I will do you a huge favor here then and tell you to play single player games if you're looking for a challenge that is tuned to you. With 11 million subscribers, of which we both agree 99.9% are far less dedicated to the game than you, there is absolutely no way you should expect or demand that Blizzard's design should cater to your skill level.
I've seen enraged patchwerk in both a pug 10 and a pug 25. In the pugs I've attended which have even downed patchwerk, I'm usually seeing the fight last in the 5-6 minute range. (The real pug dps check is Thaddius anyway, especially since you can count on 1-2 morans to get themselves electrocuted)I agree that entry level content should be easier. There is still such a thing as too easy, however. The damage Sapphiron does to a tank is well tuned for entry-level content. The enrage timer on Patchwerk is not. I have never once heard of someone hitting the enrage timer on Patchwerk at 80, even in a pug.
Making the enrage timer 5ish minutes wouldn't be unreasonable at all. It may mean you need hunters that do more than auto shot with their pet at their side rather than attacking Patchwerk, but literally in pugs I see 5+ people not breaking 2k DPS, and still not coming close to Patchwerk's enrage.
Patch-10 is about a 12kdps requirement for a 6 minute fight. In a pug, you're running 3 healers, and 2 tanks which probably combine to do the damage of 1 dpser, so 2k per dpser average.
Patch-25 is about a 36kdps requirement for a 6 minute fight. In a pug, you're running 6 healers, and 3 tanks which probably combine to do the damage of 1.5 dpser, so 2050 per dpser average.
Basically, the statement that Bliz has made is that entry into the construct quarter is a 2k/dps average target. From my experience with pugs--and I probably have a lot more experience with pugs than you do--this is a decent target for someone who has done most of the heroics once or twice and has a decent grasp on how to play his class.
And let's face it, most people don't run more than a few heroics a week. Not everyone is hardcore enough to hit 80 in 8 days and have accumulated 100 heroic badges by December 1. A lot of the more casual players probably only hit 80 over the Christmas holiday, and having spent a month tooling around want to try out the raid content, and Blizzard's mission statement this expansion is to welcome them with open arms.
This is a significant departure from TBC, where the design at 70 was to grind dungeon reputation in normal just to have access to heroic dungeons. The message is loud and clear to me: Naxx is for everyone, and heroic is the difficulty that instances are meant to be played at.
I can tell you right now that naxx10 is harder than 5mans--I'm primarily a healing druid, and recently I've been taking mostly pickup dps to heroics the last few nights in order to purptrain a friend who just hit 80 paladin. Most aren't even close to 2k dps in heroics. Yadda yadda missing raid buffs, etc. These people are doing like 1.5k dps tops, and regularly stand in the poop. And we're still clearing the instances fine, hell my tank still has max 20k hp and we're still not wiping. There's no way in hell we could take this into naxx and expect to kill anything, except maybe Noth.I could go on and point out other things that are similar to this. I'm not saying Naxx should be some hardcore/etc instance. I'm saying it should be harder than 5man heroics, and it should be at least equal to what Kara was.
I'll give you that they probably did not anticipate heroism/bloodlust burning down the front 2 horsemen, and that fight is a lot more fun without a shaman. I'll give you that this fight seems a bit mistuned. Should have given the front horses more hp and compensated by nerfing the meteor a bit.Give shield walls back to the horsemen
According to wowhead, the splash does more damage if you're actually in the middle of the poop instead of on the edge. I wouldn't know, I've never missed the target that badly. But I understand the mindset behind the tuning here, because it's really easy to catch the edge of a splash just from latency. They want to punish you for being in the wrong place, not for having a bad connection.make a Heigan splash do more than ~30% of a random DPSers max HP.
Also keep in mind this encounter is probably the first real stressful full-raid-movement fight that most players will see, if they start at WotLK. For someone who has gone through Kara and done Shade of Aran, yes, this is going to be a joke. But that's because you have already learned the necessary skills. For someone who levels straight 1-80, and hasn't yet learned how to perform their job and move constantly at the same time, it's going to take some learning, and this is the (first) idiot check that will force them to.
I agree with it being pointless, because even if they did show up and say that, I would STILL disagree with them, blue name or not, that Naxx as an entry level raiding instance is too easy.Trying to get someone to work at Blizzard and come post here would be going out of my way, and quite pointless, I hope you can agree with and appreciate that.
I think the big problem is that people remember Naxx being a tier 3 raiding instance, not a tier 1 raid. They remember it being the thing that they did after taking down the emperors and C'thun. They don't understand that Naxx has essentially been retcon'd into the slot that UBRS/Stratholme used to occupy, not molten core.
Still haven't heard GC or whoever is in charge say it was too easy, just some inside source that you have feels that way. He also probably FC's Guitar Hero songs on expert and eats raw metal for lunch.Me: "People at Blizzard in the development department actually agree with me that Naxx was too easy, they didn't tune it properly."
You: "Haven't heard them say Naxx was "too easy", I've heard them say plenty of times that is was "easy, just as designed"."
Me: "I know someone who works at Blizzard, and they were unhappy with it (no point arguing this further, take my word for it or don't)"
As a design for an entry level raid, I say the difficulty of Naxx is really well placed, which means I'm not surprised in the least that the hardcore players are anxiously twiddling their thumbs. After all, it's been 7 months since the last time raiding has been meaningful for them. That doesn't make it bad design.
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