Author Topic: Ghostcrawler Developer Blog: Raid Progress
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Subject: Ghostcrawler Developer Blog: Raid Progress
Ghostcrawler posted:
We addressed our views on dungeon difficulty several weeks ago, and in the interim many players have asked for us to comment on raid difficulty.

I chose to use the word "progress" in the title for this blog quite intentionally. We think progression is the key to players having fun. When groups stop making progress, the members get frustrated. When individuals feel like they are stuck, that?s when they start to lose interest. I don?t think it strictly has to do with the flow of loot being shut off. A big part of it is the sense that as you climb up that mountain, you are getting closer and closer to the summit instead of just sliding back down to base camp at the end of each day.

Let?s consider two extremes. If you complete the raid content very quickly and have Sinestra on farm and everyone has acquired their best in slot items, then you?re probably ready to take a break from raiding. If you worked really hard to get to that point, as many of the current ?finished? guilds did, then you?re probably pretty happy about resting until Firelands becomes available. However, if that break point happens too soon, too easily, for too many guilds, then the raiding game can feel empty. Players run out of content before they are ready to run out of content, if that makes sense. Now let?s consider the other extreme, where a guild just has no realistic chance of ever beating a boss. This can be particularly demoralizing if it?s the first boss, but it can happen at any time. That guild might not feel like they are making progress. Many guilds are willing to put in a few weeks trying to master a new encounter, but if it gets to the point where they are wiping for months, there?s a good chance they?ll start to see burnout and thinning ranks. The sweet spot in raid balance for us to hit is that everyone feels like they can still make progress. Content that is too hard or too easy doesn?t meet that goal.

Raid encounters, to some extent, nerf themselves. This is because every week, the raid members acquire more and more gear. Secondarily, the community acquires more and more knowledge and experience, which translates into better videos, strategy guides, or even UI mods, as well as just more players who have experienced the encounters firsthand. Each week that you are able to kill any bosses, your group?s gear improves overall, through Valor points if nothing else. When Firelands is available, everyone?s gear will quickly take a step up in quality. This will give you an even better chance to beat those bosses that are blocking you now. We wouldn?t be surprised to see some guilds try the first few Firelands bosses one night, while using the next night to go back to get the head and chests from Nef and Cho?gall in order to complete their set bonuses, that is until acquiring new set bonuses becomes feasible. On some bosses, though, better armor and weapons may not be enough because some mechanics just can?t easily be outgeared. To mitigate that problem, our tendency is to nerf content over time just to make sure a wide variety of players see it. The trailblazers get to see the fights before anyone else, but we don?t lock the dungeon door behind them.

Having said all of that, there are some encounters that still need adjustment. Heroic 10-player modes can often be the hardest to balance, because those groups just don?t have access to the sheer number of tools in one group that the larger raids have. You?ve probably seen some hotfixes go out recently and we might make more adjustments in 4.1. We?ll continue to monitor progress and make adjustments when we feel the time is right.

Overall, we are pretty happy with our current raid balance. Most guilds that are trying seem to be making some progress. On some realms, we?re seeing pickup groups for at least the earlier bosses, which seems appropriate for where we are in the content cycle. The Heroic versions are particularly challenging, though even in that case, there is a gradient with easier and very difficult bosses. For those of you who feel like you are stuck on progression, we?d like to hear more about why. Are you trying to PUG the encounters? Do you have a very casual guild with a lot of different players each night? Is the problem that you?re undergeared or that the mechanics are too unforgiving? What are the mechanics that are really hard for raid leadership to explain or even understand? Are your tanks exploding, or are your healers running out of mana, or are you failing the berserk timers? We have data on all of this, but it?s useful to hear it from your point of view as well. Remember, our goal is that you beat the fight because you understood the mechanics and executed your tanking, DPS, and healing around those constraints. If you?re just kind of powering through a boss ability or phase that you don?t really understand, then it?s going to be a lot harder for you. As always, feedback on which encounters you are enjoying and which ones you never want to see again is also appreciated, though we?ve gotten a lot of that already, and are designing your Firelands foes with that in mind.

P.S. I am as excited about the Firelands encounters as I am about the current ones. We can?t wait for you to wipe to them, er... see them.

Greg ?Ghostcrawler? Street is the lead systems designer of World of Warcraft. He wipes to the elevator boss.


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Quazimortal 
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Subject: Ghostcrawler Developer Blog: Raid Progress
Isn't it nice that they are putting all of this idiot's posts in a single spot so we never have to read his crap again?

 

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Subject: Ghostcrawler Developer Blog: Raid Progress
Quazimortal posted:
Isn't it nice that they are putting all of this idiot's posts in a single spot so we never have to read his crap again?


This

 

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Elaok 
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Subject: Ghostcrawler Developer Blog: Raid Progress
i honestly don't know why this post was made?

 

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Kriegprojekt 
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Subject: Ghostcrawler Developer Blog: Raid Progress
Elaok posted:
i honestly don't know why this post was made?



To show a more kind and gentle GC?


I have no idea.

 

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TorgasPrim 
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Subject: Ghostcrawler Developer Blog: Raid Progress
I wont be mean, I know what the devs go through.
But I have not even tried to get to heroic levels on my shammie. He is 85 but that is it. Waste of time since they are now useless and boring.
Alt-aholic now on other toons that seems to be able to be better utilized in dungeons and are fun to play.

 

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steveC91 
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Subject: Ghostcrawler Developer Blog: Raid Progress
The way I read it !

Dear customers that have left, please come back.
My job is on the line.

 

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Subject: Ghostcrawler Developer Blog: Raid Progress
steveC91 posted:
The way I read it !

Dear customers that have left, please come back.
My job is on the line.



If so, customers please stay away til he is fired.

 

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Arunne 
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Subject: Ghostcrawler Developer Blog: Raid Progress
Thank God he came here and explained raid progression for us. I have been confused for years on how that works.

 

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Subject: Ghostcrawler Developer Blog: Raid Progress
Arunne posted:
Thank God he came here and explained raid progression for us. I have been confused for years on how that works.


You actually read it? For shame! shame_on_you

 

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Subject: Ghostcrawler Developer Blog: Raid Progress
Quazimortal posted:
Arunne posted:
Thank God he came here and explained raid progression for us. I have been confused for years on how that works.


You actually read it? For shame! shame_on_you


I was desperately searching for something worthwhile other then raid more cause its fun.

 

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Subject: Ghostcrawler Developer Blog: Raid Progress
It isn't a bad blog for what it is. Not very insightful or anything, but nothing really false in it either.

 

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Taloquin 
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Subject: Ghostcrawler Developer Blog: Raid Progress
I dunno Sprawl, all I see when reading that is a lot of "Woohoo! Stupid mechanics to fudge people with high ping up and make them spend even more time on encounters! CHA-CHING!".

I'd pay good money for an MMO that actually played like an MMO and not a twitch based game. I can only take twitch games for so long, maybe an hour at a time, yet MMOs were traditionally games where it was more about knowledge and not about "zomg 200 ping? /gkick", all while having a significant amount of play time, more than an hour at a time definitely.

 

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The_Korrigan 
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Subject: Ghostcrawler Developer Blog: Raid Progress
Ping will always have an impact on an online game like this. I doubt a MMORPG that plays like chess, where everybody has to wait that the others have made their move before being able to continue (aka "turn based"), would have any success. If that's what you like, may I suggest playing online RTS games? But complaining about ping having impact on a MMORPG is like complaining a car needs some kind of energy source to work.

 

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LadyGodiva. 
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Subject: Ghostcrawler Developer Blog: Raid Progress
You can't really get away from ping/lag issues when playing an online game. That said, WoW does focus a lot on being fast and DPS than being inventive or dynamic.



The post is kinda interesting because it seems like they know that progression is way down from WotLK... and yet they ask why even though they say they already have the numbers. The questions seem patronizing - Why don't they simply ask 'tell us why you fail?'

They also seem to be unconcerned with the amount of people that completely dropped out of raiding or interest in it.

 

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Subject: Ghostcrawler Developer Blog: Raid Progress
They will never ask that question.

They would not like the answer.

The answer being: the Devs are the problem. They introduce clunky changes that either dumbs down every class or makes all the classes into a combination of autoattacking while waiting for a proc, 1 button wonders or priority based dps classes. Couple this with hot fixes every 3 days, completely redesigning existing mechanics and their refusal to listen to anyone but their own egos....the problem is the Dev team. Not to mention the fact that their QA department is atrocious and continues to make the same mistakes over and over (read, the QA supervisory dpet suffers from the same problem as the Dev team: ego).

 

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Subject: Ghostcrawler Developer Blog: Raid Progress
LadyGodiva. posted:
The post is kinda interesting because it seems like they know that progression is way down from WotLK... and yet they ask why even though they say they already have the numbers. The questions seem patronizing - Why don't they simply ask 'tell us why you fail?'

They also seem to be unconcerned with the amount of people that completely dropped out of raiding or interest in it.


WotLK's underlying design philosophy was "retention through inclusion". They designed a tiered difficulty system that allowed people to get involved in the endgame and storyline at a level that fit their level of skill and commitment. Everything about WotLK from quests that involved the LK to the dungeon finder, was designed to get people engaged.

In Cataclysm the underlying design philosophy seems to be "making WoW hard again". It seems like this expansion is the result of the egos of the developers and the "hardcore raiders" being too fragile to allow the unwashed masses to have access to content and purple pixels. It's like GC needs to prove to the word that he's talented by making content that "casuals" can't clear. The hardcore raiders are happy about it too since they get to think that having the best dressed dollies standing by the mailbox makes them superior again.

I don't think the new approach is good for business but it's good for all the insecure little boys that are making, and playing, this game.

 

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kuide 
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The game is tired and old,would you play it for free? I don't think I could,maybe arenas...Blehhh

 

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Subject: Ghostcrawler Developer Blog: Raid Progress
TruthyID posted:


I don't think the new approach is good for business but it's good for all the insecure little boys that are making, and playing, this game.



Perfect summary.

 

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Subject: Ghostcrawler Developer Blog: Raid Progress
LadyGodiva. posted:
They also seem to be unconcerned with the amount of people that completely dropped out of raiding or interest in it.


I don't think interest went anywhere, they just bumped the curve significantly. There is no entry level raiding in cata (except BH which isn't even really a raid, just like VoA never really was a real raid). Casual raiding went from being very accessible to utterly crushed in cata.

 

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Subject: Ghostcrawler Developer Blog: Raid Progress
Voqar posted:
I don't think interest went anywhere, they just bumped the curve significantly. There is no entry level raiding in cata (except BH which isn't even really a raid, just like VoA never really was a real raid). Casual raiding went from being very accessible to utterly crushed in cata.
The "Naxxramas" of cataclysm is Blackwing Descent.
Do you really think the first bosses in BWD are harder than the first in Naxx, in a casual group at the beginning of WotLK when everybody was wearing greens and quest blues? If yes, then you have bad memory, or you are well too used to faceroll the first few ICC normal bosses in full epics to remember...

 

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Azure-TheBlueOne 
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Subject: Ghostcrawler Developer Blog: Raid Progress
I'm so glad you're here to tell everyone how we're actually experiencing the game, Korrigan. I think you would fit right in with the current development team at Blizzard, maybe you should send them your resume?

 

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Subject: Ghostcrawler Developer Blog: Raid Progress
Azure-TheBlueOne posted:
I'm so glad you're here to tell everyone how we're actually experiencing the game, Korrigan. I think you would fit right in with the current development team at Blizzard, maybe you should send them your resume?
I only told the obvious... maybe you should remember how PUGs and "casuals" were doing in Naxxramas back then when they weren't facerolling it with overgeared characters.
Sure, Naxxramas is dead easy even with just Ulduar gear. But how was it with dungeon gear? Remember when half the scrubs in your PUG didn't know how to dance during Heigan's encounter? Remember when your tank in a mix of quest and dungeon gear got crushed by Patchwerk? It's EXACTLY the same here. Some people need to gear up, others will just never know how to dance.

As I said, people have short memories. Last thing most remember is facerolling ICC with overgeared chars, and not their beginnings in WotLK. And you have exactly the same people whining because raiding is "too hard" now than at WotLK release, before they got carried through content by geared up people.

 

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Subject: Ghostcrawler Developer Blog: Raid Progress
I remember the sentiments on this forum being quite a bit different when WoTLK was released and Naxx was the redone entry dungeon.

You realize, of course, that Cata has been out 4.5 months now?


Edit: I will add that, at the time WoTLK released, we were all talking about how Naxx had about 3% of the population who had experienced it. So Blizzard re set it up as the premier entry raiding dungeon, and it worked quite well for that. Most players were glad about actually getting to experience the content, and some raiders complained. I remember several groups of people on this forum breaking into it in the first few months WoTLK released, and the complaints about raiding on this forum were quite a bit lower ime. I think perhaps it's you who is misremembering things, as all through WoTLK, it was considered to be opening the game up to casual raiders by a majority of players.

This expansion, not so much.

 

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Subject: Ghostcrawler Developer Blog: Raid Progress
Azure-TheBlueOne posted:
I remember the sentiments on this forum being quite a bit different when WoTLK was released and Naxx was the redone entry dungeon.

You realize, of course, that Cata has been out 4.5 months now?
4.5 months into WotLK, you still had scrubs wiping in Utgarde Pinacle, Halls of Lightning or The Old Kingdom (and also Occulus, but I'm gonna keep that one appart). Just like now, you have scrubs wiping in the hardest heroics (deadmines, stonecore...). 4.5 months into WotLK you had people who cleared Naxxramas without breaking a sweat in 25 man while others were still wiping on the four horsemen, heigan or others.


Azure-TheBlueOne posted:
I will add that, at the time WoTLK released, we were all talking about how Naxx had about 3% of the population who had experienced it. So Blizzard re set it up as the premier entry raiding dungeon, and it worked quite well for that. Most players were glad about actually getting to experience the content, and some raiders complained. I remember several groups of people on this forum breaking into it in the first few months WoTLK released, and the complaints about raiding on this forum were quite a bit lower ime. I think perhaps it's you who is misremembering things, as all through WoTLK, it was considered to be opening the game up to casual raiders.

This expansion, not so much.
I don't see your point here, since all the dungeons are a totally new experience. So you say "naxx was nice because it was new to many", and the current dungeons, which are new to everybody, aren't? Make up your mind.

People complaining things are "too hard" always existed. That's not a reason to cater to them, or your game ends so dumbed down there's no challenge left at all.

 

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Subject: Ghostcrawler Developer Blog: Raid Progress
Azure-TheBlueOne posted:
I remember the sentiments on this forum being quite a bit different when WoTLK was released and Naxx was the redone entry dungeon.

You realize, of course, that Cata has been out 4.5 months now?


Edit: I will add that, at the time WoTLK released, we were all talking about how Naxx had about 3% of the population who had experienced it. So Blizzard re set it up as the premier entry raiding dungeon, and it worked quite well for that. Most players were glad about actually getting to experience the content, and some raiders complained. I remember several groups of people on this forum breaking into it in the first few months WoTLK released, and the complaints about raiding on this forum were quite a bit lower ime. I think perhaps it's you who is misremembering things, as all through WoTLK, it was considered to be opening the game up to casual raiders by a majority of players.

This expansion, not so much.

Yep being able to clear Naxx on my "casual family" guild was awesome and fun. Wiping repeatedly in today's dungeons is not fun. People can say we suck, and we probably do, but we are playing a game to have fun... what happened to the fun?!

 

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Subject: Ghostcrawler Developer Blog: Raid Progress
I would add that, the loudest detractors of WoTLK when it released were people like Boone at the time. Not casual raiders who were actually enjoying progression for once, and not people who were complaining about raiding still being too hard. Very different from Cataclysm.

 

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Subject: Ghostcrawler Developer Blog: Raid Progress
Sprawl-zero1eye- posted:
Yep being able to clear Naxx on my "casual family" guild was awesome and fun. Wiping repeatedly in today's dungeons is not fun. People can say we suck, and we probably do, but we are playing a game to have fun... what happened to the fun?!
And you can't clear BWD 10 man on your casual family guild?
Seriously?

I'm not talking about Temple of Trash... err BoT. But BWD. The place you enter, and you have two easy bosses, one left, one right.

 

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Damn how do you get your head through the door? You ego is overtaking the National Debt.

 

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-Peo- 
Title: Caveat Lector
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Subject: Ghostcrawler Developer Blog: Raid Progress
Azure-TheBlueOne posted:
I'm so glad you're here to tell everyone how we're actually experiencing the game, Korrigan. I think you would fit right in with the current development team at Blizzard, maybe you should send them your resume?


QFT.

Also, why bother responding, his ego won't let him back down.

 

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Quazimortal 
Title: The One and Only
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Subject: Ghostcrawler Developer Blog: Raid Progress
I hope he doesn't stop responding personally, it's fun watching the train wreck of Korrigan. The funniest part is he's not even trolling, he really believes the crap he posts.

 

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GutterSludge 
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Subject: Ghostcrawler Developer Blog: Raid Progress
Quazimortal posted:
I hope he doesn't stop responding personally, it's fun watching the train wreck of Korrigan. The funniest part is he's not even trolling, he really believes the crap he posts.



applause

 

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JBomberxx 
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Subject: Ghostcrawler Developer Blog: Raid Progress
I kind of agree with Korrigan to some extent.

Raids were just as hard at the beginning of wrath.
I don't think the problem is necessarily with the raid difficulty.
I think the problem is with the suck that is regular and heroic dungeons.

I personally think everything would have gone much smoother if,

1) More lvl 85 regular dungeons to do
2) All heroics and regular dungeons were shorter so people could actually queue and finish in under 2 hours.
(not an issue if you have people with gear doing them)
3) Better loot lists, so people would feel like that actually have a chance to get something useful from a run
4) Heroics with gradient difficult levels and matching gear requirements
in other words entry level heroics requiring a lower avg item level than current that are easier to do.

I think right now a lot of the problem is regulars are looong and boring, and heroics are a pain in the arse. If regulars and heroics were more viable/fun to do without requiring a huge chunk of time, I think more people would actually do them.

People want to get the hell out of regulars as quickly as possible, because the rewards are suck, there is no variety at 85, and they still take too long once you add in queue times. So people do whatever they can to make themselves eligible for heroics including wearing PvP gear or spec inappropriate gear.

People want to get the hell of heroics as quickly as possible, because the rewards vs. effort is suck, they take too long once you add in queue times, you have all these people from above improperly geared screwing things up... at which point everyone gets frustrated, name calling cursing vote kicking and rage quitting. So guess what? These people want to start raiding as soon as possible so they get the bare minimum gear(if they even bother) and now are in your pug raids screwing shit up.

I think if they fixed the problems with regulars and heroics, you would see somewhat less of a rush to get into raids and maybe more people actually gearing up properly.

Maybe it's just me... But heroics take too long for me to do on weekdays now(and it feels like I get very little for my time spent), and I would prefer to spend weekends raiding. In wrath I could easily do both, but now I'm stuck maybe running a couple fail heroics on weekends usually.






 

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The_Korrigan 
Title: Scrub Buster
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Subject: Ghostcrawler Developer Blog: Raid Progress
-Peo- posted:
Damn how do you get your head through the door? You ego is overtaking the National Debt.
To the opposite, I actually believe that if I can do it, everybody can, specially players posting here who are veteran MMO gamers. I agree Bastion of Trash... err Twilight can be more annoying, but Blackwing Descent is no harder than Naxxramas in WotLK. Specially not in 10 man. And it's a damned nicely designed instance, too.

JBomberxx posted:
Maybe it's just me... But heroics take too long for me to do on weekdays now(and it feels like I get very little for my time spent), and I would prefer to spend weekends raiding. In wrath I could easily do both, but now I'm stuck maybe running a couple fail heroics on weekends usually.
Well, in my own experience, heroics were hard at the beginning (as they should be... or they wouldn't be heroic). Remember wiping in Halls of Lightning, Occulus, Utgarde Pinacle? I do. Right now, even with a half PUG group, they have become way easier. People have geared up, and also learned how to manage those new dungeons. As I said, we ran Stonecore in approx. 30 minutes. I don't think HoL or UP were any shorter back then.

Could some be shorter? I think so. Notably Deadmines. Maybe Blizzard could work on them and remove some of the trash groups to make the runs faster and make people focus on bosses instead. Maybe Blizzard could monitor the time it takes the "average" PUG to run each heroic, and then remove some of the unneeded trash to make those which are "too long" shorter. While they are at it, they can also remove some unneeded trash in Bastion of Twilight... after the first couple of runs, it's no longer "hard", it's annoying and boring. If there's a problem with dungeons and raids in cataclyms, then it's the abundance of trash mobs. That's why BWD is so nice btw, there's only very little trash, so even casual family guilds can very quickly get to the bosses and do the "serious" stuff instead of wasting ages clearing trash. BWD was designed with the casual in mind, quick to action, no time wasting, and thankfully you can get 4/5 set gear (2 set bonuses) without ever entering BoT if you don't want to.

 

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