Entries in mana regen (1)
Ghostcrawler on Making WoW More Difficult
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.