Not in the least, no. What problem are we talking about anyway?

And while the post is long, it isn’t particularly thoughtful. Half of it is the “we want it to be hard” we’ve already heard, the other half is “here are things the forums were right about.”

You know what a truly thoughtful post would be? Some real numbers in terms of LFD role balance, associated analysis/theoretical discussion as to why there are 300+ DPS for every 1 Tank, and how their design could improve by making Tanking just as e-peen sexy as DPSing.

Hey all you WoW playing folks, got a quick question. I am a gaming oddity in that I have never played WoW, though I have played WC 1 through 3. I recall in WC3 that I could play this awesome panda character who carried casks of beer around, and I wondered if there were any plans to make this guy a playable character in WoW. I checked the website so I know these guys aren’t available now, just wondered if anyone might know if they were in the works.

There are no announced plans for Pandaren, no.

Drag. Thanks for the response.

What’s not clear to me is if it counts as a disease for powers that do X per disease of mine on the target.

train people to use light well = awesome.

anyways, we down magmamaw last night on 10 as well, wipe about 4-5 times, then we just somehow beat it, then we went to do halfus, except we got storm rider/time warden/nether up this week, it’s a pain in the ass.

Not only are there no plans, but there never will be any plans. Blizzard likes selling stuff in China, and China has rules about violence against pandas (this is also why there were no panda pets in Guild Wars). There was a time when they were thinking about it, but I believe that the final resolution was releasing them as pets.

Pretty weak, because I wouldn’t mind playing a fat fluffy ninja.

It may be a fever, but it’s not a disease. Because that would break the rest of DK combat math. So don’t worry about it ;)

That cyclone change really needed to happen, because it was pretty damn easy to get chain-bounced off the platform, where you would then get one-shotted for your “cowardice.” How the hell did that cheap, un-fun player death make it through beta testing and a month of live play?

It was especially great for tanks, for whom one tiny misstep causes a wipe more often than not. Oh, and good luck seeing the damn cyclones through his GIGANTIC SUSTAINED GLOWING OPAQUE breath attack. Grr.

Learning that fight was one of I think three times I’ve ragequit a Cataclysm dungeon.

Scarlet Fever not being a disease is completely counterintuitive. -sigh-

So the Ghostcrawler blog post is interesting. I don’t really have a problem with anything he’s saying. I’m not necessarily opposed to working on harder encounters…I don’t have a lot of time (in wow terms at least!), which means I don’t tend to get much of a chance to do some of the real glass chewing. It may be that I’ll look back on the EZMode LK days as my favorite time…when even a noob with crap skills could gear up to the point of actually being able to run ICC a few times just for kicks.

This, however, is something that I see as being a bit off:

There is only a very small number of people that are going to actually approach these encounters as a puzzle. Most people are going to let the hardcore players/guilds figure them out first, and then as previous posters suggest, they’re going to look them up on Wowpedia or whatever.

By making these encounters predictable (the fact that the fight is essentially set in stone for all players) means that these encounters will almost never function as a puzzle for 95% of the player base. It will function only as a task to be learned.

It’s the difference between teaching yourself how to solve a Rubik’s cube and looking up the method online. How many people have ever bothered actually even looking up how to solve a Rubik’s cube? Even fewer just figured it out on their own.

If they really wanted these encounters to be a puzzle, then the encounter would be different every time you played it! Every time you would have to learn what the boss was doing and adapt. The particulars of the specific parameters of the fight would be associated with the dungeon lockout or whatever I suppose, so you could certainly keep trying it over and over with your group for the week if you wanted. So for instance sometimes the boss would knock you back when he did ability X, sometimes he wouldn’t. If he didn’t then he would probably silence everybody on ability Y.

That kind of design mechanic has several critical weakness though:

  1. Some of the variations would almost certainly be easier than others
  2. PUGs would be almost impossible
  3. RAIDs would almost never get to “farm” status until they learned all (or a significant majority) of the variations, something that would just take even more time.

My point is that you can’t say something is designed to be a puzzle if the foregone conclusion is that a very few people will actually “solve” the puzzle and then everybody else will look it up. Imagine Sodoku being a game where you bought a book of puzzles, then looked up the answers online and simply filled them in yourself. Thankfully wow fights aren’t quite so mechanical as that…even just learning something somebody else already solved is fun and difficult.

But I really think they’re getting to an almost Planck limit to what they can do with the design here given the constraints of the game. It’s almost like you can’t make this content any more fun without making it too easy and you can’t make it any more difficult without making it less fun.

I guess in the end all I’m trying to say is that I think there’s limits to what they can do. They seem to be trying to dial everything in just so and frankly I’m skeptical that it’s even possible.

None of this should be taken as a complaint. I’m having a great time and I’ll play whatever content they’ve got until I stop enjoying it then I’ll quit…just like every time :)

Long story short, no design is going to please everybody. As usual.

I think WoW encounters can still be a bit of a puzzle even with fixed abilities. Each group you do a boss with has its own mix of classes, gear, and skill. What works with a group with 2 mages and a shaman healer may not work in a group with a warrior, a warlock and a paladin healer.

Except that, when you get down to it, there’s really only three classes in WoW. Maybe four if you distinguish between ranged and melee DPS, since a lot of encounters treat them differently. How much real variation is there going to be between a group with a DK tank, a Priest healer, two Mages and a Rogue and another group with a Warrior tank, a tree healer, a Hunter, a Warlock, and a cat? Even with different gear between the two groups, the way that they individually solve the encounter is going to be far more similar than it is different.

CC, interrupts, AoE, purges, mobility all vary from class to class. Nothing too major, but on some encounters it can make a huge difference.

Also, some bosses have random elements that change each time you do them: Halfus Wyrmbreaker in Bastion of Twilight, for example. He has five possible buffs, and each week you randomly get three of them. We had to slightly relearn the fight last night because he had a Shadow Nova ability (cast every 6s or so) that must be interrupted which he didn’t have the first time we killed him. Consequently, we determined we needed to reassign a dpser from killing the drake adds to instead interrupt the boss because the nova was cast more frequently than the tank could interrupt it.

So while the fight wasn’t completely different, it was still changed up enough from the previous week that we couldn’t use exactly the same strategy. Eventually we’ll kill Halfus enough times to have seen every possible permutation of his three buffs, but for now each week will be a slightly different encounter.

The Opera House event in Karazhan was sort of like this too.

you just have all dps make interrupt focus target macro, and have halfus on focus, they can then interrupt halfus extremely easily.

Rather a lot, depending on the fight.

I think he’s using ‘puzzle’ not meaning that the rules are a mystery beforehand. Imagine solving an actual jigsaw puzzle, there’s not much to look up about solving it, but you can’t just bruteforce it; there are tactics that will let you solve it, but you have to pay attention and consciously follow them. Hope that made sense.

Anyway, while GC’s post and the PTR patch notes show that Bliz are aware of many issues with the current Cata, they don’t do anything to make me want to queue for an heroic; and with every day I don’t, the lack of desire to do it keeps growing. For the foreseeable future, healing will still be slow and uninteresting, instances will still take too long, PUGs will still be like playing Russian roulette with my blood pressure, and DPS queues will still be longer than most of my play sessions.

DPS queues will still be longer than most of my play sessions.

That’s unfixable, it like that even at end of wrath. too many lemmings.