Ghostcrawler on Making WoW More Difficult
Posted by iTZKooPA on Wednesday, March 18, 2009 - 29 Comments Tags: Ulduar, ghostcrawler, mana regen, patch v3.1, pugging, raiding, raids, v3.1
The difficulty of World of Warcraft has been a hot topic since Wrath of the Lich King released last November. The second expansion brought players three raids (four if you include Vault), raids that were conquered in only three days. Most of us wanted to reserve judgment on the latest expansion until the "normal" players had a crack at the high end content. I would wager that we can call it now, the raids are indeed incredibly easy. My evidence? The fact that completely random PUGs are able to tackle all the raids. Back in The Burning Crusade I considered Karazhan a challenging PUG, constantly dreading the raid when it wasn't a full guild run.
World of Warcraft's upcoming content patch hopes to change the issue of difficulty, if only a little bit. Ghostcrawler stated on the boards that the encounters in Ulduar - there are fourteen of them - have been designed to be more difficult from the get go. However, everyone is hung up on the announcement of the upcoming mana regeneration nerf. If you missed that bit of news, Blizzard will be nerfing base mana regeneration by 40%, forcing users to conserve and use mana regenerating abilities properly. Paladins will have a different set of buffs due to the way they regen, but the nerfs will effectively match other healers' pain.
At first glance, the nerfs seemed to be an artificial way to make the game hardier. Rather than designing some difficult encounters, Blizzard simply nerfed healers. On the surface, this would only make WoW more difficult for the nurturers out there. It is really so much more than that. Ghostcrawler defended the move, giving a soon to be classic example of why healers needed to be nerfed.
The decision came down to the fact that raiders could simply "stand in the fire" and be carried through the damage by healers that wouldn't run out of mana. This is obviously a bad way to play the game, taking easily avoidable damage just because it can be outhealed . Blizzard wanted to make this kind of boss burning strategy obsolete in Ulduar, hence the mana nerf. Off the bat, I expect most raids to use the age old scapegoat of blaming the healers for the raid dieing. Until players actually learn the encounters, get out of the AoE or avoid any damage that can be nullified by player abilities, Ulduar should be a step up in difficulty. Which will make PUGing it more challenging.
If the raid is managing to play the encounter correctly, but healers run OOM, then Ghostcrawler has two points for those players. You either don't have the correct gear for Ulduar, or you are playing the encounter incorrectly. Oh, and by no means is Mr. Street attacking the priestly classes, "if the idiots stand in the fire, guild kick them."
So yea, Ulduar should be more difficult, due to design and a retooling of the various healing classes. All that being said, Ulduar is no Sunwell, "it is not a huge leap up in difficulty from Naxx, but it is a step up." Before you start complaining that Ulduar is two easy, be sure to have all 11 of hardmodes comepleted.
World of Warcraft's upcoming content patch hopes to change the issue of difficulty, if only a little bit. Ghostcrawler stated on the boards that the encounters in Ulduar - there are fourteen of them - have been designed to be more difficult from the get go. However, everyone is hung up on the announcement of the upcoming mana regeneration nerf. If you missed that bit of news, Blizzard will be nerfing base mana regeneration by 40%, forcing users to conserve and use mana regenerating abilities properly. Paladins will have a different set of buffs due to the way they regen, but the nerfs will effectively match other healers' pain.
At first glance, the nerfs seemed to be an artificial way to make the game hardier. Rather than designing some difficult encounters, Blizzard simply nerfed healers. On the surface, this would only make WoW more difficult for the nurturers out there. It is really so much more than that. Ghostcrawler defended the move, giving a soon to be classic example of why healers needed to be nerfed.
The decision came down to the fact that raiders could simply "stand in the fire" and be carried through the damage by healers that wouldn't run out of mana. This is obviously a bad way to play the game, taking easily avoidable damage just because it can be outhealed . Blizzard wanted to make this kind of boss burning strategy obsolete in Ulduar, hence the mana nerf. Off the bat, I expect most raids to use the age old scapegoat of blaming the healers for the raid dieing. Until players actually learn the encounters, get out of the AoE or avoid any damage that can be nullified by player abilities, Ulduar should be a step up in difficulty. Which will make PUGing it more challenging.
If the raid is managing to play the encounter correctly, but healers run OOM, then Ghostcrawler has two points for those players. You either don't have the correct gear for Ulduar, or you are playing the encounter incorrectly. Oh, and by no means is Mr. Street attacking the priestly classes, "if the idiots stand in the fire, guild kick them."
So yea, Ulduar should be more difficult, due to design and a retooling of the various healing classes. All that being said, Ulduar is no Sunwell, "it is not a huge leap up in difficulty from Naxx, but it is a step up." Before you start complaining that Ulduar is two easy, be sure to have all 11 of hardmodes comepleted.
Reader Comments (29)
Guess we'll know which of those pro healers are really pros, and yeah, blow away the tards that stands in the fire, who do they think they are? Ragnaros?
He is kinda right though (ghostcrawler i meen).
As an example, whenever Grand Widow Faerlina casts rain of fire (even on heroic) i dont realy care if i stand in it a to get a few casts off before moving (of cource, we dont pug so we know each other abilites in raids).
That in itself is kinda weak in design imo.
first?
No bdawg, not first.
while we are on the subject of the next patch i just want to throw in my 2 cents about the DK's Heart strike ability. for those who do not know what it is it is the 50 point talent ability in the blood tree that does X dmg + X dmg extra depending on how many dieases are on the target that also has the ability to hit 2 targets since i think 3.08(originally give the target a debuff that reduces haste ad doesnt not allow stealth) but i believe since this a "Heart" strike it should give the target a bleed effect. im tired of having to back up into mobs to stop from hitting other mobs with my Heart strike
P.S. sry if i spell things wrong im not good at it
Bdawg, you fail beyond words. Die and burn in hell.
Anyway, being that I intend to main my priest for 3.1, I'm NOT happy with this change. Although I agree mana regen was OP for the encounters, thats no reason to nerf it. There are tons of other ways to make encounters more difficult.
PUGing Ulduar is going to be as easy as all the other raids then. I'm also pissed at pallies getting a buff. Whilst I love the new divine hymm and divine spirit changes, (and prayer of healing is nice too), I don't like the mana change at all. Also, blizzard really didn't think that through. IDK how many newer players play here, but leveling alts through the level 30-65 area is going to be a LOT more difficult for everyone because of this change.
Yeah I realize I shouldn't talk about Ulduar until my guild has full-cleared it in the hardest mode possible. I honestly hope that Ulduar is a huge step up from Naxx. Ever since I got Sarth3d, the game hasn't had much to look up to anymore. Atleast Ulduar will be more interesting, and at its worst, versatile. Maybe I'll have to relearn how to heal so I actually conserve mana?
well this should make things definitely interesting. 40% being a fairly big nerf on mana regen. On the other hand a little more difficulty in game content would be nice. (i mean on my server alone i can think of several guilds that have been grinding heroic naxx, malygos and os while waiting for ulduar to come out.) But the point said ulduar is no sunwell, and blizz seemed to make raiding easier for more players to experience game content. Still BC really gave us raiders a true challenge. So far from Naxx to Malygos it's been a far less challenge then it was from kara to Temptest keep.
i completely agree.. i dont even raid that much.. i get invited to pugs because my work schedule is messed up at the moment so i can't raid with the guild on scheduled times. we have no problems doing the 10 mans.. and people aren't even that geared..
every single tuesday i see more pugs than guild runs.. which means its time to up the difficulty a little bit.
good job blizzard :) and i mean that in a good way.
Honestly playing a pally i shall be interested to see how it will effect soloing. I personally solo alot ( i play a level 42 Paladin) I usually just cast Blessing of Wisdom and I have no issues with mana regeneration. I personally don't see to much of an effect on Paladin mana regen if you cast BoW on any of the main mana consumption classes
does this mean that everything isnt gonna be AoE fest 2009? i sure as hell hope so...when you can just run in and aoe EVERY pull i hardly consider it hard....make it so tanks cant take like 20 guys beating on them at once
I'm looking forward to actually having to pay attention to mana when I'm healing...or even pay attention to healing when I'm healing. This is a good change, rebalancing an imbalanced system. Just because something is being nerfed, doesnt make it a bad thing.
I'm especially looking forward to being an effecive healer post patch while all the whiney babies go dual spec to dps cos they cant hack a challenge.
Good move Blizzard
Anything to make the game more challenging.
"Although I agree mana regen was OP for the encounters, thats no reason to nerf it."
Oddly enough, I think you'll find that it is not only an entirely valid reason to nerf it, but the only reason to do so. When something is shown to be overpowered....you nerf it. Yes there were other ways to make it more difficult, but they viewed this as the simplest and least radical way to do so. Let's just see how it goes and trust that Blizzard might actually understand how to make a video game.
okay, not that I have done extensive research on this subject, but resto shamans won't really be affected by this, right? Or did they nerf mp/5 as well? o_O Sorry for the noob question >.<
Nerfing mana ( their intended way of nerfing actually nerfs healers specifically ) is making the most demanding job of the game more difficult.
In its current state healers can still have a hard time clearing things as simple as nexus on heroic if the dps is to low. I have no trouble at all comming out of sarth with 40% mana left, but in some pugs i actually run oom on bosses.
This will make the game more difficult because we simply can't carry crappy players through an encounter anymore. But in return they won't notice the healer is running oom. If they had just made the fire far stronger a healer can at least point to the flames and say its your own goddamned fault. Now according to dps any raid wipe will be the fault of the healer being oom because he ( the healer ) is crap...
The instances have become much easier and I myself am not sure if it is healing, aggro holding ability or whatever. As a 70 running Heroic Arc or Kara and if you pulled too much trash how many wipes occurred? As an 80 doing heroics now how many can say they have wiped on a bad trash pull? How often have you seen sap, sheep or repentance used in a Northrend instance? Instances have pretty much become drive-by shootings of aoe with tactical thought being used only in boss encounters. Hopefully 3.1 returns strategy and tactics to the game.
While as a healer I don't particularly like this nerf, I don't anticipate having to change my playstyle that much. It'll be the playstyle of others that will change.
Right now, instance runs are a mess. Zerging one-after-another trash mobs is common. Not getting out of fire is as well. Speed runs are possible because the healer does have to much mana regen. So, no cc, AoE the entire room and let the healer keep you alive. Runs resemble the "Project Lore" "For the Horde!" series. A mess.
A healer that can withstand these smash mouth instance runs is going to be OK after the 3.1 patch drops. That because you already have to practice mana management. Going after multiple trash group pulls in a row is the same mana wise as one trash group with less regen. Probably will be easier, in fact.
So, this will force the return of cc and proper instance planning. This also means the return of being smart about boss fights. Healers should be fine once that starts happening.
The only downer is that it'll be even harder to grind to 80 as a healer. You'll see a lot of lower level instance runs with OPed healers, just so it can be zerged. So, getting exp from healing instances is doubtful.
The only thing I am worried about is the fact that healers are scarce as it is. When you're a pally grouped with a shammy, a druid, a priest, and you are still "LF1M healer" it's pretty sad. Is this gonna make healers even more scarce?
two? easy, lol, facepalm
This seems a bit unfair. I am a healadin and, this is a little ridiculous. Nerfing the healers to make the game harder? That's just like putting a starving man at a feast and telling him to take one spoonful.
I don't understand why Blizzard is nerfing something to make the game "harder." I maintain that some naxx fights are a bit challenging (ie. Grobullus, Saphiron and KT). Many reasons people call it too easy is because it is cut and paste of a past instance.
This is all a bit sad. Blizzard, please, cut the crap and stop with the nerfing just to make the game harder.
Yea naxx is def way to easy especially for healers considering if your healers have what i believe to be the mini sp 1450ish then you can completly ignore the main mechanics of some fights, Anub'rhekans locust swarm for example, even with my new undergeared tank (26k hp buffed =/) me and the other healers can just spam our heals to keep him up not even stoping to think "do i have enough mana" as a Paladin i end up finishing fights at 90% even on the long ass fights like kel or a 2 man heigan that lasted 26 mines (haha) so i think the mana nerf is a good thing but i hope ulduar is harder in general or ill find a game with challengin endgame content
So a mana regen nerf and BoW and Mana Totem no longer stacking? Sounds like fun times to me.
With dual spec launching I don't think healers will get scarce, but the number of good healers will probably stay exactly the same.
@Skeelsyo
Well, in the sense that shamans as all other classes was under the 5 seconds rule they are nerfed. But it doesnt affect shamans as much as other classes.
Other then that you cant nerf "mp5". Mp5 literlly means, mana per 5 seconds. If your gear have 10 mp5 it will provide you with those 10 mana per 5 seconds weather you are in combat, out of combat, casting, not casting etc. So no, they didnt nerf mp5. They would have to call it mp6 then.
I understand Blizzard's reasoning, but the incoming mana regen nerf still ticks me off. As a restoration-speced shaman, I always try to conserve my mana and have been known to scold those who don't "get out of the fire". But even with my playing-style, I can still go OOM pretty easily if there's a hitch in the fighting (especially if I'm the most or second-most geared player in the group). I believe it's unfair to be targeting healers just because of others' playing styles. You want it to be more difficult? Why not buff the mobs in some way instead???
As for those commenting that the 10/25 versions of Naxxramas are easy, just what are you smoking on? I've never been in a Naxx 10 raid that could kill even a single boss, while my Naxx 25 -- gear-checked -- raid would wipe 1-2 times on each boss. So please tell me, what am I missing here? (Snide remarks to the last question will be pegged to a target board.)