Author Topic: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
Nethaera posted:
As a part of our post mortem series on Cataclysm, we sat down with World of Warcraft Lead Encounter Designer Scott ?Daelo? Mercer to hear his thoughts on Cataclysm dungeons and raids.

Q. What were your main goals going into Cataclysm?

We really wanted to make sure we were creating new challenges, strong mechanics, and cool creatures while staying true to the expansion and the themes we wanted to carry out. The three raid dungeons came out well and we had a lot of fun bringing the story of Nefarian and the Twilight?s Hammer to life. We were also able to add some dynamic mechanics in Throne of the Four Winds, which featured players moving across multiple platforms.

Q. How did this evolve over the various content patches?

Zul?Gurub and Zul?Aman were entertaining raids with diverse mechanics, and they translated well when we converted them into Heroic dungeons for patch 4.1. Interesting mechanics and features that once were restricted to raids are now finding their way into our five-player dungeons.
Adding the Dungeon Journal in patch 4.2 was also a major step forward. We wanted to be able to share more information in the game so that players wouldn?t feel the need to go look everything up on external websites. While those sites are great at what they do, we felt like we needed to try to alleviate the need to go out of the game to find the information players wanted to see.
The addition of Raid Finder in patch 4.3 also opened up more opportunities for players to be able to experience our raid content. The feature has proven to be extremely popular, and not just with people who had given up on raiding. Many players use Raid Finder to gear up their secondary characters, gain Valor for the week, or just because it?s fun.


Q. What do you think worked best?

We?ve been reasonably successful with our tuning across all four raid difficulty modes. There were a few warts here and there, but we delivered on the idea that 10-player and 25-player raids could exist at a similar difficulty. We also had some memorable dungeons and cinematic moments in Cataclysm. I?m particularly fond of the interactive bombing run in Grim Batol involving the red drakes. Players really got a sense of the epic scale of Grim Batol, and how well they performed in the event could make clearing the rest of the dungeon much easier.


With our improved tools and the experience we?ve gained over the years, we?ve become better at finding ways to explain the mechanics of our encounters. Our bosses do a better job of warning players of incoming threats. In Dragon Soul we also began to better inform players of mechanics that caused them to die. Providing a better understanding of the encounters to players is an important goal. We feel that losing to a boss and not understanding why is frustrating, just as beating a boss and not understanding why you won is not as satisfying.


Q. What didn?t work out as planned or expected?

Initially, we started off the Heroic dungeons at too high of a difficulty. The difficulty level rather abruptly changed when compared to the Heroics players experienced at the end of Wrath of the Lich King. This major change caught many players off guard, and frustrated some of them. The difficulty also increased the effective amount of time required to complete a dungeon to a longer experience than we wanted. With the release of patch 4.3 we?re now in a much better place. We?ve always talked about being able to complete a dungeon over lunch, and the Hour of Twilight dungeons get us back to that goal. End Time, Well of Eternity, and Hour of Twilight all provide epic play experiences to our players, but at the real sweet spot of difficulty, complexity, and time commitment.


Q. Was there anything that surprised you about how players reacted to a particular encounter?

Not particularly. Something we?ve learned over the years is to expect the unexpected. The community is very creative and intelligent. The most important thing for us is that players are having fun. They often find interesting ways of approaching things that maybe we didn?t expect, but as long the creative solution is still fun for everyone, we usually don?t have a problem with it.


Q. What have you learned from Cataclysm and what are some of your top goals for Mists of Pandaria?

We learned we could create a crazy encounter like the Spine of Deathwing. It took a lot of hard work from the whole team and it was a difficult design challenge to tackle. How do you orchestrate a fight on the back of a gigantic flying dragon without inducing nausea? How do we make sure you feel like you?re on Deathwing? Delivering that experience was really important and everyone wanted the opportunity to work on it. What was really great was that we launched the story of Cataclysm with the cinematic that showed Deathwing having his elementium plates being put on, then we end the expansion with those very same plates being torn off. It gives some real closure to storyline.

For Mists of Pandaria, we will continue to provide new dungeons and raids while also presenting interesting new types of content in the form of challenge modes and scenarios. Players will also be introduced to new enemies in the Sha, Mogu, and Mantids. Making those creatures come to life will be a lot of fun.


Q. Do you have a favorite dungeon or encounter from Cataclysm?

There are so many. The Conclave of Wind was a great one. Working out interesting mechanics that allowed players to go from platform to platform was a lot of fun and the environment felt really epic. A fight like that was a goal of the encounter team for a very long time.
Blackwing Descent was another favorite and working out the mechanics for the Atramedes fight gave us a lot to think about. How do you create an encounter with a blind dragon that fights? So we gave him sonar and showed the interaction with a sound meter on the player?s UI.

In Bastion of Twilight, we really got to sell the corruption angle on Cho?gall which made for another really interesting fight.


Q. Is there a certain mechanic that you always wanted to do but couldn?t do prior to Cataclysm?

Not really. There are so many cool ideas to work with that I never feel held back. It?s easy to be creatively inspired by the people around you and their energy. It?s never a problem of coming up with ideas. It?s usually deciding which ones we want to go with next, but the possibilities are endless.


Q. Do you have a ?dream? dungeon or encounter that you?d like to create if you had the opportunity?

I?ve never felt that I haven?t been able to do the things I want to do. Everyone on the team is completely dedicated to giving us unlimited opportunities to make epic and awesome experiences. But, if I have to mention something, it would be huge giant death robots. We had Mimiron in Ulduar, but you just can?t have too many death robots.


Q. Thank you for your time, Scott.

You?re welcome.


Posted from WoW Vault

 

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Spookysheep 
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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
Q. What didn?t work out as planned or expected?

Initially, we started off the Heroic dungeons at too high of a difficulty. The difficulty level rather abruptly changed when compared to the Heroics players experienced at the end of Wrath of the Lich King. This major change caught many players off guard, and frustrated some of them.



Is this guy really so retarded as to understate the millions of lost subs as "some" of them?

Though the length of the new heroics certainly was not the only reason, it most definitely was the MAIN reason.

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
Well, technically, "many," "most," and "a few" are all subsets of "some." tongue

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
Spookysheep posted:
Q. What didn?t work out as planned or expected?

Initially, we started off the Heroic dungeons at too high of a difficulty. The difficulty level rather abruptly changed when compared to the Heroics players experienced at the end of Wrath of the Lich King. This major change caught many players off guard, and frustrated some of them.



Is this guy really so retarded as to understate the millions of lost subs as "some" of them?

Though the length of the new heroics certainly was not the only reason, it most definitely was the MAIN reason.


He knows the truth, he's just staying with the party line to keep his job.

 

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Taloquin 
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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
So, wait, I'm confused...

People still read blue posts expecting some sort of insight?

WTF?!?!?!

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
Taloquin posted:
So, wait, I'm confused...

People still read blue posts expecting some sort of insight?

WTF?!?!?!

Insight, no. Learning processes normally associated with a post-mortem, yes. Obviously, one is not expected, the other is even if only at a rudimentary level. But when taken in the context of rose-colored glasses, it's perfectly explainable.

 

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kyrv13 
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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
Spookysheep posted:
Q. What didn?t work out as planned or expected?

Initially, we started off the Heroic dungeons at too high of a difficulty. The difficulty level rather abruptly changed when compared to the Heroics players experienced at the end of Wrath of the Lich King. This major change caught many players off guard, and frustrated some of them.



Is this guy really so retarded as to understate the millions of lost subs as "some" of them?

Though the length of the new heroics certainly was not the only reason, it most definitely was the MAIN reason.


The follow up question should have been, why did you make them more abruptly more difficult, how was that going to be a good thing?

Assuming they don't just make random changes, WHY did they change it?

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
kyrv13 posted:
The follow up question should have been, why did you make them more abruptly more difficult, how was that going to be a good thing?

Assuming they don't just make random changes, WHY did they change it?

I'd like to hear their answer on it, too, though I suspect it would be an evasion and not a real answer. If I had to guess, I would guess that the difficulty was set high initially with the intention of doing something similar to the stacking "nerf" buff that they add to raid zones once the novelty has worn off. If that was the rationale, then it unfortunately got forgotten in the confusion, or someone thought that the design decision to make gear easier to obtain (whether or not it actually held to be true in reality) would balance itself once folks geared up again. If so, then I suspect they did not count on people renaming "difficult" to "tedious" and just electing to not do the content in anywhere near as great of numbers as WotLK.

You'd think the success of the "faceroll easy" LFR raids would have told them all they needed to know about difficulty levels and player enjoyment.

 

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Marzuk 
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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
kyrv13 posted:
The follow up question should have been, why did you make them more abruptly more difficult, how was that going to be a good thing?

Assuming they don't just make random changes, WHY did they change it?


The vocal minority complained constantly about the dumbing down of the game, how there was not enough challenge, how everything was faceroll, how people had far too many purples. and how welfare epics were ru. This was usually accompanied by a tail of how hard heroics were "back in the day" before WoW was "noobified".

Though I will say that it does not surprise me at all that people cried out for challenge, then hated it when they actually got it.

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
Marzuk posted:
kyrv13 posted:
The follow up question should have been, why did you make them more abruptly more difficult, how was that going to be a good thing?

Assuming they don't just make random changes, WHY did they change it?


The vocal minority complained constantly about the dumbing down of the game, how there was not enough challenge, how everything was faceroll, how people had far too many purples. and how welfare epics were ru. This was usually accompanied by a tail of how hard heroics were "back in the day" before WoW was "noobified".

Though I will say that it does not surprise me at all that people cried out for challenge, then hated it when they actually got it.


As someone who was around in the "old days" when wipes during dungeon runs were common, without everyone bailing on one wipe with atleast one reference to someone in the party being a "noob", I have to challenge your statement, atleast a little bit.

Back in the day, when you had a wipe, it was generally attributed to the mechanics of the encounter. There are (were) a fair number of encounters that, due to RNG, would wipe a group just because the healers of the raid got hit with the debuffs repeatedly. Would even apply to 5 mans (after nerfs), which includes a noob hunter trying to kite Drak in UBRS. It might have taken a few wipes back in the day with a noob hunter trying to kite Drak, but eventually they figured it out and finally either feigned, or died, in the right spot.

That was actually a challenge. Even if you outgeared the place, if people didn't know what they were doing there were going to be problems. For me this is where "challenge" differentiates from "item level".

Now don't get me wrong, I absolutely hate the "item level" requirements on dungeons now, just like Gearscore in LK. It's just that for stupid people, it's a far better measurement of other stupid people who got lucky in other instances as opposed to actual skill (when skill actually appied to WoW).

I guess for me the only way to apply an actual random heroic, or random raid, level "score" is to have an individual run a solo instance, and measure how far they got REGARDLESS of gear, then apply that to a statistical number that then applies to random dungeons/raids.

But of course this will never happen. This would require thought from the current "WoW Fanbase", as well as the developers. And obviously spending too much thought on something requires outrageous money because sitting on your ass staring at a computer screen is very taxing.

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
Did you really say "when skill actually applied to WoW?" If by skill you mean being passably able to respond to Simon Says minigames, then I agree.

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
Spookysheep posted:
Q. What didn?t work out as planned or expected?

Initially, we started off the Heroic dungeons at too high of a difficulty. The difficulty level rather abruptly changed when compared to the Heroics players experienced at the end of Wrath of the Lich King. This major change caught many players off guard, and frustrated some of them.



Is this guy really so retarded as to understate the millions of lost subs as "some" of them?

Though the length of the new heroics certainly was not the only reason, it most definitely was the MAIN reason.

That is what got me, though even if it had not, I would of only lasted 2 or 3 more months anyways.

When 90% of my PUG's ended up in failure, I just said screw it, cancelled and played some other games. Life is far too short for me to want to waste time wiping over and over because people need to learn the instances and gear up. Now, I know some of the losers that play WoW and complain about the "epic welfares" think that their virtual ep33n actually matters in validating their useless life, but I didn't care much about this.

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
Ugh_Lancelot posted:
Did you really say "when skill actually applied to WoW?" If by skill you mean being passably able to respond to Simon Says minigames, then I agree.

Skill matters. Dodging incoming fire, learning to control your character properly, moving your character around quickly while getting heals off, using the right skills at the right time, etc, etc, etc is SKILL and many people couldn't wrap their minds around it. Maybe you are good, but most people were not and needed to learn the mechanics in order to play better.

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
Lead Destroyer, more like it grin

yeah yeah bashing, sorry ^^.

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
I liked the harder heroics. Unfortunately most everyone I grouped with didn't, usually PuGs.
When I ran with a group of mostly friends or guildies we could usually roll through them without much trouble. Which was good. I like a little trouble, keeps me on my toes happy

Rather than just pulling 1+ groups or bosses and barely paying attention, still managing to defeat them without difficulty.

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
-Mithan- posted:
Ugh_Lancelot posted:
Did you really say "when skill actually applied to WoW?" If by skill you mean being passably able to respond to Simon Says minigames, then I agree.

Skill matters. Dodging incoming fire, learning to control your character properly, moving your character around quickly while getting heals off, using the right skills at the right time, etc, etc, etc is SKILL and many people couldn't wrap their minds around it. Maybe you are good, but most people were not and needed to learn the mechanics in order to play better.



Mithan, compared to ..lets say, Asheron's Call, WOW has never required any dextrous skill like you describe here.

Dodging incoming fire? PLEASE. 99.99999% of attacks cannot be dodged by moving your character in WOW. (the other 0.00001% are silly boss mechanics)

Control your character properly? Why would they when the above is in place? It's not like you get a bonus for being uphill of your opponent(just one example) like you did in AC..

Moving and getting heals off? Roll a druid. Cake.

Ugh's description was spot on. Yours is completely ridiculous.

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
I think you are letting your well known dislike of "scripted fights" color your judgement there, Gutter. You've made it abundantly clear numerous times on the board how little you think of raids or heroics, complaining how you get bored with scripted fights.

If these scripted fights were so face roll easy that you got bored with them, then everyone in the game would be decked out in the top tier gear. WoW, as with most any game that requires teamwork and for you to pay attention and react to events quickly, does require some degree of skill. Scoff at it all you like, it is what it is. You have to practice and learn the encounters to win.

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
Pantherr posted:
I think you are letting your well known dislike of "scripted fights" color your judgement there, Gutter. You've made it abundantly clear numerous times on the board how little you think of raids or heroics, complaining how you get bored with scripted fights.

If these scripted fights were so face roll easy that you got bored with them, then everyone in the game would be decked out in the top tier gear. WoW, as with most any game that requires teamwork and for you to pay attention and react to events quickly, does require some degree of skill. Scoff at it all you like, it is what it is. You have to practice and learn the encounters to win.



Teamwork is NOT skill.

To be in "top end gear" in WOW does not require skill. It requires 25 people that actually give a shit about being in top end gear, and that is it.

Make "top end gear" available from solo instances, and the number of people in "top end gear" explodes exponentially, which proves the point nicely.


Keep believing the lie you are telling yourself, and I will continue to keep laughing at your notion of "skill".



 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
To be technical Gutter, playing WoW does take skill. All you have to do is look at the definition of skill to see the truth in that. I think what you are really arguing is that WoW takes so little skill that any argument relating to it is pointless? Even Simon Says takes skill.

http://dictionary.reference.com/browse/skill?s=t

skill - the ability, coming from one's knowledge, practice, aptitude, etc., to do something well

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
The way I see it, if you have to practice at something in order to get better at it, it takes skill. And I strongly disagree with your statement that teamwork does not take skill. Being able to coordinate your actions with the actions of others to achieve a common goal does indeed take skill, whether it is a video game or a team sport. A well oiled team working together is a beautiful thing. happy

Guttersludge posted:

"To be in "top end gear" in WOW does not require skill. It requires 25 people that actually give a shit about being in top end gear, and that is it.

Make "top end gear" available from solo instances, and the number of people in "top end gear" explodes exponentially, which proves the point nicely."

I disagree with these statements. Put "25 people that actually give a shit about being in top end gear", throw them in a raid and they will fail. They would need to study the encounter and practice it a couple of times if they ever hoped to win.

As for your second comment about putting top end gear in solo dungeons, well duh! Of course if you put top end gear in solo dungeons, more people would have it. Solo dungeons are not as challenging and require a great deal less teamwork or skill to complete. Not sure where you were going with that horrible analogy.

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
Pantherr posted:
The way I see it, if you have to practice at something in order to get better at it, it takes skill. And I strongly disagree with your statement that teamwork does not take skill. Being able to coordinate your actions with the actions of others to achieve a common goal does indeed take skill, whether it is a video game or a team sport. A well oiled team working together is a beautiful thing. happy

Guttersludge posted:

"To be in "top end gear" in WOW does not require skill. It requires 25 people that actually give a shit about being in top end gear, and that is it.

Make "top end gear" available from solo instances, and the number of people in "top end gear" explodes exponentially, which proves the point nicely."

I disagree with these statements. Put "25 people that actually give a shit about being in top end gear", throw them in a raid and they will fail. They would need to study the encounter and practice it a couple of times if they ever hoped to win.

As for your second comment about putting top end gear in solo dungeons, well duh! Of course if you put top end gear in solo dungeons, more people would have it. Solo dungeons are not as challenging and require a great deal less teamwork or skill to complete. Not sure where you were going with that horrible analogy.



Teamwork "skill" required for WOW...
"Raid is at 8:00" (and 25 people actually show up)

Walah. Done deal. Massive skill required there!!
Teamwork is NOT skill, nor has it ever been, which is why they are two different words, with completely different meanings.

WOW is not, nor has it ever been, a skill based game. It is a grind/gear based game. You can attempt to debate this all you want, but the only person you are fooling is yourself.
If it WERE skill based, a brand new 85 would be able to defeat all content with very little gear upgrades.


Edit: This is why the Cata changes were met with millions of people leaving. The dungeons weren't really that HARD, in that they required any more SKILL than any other version...they just became much more TEDIOUS.

Tedium is NOT difficulty.

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
Guttersludge posted:
"Teamwork "skill" required for WOW...
"Raid is at 8:00" (and 25 people actually show up)

Walah. Done deal. Massive skill required there!!"


I'm not sure if you are just trolling or if you honestly believe that. If it were as simple as you claim, then every single player in WoW would have completed every single raid in WoW.

It's okay to admit that you don't enjoy raiding. I don't enjoy it either. I don't have the time or patience to invest in studying and practicing the fights enough to be able to finish them.

But your statement that people just have to show up in order to beat an encounter or raid is ridiculous. As much as you want to look down your nose at raids and/or raiders, you do have to know what you and your team mates are doing if you want to finish a raid.

 

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GutterSludge 
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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
Whether I believe it or not is irrelevant.

It's just as much the truth with or without my beliefs.

The sun rises in the East, my beliefs matter not.
Gravity Exists.

WOW is a gear based grind game, not a skill based MMO.

Belief has absolutely nothing to do with it.

 

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Pantherr 
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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
You win. I simply don't care enough to debate this with you any longer since you are so obviously stuck to your opinions. I give up. Believe whatever you want.

 

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Ayadread 
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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
Gutter is still clueless, nice to see some things never change.

 

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GutterSludge 
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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
WOW is a gear based grind game, not a skill based MMO.

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
GutterSludge posted:
WOW is a gear based grind game, not a skill based MMO.




Agreed, that doesn't mean there is absolutely zero required to successfully complete the raids in the game. By your logic everyone who even walks into a raid would complete it, and yet that doesn't happen. Yes, even with people who are properly geared can fail at a PvE encounter if they haven't the skill to move out of fire. Yes it takes skill to move your toon out of fire, you can argue against that all you want and it won't make you right.

 

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-Mithan- 
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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
GutterSludge posted:
-Mithan- posted:
Ugh_Lancelot posted:
Did you really say "when skill actually applied to WoW?" If by skill you mean being passably able to respond to Simon Says minigames, then I agree.

Skill matters. Dodging incoming fire, learning to control your character properly, moving your character around quickly while getting heals off, using the right skills at the right time, etc, etc, etc is SKILL and many people couldn't wrap their minds around it. Maybe you are good, but most people were not and needed to learn the mechanics in order to play better.



Mithan, compared to ..lets say, Asheron's Call, WOW has never required any dextrous skill like you describe here.

Dodging incoming fire? PLEASE. 99.99999% of attacks cannot be dodged by moving your character in WOW. (the other 0.00001% are silly boss mechanics)

Control your character properly? Why would they when the above is in place? It's not like you get a bonus for being uphill of your opponent(just one example) like you did in AC..

Moving and getting heals off? Roll a druid. Cake.

Ugh's description was spot on. Yours is completely ridiculous.
Really?
Have you actually played WoW before or do you just raid Hogger at level 50 for a challenge?

I am just curious because right now you sound like one of those script kiddies on the forums whining about how "WoW sux and (insert new MMO) is so awesome!".

When I say "dodge incoming fire" I mean incoming spell attacks from bosses (lava fires, waves of flame, explosions, etc, etc). You know, "stay out of the sh**" stuff, which is incidentally, why most people die in 5 man Heroic Instances and Raids.

If you had gone further than Hogger, you would know this.

Now is this Battlefield or an old Mario or Megaman game? No, but that isn't the point.

If the game required "no skill", then everybody would be doing all the raids, all the time. Of course, the convenient little counter argument you will now use is "oh but they all suck!". Yes, everybody but you.

 

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GutterSludge 
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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
The only point that needs to be made to counter your (Mith) and Quasi's statements is this:


Without the GEAR, one CANNOT raid top end content, NO MATTER THE SKILL LEVEL OF THE PLAYER.

The BETTER the GEAR, the LESS skill is actually required (i.e. watching TV while wtfpwning raids..can we call this "negative skill level"?), to the point that it becomes "faceroll".

WOW is a gear based grind game, period.


Attack me personally all you want to Mithan, it will not change the truth.

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
-Mithan- posted:

When I say "dodge incoming fire" I mean incoming spell attacks from bosses (lava fires, waves of flame, explosions, etc, etc). You know, "stay out of the sh**" stuff, which is incidentally, why most people die in 5 man Heroic Instances and Raids.



No.

When you say this, you mean "follow DBM's blaring instructions on the screen", and you bloody well know it.


Just stop. You cannot win this debate.

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
GutterSludge posted:
The only point that needs to be made to counter your (Mith) and Quasi's statements is this:


Without the GEAR, one CANNOT raid top end content, NO MATTER THE SKILL LEVEL OF THE PLAYER.

The BETTER the GEAR, the LESS skill is actually required (i.e. watching TV while wtfpwning raids..can we call this "negative skill level"?), to the point that it becomes "faceroll".

WOW is a gear based grind game, period.


Attack me personally all you want to Mithan, it will not change the truth.


By your own argument, if someone does have the gear but doesn't move out of the things that will kill them then they can't defeat any boss. Therefore it is not solely gear that defines whether or not you will win a battle, there is still some amount of skill involved. I'm not sure why you are so adamant to deny this statement, it's not like anyone is saying it's hard.

FYI: Even the ability to follow orders that flash on your screen is technically a skill otherwise the military wouldn't wash out people from basic training because all that is required of you there is to follow orders, and trust me people get washed out of basic training.

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
WoW Mithan's panties are twisted lately, WoW sucks now, get over it.

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
You guys are fighting a losing battle. Gutter seems determined to look down his nose at raiding. Any logical, reasonable person would realize that it takes more then "just showing up" to defeat high end raids but that's the mentality Gutter is stuck in so leave him to his delusions of grandeur.

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
I guess we'll just agree to disagree on what constitutes skill (or lack thereof) in WoW. There's a point where "skill" cannot make a difference because of things like graphics horsepower, gear, ping and keybind selections. To be at the top of the game, it takes all of these plus the ability to follow on-screen cues. I submit to you that following the on-screen cues is a much smaller percentage of success in WoW than it is in just about any other game.

In fairness, I'll grant that Blizzard is between a rock and a hard place, here. If they made it forgiving to folks with deficiencies in the above areas, the top 20% would find things pathetically easy. Then again, 80% of their fanbase is 80% of their fanbase. /shrug

 

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GutterSludge 
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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
Skill required for WOW:

Targeting: None required.
Not having to ever aim anything, or miss a target due to physical movement...(don't make me laugh with this one)

Movement: The fact that one can run THROUGH opponents makes this topic utterly laughable. I rate it 0.5 out of 10, just for the 35 seconds out of the month Mithan claims makes the 'skill' difference in "getting out of the fire". Puhhhleeassee.

Combat: 3 buttons. Skill required: Zero.
Digital whack a mole. My 5 year old daughter can do it.

Armor/Weapons: Skill required: None.

Just grind your 5 mans and raids, hour after hour, day after day, week after week, and one will eventually "win". This is not "skill". It is the epitome of grinding, and nothing more.

There isn't even anything close to the "resistances/banes" model that AC had.(not even back in Vanilla. Your "fire set" for Rag is still very insanely basic compared to the former) No requirement to know which mobs are immune to magic, or physical attack, or a certain element/damage type. No weapon switching EVER.


Summary:
Targeting skill required:0 out of 10 points
Movement skill required: 0.5 out of 10 points
Combat skill required: 0 out of 10 points
Armor/Weapons skill required: 0 out of 10 points

Total: 0.5/40

Add in your DBM in 60 point fonts telling you WHEN to move, and it becomes even less. 0.25/40

WOW is a gear based grind game, period.






 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
Pantherr posted:
You guys are fighting a losing battle. Gutter seems determined to look down his nose at raiding. Any logical, reasonable person would realize that it takes more then "just showing up" to defeat high end raids but that's the mentality Gutter is stuck in so leave him to his delusions of grandeur.


I'm discussing the game in general.

If you think moving 6 pixels to the left during a raid makes you 'special' or 'skillful', after DBM TOLD you to do so, then keep on thinking that.

The rest of us know the truth.

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
Quasi, to follow your train of thought, breathing would require some amount of 'skill'. Using the bathroom. Eating.

If going through the motions of life equates to skill for you, I truly feel sorry for you bro.

I really do.


WOW skill required according to Quasi:

Equivocal to a bowel movement.

On second thought, you may be on to something here.....

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
GutterSludge posted:
Pantherr posted:
You guys are fighting a losing battle. Gutter seems determined to look down his nose at raiding. Any logical, reasonable person would realize that it takes more then "just showing up" to defeat high end raids but that's the mentality Gutter is stuck in so leave him to his delusions of grandeur.


I'm discussing the game in general.

If you think moving 6 pixels to the left during a raid makes you 'special' or 'skillful', after DBM TOLD you to do so, then keep on thinking that.

The rest of us know the truth.


Okay. Whatever you say, Gutter. happy I showed up at a raid and just stood there. We didn't defeat the encounter even though we all had good gear. So much for your "all you have to do is show up" theory. /shrug

Also, I find it odd that you say "the rest of us know better" when everyone else is disagreeing with you. I guess "the rest of us" do know better then to believe your oversimplified tripe.

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
GutterSludge posted:
Pantherr posted:
You guys are fighting a losing battle. Gutter seems determined to look down his nose at raiding. Any logical, reasonable person would realize that it takes more then "just showing up" to defeat high end raids but that's the mentality Gutter is stuck in so leave him to his delusions of grandeur.


I'm discussing the game in general.

If you think moving 6 pixels to the left during a raid makes you 'special' or 'skillful', after DBM TOLD you to do so, then keep on thinking that.

The rest of us know the truth.


This is VN bro, everybody knocks out heroic raids one handed. The very idea of using DBM is so laughable that you should be mocked off of the intrawebz!!1!11

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
GutterSludge posted:
Quasi, to follow your train of thought, breathing would require some amount of 'skill'. Using the bathroom. Eating.

If going through the motions of life equates to skill for you, I truly feel sorry for you bro.

I really do.


WOW skill required according to Quasi:

Equivocal to a bowel movement.

On second thought, you may be on to something here.....


I told you! Yes even controlling a bowel movement is a skill, granted it's one most people have no trouble learning but there are adult diapers for a reason!

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
Quazimortal posted:


I told you! Yes even controlling a bowel movement is a skill, granted it's one most people have no trouble learning but there are adult diapers for a reason!


laugh

I cannot argue against that!!!!

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
Arcilite_I posted:
WoW Mithan's panties are twisted lately, WoW sucks now, get over it.



Have to agree here.


You can join LFR and completely AFK the ENTIRE raid and still get iLevel 384 to 397 loot. Raiding is completely for RETARDS in WoW now, and takes NO SKILL WHATSOEVER.

Its just the way it is.

 

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Subject: Cataclysm Post Mortem -- Dungeons and Raids with Scott ?Daelo? Mercer
Taloquin posted:
So, wait, I'm confused...

People still read blue posts expecting some sort of insight?

WTF?!?!?!




LOL Blue still post?

 

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