Argrax wrote:
Solanthious wrote:
Givin and I talked about this the other night, and while there is alot of great stuff planned, it's been promised too early. We're looking at a First Quarter release of WOTLK, Feb at the earliest. That's at least 6 months off. We knew an expansion was coming for next year, but giving out this much information, knowing that they are going to follow the same format as TBC, people start to make plans not to be around, and have the mentality of the "well fuck, why play now, better shit for me in 6 months?"
Like Givin already said, if you or your guild is playing for the loot than you've already lost. If anything, this sort of news encourages myself and my guild to push harder to ensure that we've 'beaten' the expansion prior to the release of the new one.
Solanthious wrote:
Lady Vashj is a fight that requires an unreal amount of communication, Kael'Thas even more so, Archimonde and Illidian and so on are fights that even "good" guilds will not clear.
Let's take a quick trip back in time:
Khameir wrote:
Your ignorance is perfect evidence that you either don't care that you pay $15.00 a month for a game that is has a metric fuckton of issues or that you prefer to play it because its so fucking easy a wolverine whose high on angel dust could play it.
So which is it? Too hard or too easy?
P.S. - Contrary to the predictions of the crystal ball, the price of mana thistle was halved, not doubled.
I have always been an advocate of a difficult game, because I like many others in my guild, and many that have moved on, are a different breed of gamer. However, with each passing month, it gets harder and harder to get good people and it goes back to the introduction of 25 man content. You're right Big, you would figure that getting 25 people is easier then 40, however, that's not the case. The biggest issue right off the bat is the number of people itself. 30 people can easily carry 10, we did it many times through many fights, there's room for error.
With the introduction of 25 man content, that equation was changed. 15 people can not carry 10. The margin of error is slim to none. When then happened there was a chain reaction of massive failure. Guilds fractured 3 and 4 times, each "offspring" if you will, differing in ability and skill, but with each containing only a handful of really top notch players, which is evident I'm sure on every server, but I'll illustrate mine.
Oryx has killed HK and Gruul, working on Mag. 11 other guilds are at the same spot as Oryx, while 20 others are farther.
I'm sure every server can say the same exact thing. This prooves that the quality of player is the problem hindering every single server, every single guild. People are spread far too thin, too many with barely enough people like Jateki just pointed out, making it so that if a few healers are gone, no one's doing anything that night.
This as a perfect example illustrating the problem. Givin recently got geared on his horde rogue for Kara, pretty much every slot, both daggers out of the zone. The other night on Lady Vashj, between 8 attempts, he pulled top DPS once and 2nd the other times. He destroyed the DPS of other melee, including a rogue with both Vashj and Solarians dagger with 3 / 5 tier 5. He said this to me in vent last night and I quote "it's no use being the best because no one else wants to bring that type of game to the table" and he's dead right. Either they don't want to, or they can't do it.
This is why I say that raids have to be tuned down to the point of the lowest common denominator, because the Skilled player is very few and far between, either logged solidly in a guild working on The Eye breaking into Hyjal / BT, or stuck in a guild of 15 trying to carry 10, due to loyalty or what have you.
Joxur has a great point, the last 2 out of 3 guild's I've taken over has bit me in the ass.