been the rate limiter for groups. Tanks have always had the most stringent gear requirements, the most critical rotation/skill choice decisions to make, etc. That persisted through Vanilla, BC, and the first 1/3rd or so of WOTLK.

Once people start to L2P, the pressure will be lessened for healers who have indeed had their fair share of it all along but not MORE than their fair share as tanks have had. When that pressure is reduced for healers, the pressure will again be on the tanks' shoulders.

That said, again, I do sympathize with the frustration of trying to get the troglodytes to actually at least meet "cretin" status.


I've tanked with every class, and of course I agree that the tank has always been the one in charge of how the flow goes. Actually, that's part of the problem right now.

Tanks are not standing up for their healers in randoms. They aren't looking to see if they have mana, and they aren't telling the DPS to stop doing stupid crap and yelling at the healer for no reason. In fact, tanks are doing stupid crap and yelling at the healers too.

When I tank, my healer is my first concern. I will do everything possible including die to prevent their death.

When I heal, my tank is my first concern. I will do everything possible including die to prevent their death.

When I DPS doing damage and avoiding taking damage, and the survival of my healer are my concerns. I will do everything possible including die to prevent a healer death.

Currently, nobody gives a crap about healers because they think healers are at fault for letting the group die. Everyone wants to go go go, and since the healer is the one asking them to slow down it's all their fault. It's pathetic.

--Sly


Well I hear you and without having experienced it myself, I believe you. All I'm trying to say is that you should just let them rot with their misconceptions until they L2P.

 

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Cryme 
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Subject: Threat Needs to Matter
Cawlin posted:
slythetove posted:
Cawlin posted:
In the interest of fairness I will say that the tank has traditionally been the rate limiter for groups. Tanks have always had the most stringent gear requirements, the most critical rotation/skill choice decisions to make, etc. That persisted through Vanilla, BC, and the first 1/3rd or so of WOTLK.

Once people start to L2P, the pressure will be lessened for healers who have indeed had their fair share of it all along but not MORE than their fair share as tanks have had. When that pressure is reduced for healers, the pressure will again be on the tanks' shoulders.

That said, again, I do sympathize with the frustration of trying to get the troglodytes to actually at least meet "cretin" status.


I've tanked with every class, and of course I agree that the tank has always been the one in charge of how the flow goes. Actually, that's part of the problem right now.

Tanks are not standing up for their healers in randoms. They aren't looking to see if they have mana, and they aren't telling the DPS to stop doing stupid crap and yelling at the healer for no reason. In fact, tanks are doing stupid crap and yelling at the healers too.

When I tank, my healer is my first concern. I will do everything possible including die to prevent their death.

When I heal, my tank is my first concern. I will do everything possible including die to prevent their death.

When I DPS doing damage and avoiding taking damage, and the survival of my healer are my concerns. I will do everything possible including die to prevent a healer death.

Currently, nobody gives a crap about healers because they think healers are at fault for letting the group die. Everyone wants to go go go, and since the healer is the one asking them to slow down it's all their fault. It's pathetic.

--Sly


Well I hear you and without having experienced it myself, I believe you. All I'm trying to say is that you should just let them rot with their misconceptions until they L2P.
But then you don't get to play, or at least play your healers in the meantime. That option sucks too, eh?

 

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slythetove 
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Subject: Threat Needs to Matter
Cawlin posted:

Well I hear you and without having experienced it myself, I believe you. All I'm trying to say is that you should just let them rot with their misconceptions until they L2P.


Yeah man, I am. happy

The few trolls on the board notwithstanding it has been very comforting to know I'm not alone by posting in a few of these threads.

Believe me, at first I assumed I was the problem and began trying everything (research, changing play styles, specs, enchants, reforges, gems, gear) to correct it. I still felt like "dear lord this is a punishment what have I done to offend thee?!" after most dungeon runs.

It was a relief to see that actually a very large portion of the healer community tells their story exactly as I've experienced it.

--Sly

 

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Subject: Threat Needs to Matter
Arunne posted:
I think what you're missing here since you didnt play Lich King is that the game went AOE crazy. Tanks could press 2 buttons, and control 10 mobs. Then the DPS in the group went balls to the wall on the DPS on every pull. Meanwhile the healer would occasionaly cast a heal here and there.

What GC is doing now is trying to train the people who only played/raided during WOTLK how to play the newer/better/harder wow that doesnt encourage massive AOE pulls and makes healers go OOM on trash pulls if you dont CC certain mobs.


Edit - These were directed at what Elkabong08 was saying/asking
I think there's a "but" in there. The "but" being, they left raw damage output mechanics mostly the same (obviously buffed for the new levels), buffed health pools, lowered avoidance, nerfed healing, added gimmicks to _everything_ and decided that an "interesting" boss fight is one where random AoE goes off every 3 seconds so people have to move constantly. Frankly, I don't see that as "newer/better/harder" as much as "we couldn't come up with anything truly interesting so we just made it chaotic enough that you can't eat a PBJ sammich while farming heroics anymore." Not what I'd call interesting or entertaining or anything else positive. Of course, I'm a casual that doesn't constantly whine about not having the latest tier gear or who I can't own3r1z3 in PVP, so don't fall into the trap of thinking I'm unhappy with my current progression. wink

 

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Sprawl-zero1eye- 
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Subject: Threat Needs to Matter
You can trivialize most of the heroic content by bringing two healers...

 

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-Peo- 
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Subject: Threat Needs to Matter
For months...possibly even a year, I have been saying how bad GC is, that in the future he will be a punchline.

The fun things about WoW are the things he hasn't touched (screwed up) yet. Everything he touches turns to shit.

 

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loztpassword 
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Subject: Threat Needs to Matter
*note* None of this applies to you if you play in a dedicated guild and only group with dedicated guildies. You most likely already are able to experience "teamwork". You most likely have no problems using CC in groups because you have DPS that know how to do it... along with tanks/healers/other DPS that will allow it and won't call him a "terribad" and /kick him because his DPS dips slightly when CCing. For you my friend, the "challenging" new dungeon mechanics are not that bad and easily overcome. Feel free to ignore.This guy (GC) is a babbling idiot.


The rest of you can read on----
-
What is amusing is that they (Blizz) are overcomplicating things as they try to fix the debacle that Lich King expansion created.

It's not just LK players that are woefully incapable of playing their class to it's fullest potential, particularly DPS classes who are by far the laziest and worst offenders. But it's also WoW players who've been around since Vanilla and/or BC.

Many of the players that were incompetent, and let's face it that is about 75% of the playerbase due to WoW not being a game that requires much competence to reach level cap, were able to reach new heights in LK due to the overly easy AE-fest mechanics Blizz PUSHED.

Couple that with the LFG dungeon-finder, and you created a recipe for complete dumbing down of group mechanics.

Now, they are trying to wind back the clock. It just won't work. There is a saying that once they've seen the city, you can't keep them down on the farm. That is what Blizz is dealing with now.

It's not "threat" that is the problem, GC. It's that you have far too many players that have become accustomed to EZ-play. And if you ever, EVER try to make the dungeons require thought again... if you EVER ask a DPS to do something besides spam the DPS button.... or ask a healer to intelligently decide which spells to use and on whom to use them... all you will get is death-threats and hatemail bro.

This will all go away when enough PuG players have top tier gear again, and can therefore ignore the "challenging" mechanics to once again AE-fest.

 

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kyrv 
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Subject: Threat Needs to Matter
GutterSludge posted:
--Syrus-- posted:
Huh? We know all this.

If there was ever example of saying so many things with out saying anything at all, this would be it.


QFT


I'm relieved it's not just me. I don't see a point to that, other than being able to read GC talk about his game and what he likes and how he is the puppet master. /yay

 

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Elkabong08 
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Subject: Threat Needs to Matter
loztpassword posted:
*note* None of this applies to you if you play in a dedicated guild and only group with dedicated guildies. You most likely already are able to experience "teamwork". You most likely have no problems using CC in groups because you have DPS that know how to do it... along with tanks/healers/other DPS that will allow it and won't call him a "terribad" and /kick him because his DPS dips slightly when CCing. For you my friend, the "challenging" new dungeon mechanics are not that bad and easily overcome. Feel free to ignore.This guy (GC) is a babbling idiot.


The rest of you can read on----
-
What is amusing is that they (Blizz) are overcomplicating things as they try to fix the debacle that Lich King expansion created.

It's not just LK players that are woefully incapable of playing their class to it's fullest potential, particularly DPS classes who are by far the laziest and worst offenders. But it's also WoW players who've been around since Vanilla and/or BC.



Many of the players that were incompetent, and let's face it that is about 75% of the playerbase due to WoW not being a game that requires much competence to reach level cap, were able to reach new heights in LK due to the overly easy AE-fest mechanics Blizz PUSHED.

Couple that with the LFG dungeon-finder, and you created a recipe for complete dumbing down of group mechanics.

Now, they are trying to wind back the clock. It just won't work. There is a saying that once they've seen the city, you can't keep them down on the farm. That is what Blizz is dealing with now.

It's not "threat" that is the problem, GC. It's that you have far too many players that have become accustomed to EZ-play. And if you ever, EVER try to make the dungeons require thought again... if you EVER ask a DPS to do something besides spam the DPS button.... or ask a healer to intelligently decide which spells to use and on whom to use them... all you will get is death-threats and hatemail bro.

This will all go away when enough PuG players have top tier gear again, and can therefore ignore the "challenging" mechanics to once again AE-fest.




I am seriously coming around to this point of view.

 

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Auenwing 
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Subject: Threat Needs to Matter
loztpassword, nice post.


What I'm hearing GC say is:

/footstomp

You stupid customers! If you would JUST shut up and play OUR game the way WE want you to, then I wouldn't be hearing doubt over the new changes!

/glare



Sorry, that was the kindest way I could say that.



 

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Cawlin 
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Subject: Threat Needs to Matter
I guess there is a fine line between when a company carries on with their "vision" and when they cater to their customer.

In this case, it's unclear to me how many of WoW's customers want the current game vs. how many want the WOTLK manifestation of the game.

The thing is, I'm pretty sure that nobody here is managing a huge company like Blizzard lol (which is not to say that I agree with everything or even most things that Blizzard does with this game - I don't agree with them quite often), and it's not as if they've [Blizzard] built a failing business here out of this game.

As for playing the game the way THEY want us to vs. the way WE want to, well that's always the very vocal minority's beef for any video game. We gamers are nothing if not willful whiners about having it "our way". It remains to be seen in my opinion how much of the game's population really does want things to change.

I believe in the past that GC's biggest issues were not with his ideas, but rather with listening to what he thought was the will of the players which resulted in his dramatic pendulum swinging game decisions based on the fickle will of whoever was the loudest group of tools on the Bliz forums that week. That blog entry written by an old AC dev or something, linked a few weeks back by Mythril I believe comes to mind as I type this.

 

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Auenwing 
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Goes back to "customer experience".

Anyone who worked in Silicon Valley in late 70's-early 80's has stories about Steve Jobs and what an incredibly arrogant arse he is. Even those that admire the man will tell you stories about how he walked into a conference room and fired a new manager because the guy dared to disagree with him. He didn't even bother doing it to his face. Just turned to the rest of the people around the table and said, "who is this guy? Get rid of him," and walked out. Even though the guy was right, he was gone. First day.

What you can't argue about is how dedicated Steve Jobs is to his customer experience. He is up until 3 AM going through blogs, combing through comments to understand how and why people are using his products.


It's very easy for a large (computer or software) company to lose sight of what their customers are doing and how they experience product changes thrown at them. (This is a much discussed and on-going issue at some Fortune 50 companies.)

It's very easy for some MMO devs to walk in arrogantly thinking they understand and then lose that vision over time.

Blizzard has a track record from day 1 (see: Tiogle NYT article) of trying to herd their players (even to the point of dissing them), in order to get them playing the way "they" think the customer should.

The problem with an MMO is, the devs create it. Yes, they own it. Initially.

The minute they put it into their customers hands for the first time, it becomes something else.

Does that mean the devs can't "seize" the game back, can't make the changes they want, can't implement their own vision in later expansions? Especially after they created an experience they had not intended?

Of course not.

How they do it determines whether they kill their own game or not. Slowly or immediately. I'm not saying Blizz has. We've seen Devs do this. Otherwise, most of us would not be playing here at the moment.

Balance. Understanding the customer. The customer's experience.

I'm not saying it's easy. It's always a moving target. I've been part of those companies that have tried (and still are...that's how they stay profitable.) I've been an advocate within those for the customer, reminding my own teams, and those managers above me, how important it is to keep the customer in mind. Because even though our product has our name on it, and we have a vision for how we want it, the minute the customer starts to use it in a way we could not forsee (guaranteed), their experience defines our success.

And gaming industry even more so (as we all know.)

And yes, totally listening to customers can be a huge recipe for disaster.

Talking down to them, however, is never helpful.




-Preaching to the choir

 

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Spookysheep 
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Subject: Threat Needs to Matter
Auenwing posted:
loztpassword, nice post.


What I'm hearing GC say is:

/footstomp

You stupid customers! If you would JUST shut up and play OUR game the way WE want you to, then I wouldn't be hearing doubt over the new changes!

/glare



Sorry, that was the kindest way I could say that.







It has been his attitude all along.

 

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Cryme 
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GutterSludge posted:
--Syrus-- posted:
Huh? We know all this.

If there was ever example of saying so many things with out saying anything at all, this would be it.


QFT
I kind of felt the same way when I read it...

 

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Auenwing 
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I didn't say I was hearing anything new. mischief

And yes, Cawlin, you are correct, part of the balance between Dev Vision and customer experience (or whining) is choosing which constituency of customers you listen to. We've seen what happens in WoW (specifically) when it caters to a small percent. You'll always end up frustrating somebody, that's a given. Goes back to how you handle it.

Be interesting to see where this all lands in about 6 months.

 

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