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Archive for the ‘Raiding’ Category

Better late than never

I’m a few years late but I’ve finally finished Ulduar. Due to a combination of circumstances at the time I was never able to finish the whole of Ulduar and I had only seen the first few fights. But earlier this week I got to see the whole of it and I have to say it did not disappoint. The last part especially stood out and I can imagine that at the time it was even better.

I have to say I’m pretty thankful for the opportunity. The past weeks have been pretty busy and it was a nice touch to get my mind off of things. If you haven’t seen this plate already I highly recommend it. On that note have a nice day!

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I was asked by a friend what was raiding like in Swtor. He’s currently raiding in WoW and tried swtor some but gave up after a while like many other to run back to WoW. Simply put, he missed many of the features of WoW.

Since I know this is something a few others might be wondering about, I thought I’d write a quick post to talk about Swtor raiding and compare it WoW some. This is my view on things so if you feel I’m missing something feel free to add it in the comments.

General style

On the whole, Swtor raiding is pretty similar to WoW. You have to gather gear, read up on strategy, the holy trinity of healer, tank and dps is still present and most bosses strategy involve not standing in bad coupled with some gimmick.

The big difference I feel is that swtor endgame is a lot less mapped out and intuitive. In WoW, there was no doubt in my mind of where I needed to go and what I needed to raid. Swtor has the player work more to make the switch into raiding and I feel this has hurt it a lot. I know quite a few players who gave up at endgame because they weren’t sure of how to progress at endgame and simply didn’t want to bother with it.

Difficulty

On the difficulty side I’m finding that its pretty similar to WoW too. We have story mode which is normal mode, not too hard but not too easy either as the new raid Explosive Conflict is proving to us. In short, you still need gear and you still need to be able to execute a strategy, rushing in blindly will get you killed.

Swtor hard mode is a bit weird. Most fights are not that much harder than story mode but may have one or two added elements to them and the boss might hit a bit harder. The jump between story and hard mode has more to do with gear than raider skill. And then there’s nightmare mode which would be equivalent to WoW hard mode.

Boss fights style

At first I would be tempted to say pretty similar to WoW but the more I raid in Swtor and the more I’m finding out it has it own style. The big difference between the two games boss fights is that Swtor loves to mix up the roles and tasks during the same fight. Dps might have to tank, healers might have to operate mechanism while a tank might have to run to press on switches.

Not all roles have do something out of the ordinary every fight but there’s pretty much always someone who needs to do something unusual. Then you add in the puzzle bosses (1 per raid so far) and these add another type of encounter we haven’t seen often in other games. Simply put, your ability to kill the boss will depend on if you can solve a puzzle fast enough. It’s not easy at first but it definitively add some more originality to the mix.

In fact originality is how I would define Swtor raiding. The ability to mix in classic style fights with special fights and puzzle bosses in the same raid keeps not only raiding fresh but it also makes thing more interesting for people who might be getting tired of always doing the same dps rotation for the past 5 years.

 

So, that’s pretty much what I can think of right now. I want to close by saying that Swtor raiding is pretty fun and it’s worth a try. I’ll also add that Snark side is currently looking for a tank.

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I’ve been twisting and turning about this post for the past day and in the end I just can’t decide so I’m going to ask all of you for your ideas and input on this. Basically, I’m wondering if we’re better off with the current progression model where every patch you have to start grinding anew or the old vanilla system.

Old System (aka Vanilla/BC)

Level –> prepare for endgame –> raid 1 –> raid 2 –> raid 3–> etc..

Pros: You don’t repeat content you’ve already completed. Once you’re done with a step you are truly done with it.
Cons: Hard for new players to catch up with the veterans which made recruiting for endgame guilds hell and generated a whole meta game of member poaching  and watching other guilds recruitment boards.

New system (Cataclysm)

Level –> prepare for endgame –> raid 1 –> prepare for endgame –> raid 2 –> prepare for endgame –> raid 3 etc.. Every time a patch is released you have to redo the preparation steps.

Pros: Allow new players to catch up in content.
Cons: Repeat content you have already completed, voids part of the progress done in previous tier.

So… which is better? Of course you could argue the better system would be the one where you don’t repeat content but players still have a way to catch up but apparently, that’s impossible without having the veterans have to redo old content (read heroics) along with the new crop of players.

Thoughts? Ideas?

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Investigating the Firelands malaise

I don’t know about all of you, but for me Firelands and in a broader sense, Cataclysm progression, have failed horribly. As with anything perception based,  your mileage may vary but so far I have not found a single person who has come out and said they love Firelands with a passion. Going with the very unscientific method of asking people around me and reading blogs, most people impressions of Firelands range from very mild enthusiasm to utter disgust and quite a few people have talked about how they’re reminded of Tournament of Champions, arguably one of the most hated patches ever.

So, I’ve decided to put on my detective hat once more and try to find out exactly what’s bugging us so much about this patch.

First clue: The progression path is not what we expected

If you’re anything like me, you would reason the following when it came to raid progression:
T11 normal –> T12 normal
T11 heroic –> T12 heroic

But it’s not what we got. Turns out that Firelands was initialy tuned with T11 heroic gear in mind plus what you’d get from dailies and VPs. Don’t believe me?  Blizzard let it slipped recently when it announced the nerf to the Firelands

…and we want players who are tackling normal progression to be able to experience as many of the encounters as they can.

What I get from this is that if you were coming in from normal T11 progression and tried to do Firelands normal right away, as we did in Eff, you were looking at a very steep curve in difficulty. While that progression might have been fine for the more advanced guilds, middle of the road guilds like Eff have been struggling more as a result.

In the end, having Normal mode Firelands be a continuation of T11 heroics made raiding less accessible and brought us back to the days of Vanilla and BC where raiding past the introduction tier was only accessible to a minority of players… something Blizzard has admitted they are trying to get away from.

Second clue: The VP and dailies discussions

The one topic we’ve seen the most debated about Firelands is how badly you need to grind VPs and dailies. One camp, which I’ll call the moderates, argued that you should grind some, but that you could get by using the T11 normal gear. In short, play as usual, grind some stuff and it will all work out, like it did in the past. Another group, which I’ll call the maxers argued that you should max VPs and dailies all the time because it was needed to complete content.

Who was right? Well a few months in I’d say the maxers had it right if only because of the mix up in progression difficulty, doubly so if you were coming off normal modes. For a lot of players including me, the thought of having to regrind heroics all over again for points is not the definition of fun. In fact it’s as far away as you can get from fun.

In the end, our efforts were for nothing and no one told us

I think this is why Firelands if coming across as a bad patch. When 4.2 was launched, Blizzard effectively wiped all the progress of those who had done normal modes and to an extent, the work of those who had T11 heroic too. Suddenly, we had to grind all over again to be able to beat content. It was like being slammed with a new expansion only this time, we didn’t realize it at first.

Eff, as well as many other moderate guilds, hit Firelands the week it came out thinking we could carry on with the same kind of progression we had in the past and we were denied. Instead of good times, Firelands has been a source of frustration and burnout. Frustration at struggling and not fully understanding why and burnout because redoing heroics all over again is not our definition of fun.

I wanted, like many others, that the efforts I had put into T11 would carry on in Firelands and it didn’t. I think that this, more than anything else, explains why there’s so many of us dissatisfied with the 4.2 patch. Hopefully, Blizzard will learn from this for patch 4.3 and tune it so that T12 normal leads to T13 normal mode.

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The case for 2-healing

This is a direct response to this post by Zelmaru . Yes!!! We have guild drama on the interwebs! I hope you all enjoy.

I wanted to start this by talking about healer tyranny but instead I’ll try to be reasonable. So we have this situation. There’s a boss that’s nomming on our collective asses. We’re not killing it because we’re having some DPS issues. We’re close, but just shy of getting there. Time and gear will fix our issues but in the meantime… We are dying.

On one hand we have Team heal that claim that the right way of beating on Baleroc is 5 dps, 2 tanks and 3 healers. Wich is the right way to do it according to the WoW gods. Failure to do so must then means that DPS is failing at their task and thus, must fix their shit and L2P. It’s not Team Heal job to pick up the slack of the DPS. There is a lot of truth to that too. If DPS is collectively failing at meeting a target, then there’s a DPS issue and DPS should be the ones to fix the problem no?

Of course…

But here comes the big But. The whole reasoning above is based upon the idea that DPS are failing at their job. They might be failing at meeting a hard target but it doesn’t mean that the issue is solely based on player skill. It could be gear, raid composition, lag issues, etc… etc… and before someone point out that guild X did it in blues, I would like to point out I am not them and I do not have that kind of beyond crazy skills.

So, if we go with the idea that the current DPS offering of skill/gear/puppies is insufficient, then we need to figure out a solution that goes outside L2P or DPS harder. The obvious answer then becomes to add more DPS players. So from the point of view of global raid success, if removing a healer or tank is feasible for that fight and if it allows a kill… why not do it? Should we refrain ourselves from a kill because it’s not the perfect method. For me this is not covering up mistakes made by your raid, but rather it’s being adaptable and showing that you can succeed anywhere.

Is it more work for the healers? Sure it is. But if they can handle it I see that as a tribute to their skill. There’s a ton of reasons for a group in a raid not to meet a certain target. Skill is one part of the equation, not the only criteria. And during that period while the DPS catches up, I think a kill helps more than no kill at all.

PS: I must tell you all on pain of no-heals that our current raid comp does not allow for 2 healing. I am sorry Master Zel

PPS: Comment s are now closed. For those of you coming here to tell me how much I suck, feel free to use my email adress.

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