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LFR/Flex and heroic raiders

Koatanga
Tue Jul 23, 2013 4:18 pm

Re: Patch 5.4 - Flex Raid, Siege of Orgrimmar, and more!

I'm looking forward to flex. My guild is quite casual, so it's perfect for us. We would like to expand our raid team, but then we have to sit more people and it's no fun for them, so we end up having just our 10-12 regulars. That leaves us quite vulnerable to vacations and such causing fewer than 10 available.

If we can expand to 14-15 people with out having to sit anyone, that'd be perfect for us. We'd get several more raid nights per patch due to not having to cancel raids for lack of numbers. More fun for everyone.

Please don't screw this up for the casual scrubs who don't do HC raiding, just because you feel obligated to play our content as well as yours. You have plenty of stuff designed just for you to enjoy, and can strut around in the gear that's made just for you, that we mere scrubs will never see. Flex is ours. We get to casually explore content without it being trolled by LFR asshats, in casual-sized groups, and maybe earn some casual gear.

You guys have your stuff, let us have ours.
benebarba
Tue Jul 23, 2013 4:26 pm

Re: Patch 5.4 - Flex Raid, Siege of Orgrimmar, and more!

Since it's clearly that time in the patch cycle:

I think one reason it is so easy to complain about the model blizzard chose (for pretty much everything in this expac) is because they basically chose a pretty straightforward 'if you put in the effort doing X, you'll get the reward we have associated with X'. So yes, actually, they are providing an incentive for doing more things... it's how they are trying to keep players around. Frankly, I think there *are* designers out there trying to figure out how to properly balance the community-created rules about getting ALL the things vs the need for all kinds of players to have content.

But you know what? I bet a lot of them are also wishing people could reign in some of the community-created 'rules', because it would make their jobs a lot easier.

If anything, I think they've probably learned that we do need caps on all sorts of stuff. Because basically we'll jump on the wheel for as long as there's a wheel to jump on, then we'll get so tired of the game that we'll unsub.
Thels
Wed Jul 24, 2013 12:22 am

Re: Patch 5.4 - Flex Raid, Siege of Orgrimmar, and more!

Klaudandus wrote:This was the reason my old guild/raid fell apart, several people had no desire for dailies, and decided to quit the game cuz they felt they were holding the raid back. I took the poison pill and trudged thru the dailies until I got over the hump. But in the end, it was a choice. Some chose to do the dailies, some didn't.


*nods*

Indeed, it is a choice, but you give us the perfect example that saying "Not gonna bother" is not without it's consequences. Not every guild has that problem, but some guilds definitely do.
Klaudandus
Wed Jul 24, 2013 4:12 am

Re: Patch 5.4 - Flex Raid, Siege of Orgrimmar, and more!

We didnt kick them from the guild nor the raid, we were like "we dont care
Thels
Wed Jul 24, 2013 4:33 am

Re: Patch 5.4 - Flex Raid, Siege of Orgrimmar, and more!

It's like that more often than actually having it as rules.

Sure, there are likely guilds out there that have rules stating you shall run LFR every week for the items that are still an upgrade. But more often than not, it's the players themselves that are feeling like they're keeping the rest of their guild down. Just not doing it does make some people feel guilty, so it's not as easy as "Don't feel like doing it, then just don't bother doing it" that some people claim it's to be.
Klaudandus
Wed Jul 24, 2013 4:41 am

Re: Patch 5.4 - Flex Raid, Siege of Orgrimmar, and more!

oh, i agree, but truth be told... the dailies were worse than lfr. =P
benebarba
Wed Jul 24, 2013 9:40 am

Re: Patch 5.4 - Flex Raid, Siege of Orgrimmar, and more!

Thels wrote:It's like that more often than actually having it as rules.

Sure, there are likely guilds out there that have rules stating you shall run LFR every week for the items that are still an upgrade. But more often than not, it's the players themselves that are feeling like they're keeping the rest of their guild down. Just not doing it does make some people feel guilty, so it's not as easy as "Don't feel like doing it, then just don't bother doing it" that some people claim it's to be.


I guess my biggest gripe with the whole argument comes down to this (it's not quite a slashdot car analogy, but it's close ;) ):

Assuming you don't have guild/team rules explictly requiring all players to do certain activities, At what point does it become the responsibility of the developers to limit the available routes for players who either feel internal or external pressure (a non-uniform thing by nature), rather than the role of the guild/team leadership to manage and communicate expectations better and to allow the players to take resonsibility onto themselves.

It really isn't all that different from doping in sports, in my mind philosophically/psychologically/sociologically, at least. Clearly there are legalities and physical effects that don't have an analogue:
Even at levels far below world-wide professional competition, there are those who feel internal or external pressure to take performance enhancing drugs. Usually in violation of explicit rules, sometimes laws, and in cases where coaches explicitly state they should not do it and ones where the coaches may be... less than discouraging of their use.

Now, I suppose one argument goes that since the issue with the doping example is that we cannot fully eliminate the technology that allows doping as we can with the systems in the game.

But unlike the doping case, the reward systems in the game are actually working as intended: they reward you for doing stuff in the game. It is arguably the peer pressure aspect, which is basically out of the control of the developers, that causes the rest of the issues. It seems to me the only realistic way to manage that in a sustainable manner is for the players to do it themselves. Well, that or accept that the developer solution will probably cause as many problems as it solves (say like a 1 chance at loot per boss per week, regardless of difficulty rule).

/rant
KysenMurrin
Wed Jul 24, 2013 1:17 pm

Re: Patch 5.4 - Flex Raid, Siege of Orgrimmar, and more!

New Shaman talent:
Totemic Restoration has been replaced with a new talent, Totemic Persistence.

New talent: Totemic Persistence. Summoning a second totem of the same element no longer causes the first totem to be destroyed. Only one totem can benefit from this effect at a time.


Interesting. Restoration was a good talent, allowed you to not waste totems that ended early. But this one allows you to keep Searing Totem up while you drop Fire Elemental. Nice.
Worldie
Wed Jul 24, 2013 1:20 pm

Re: Patch 5.4 - Flex Raid, Siege of Orgrimmar, and more!

It should also allow to drop mana and healing tide at same time for random amusement!
KysenMurrin
Wed Jul 24, 2013 1:27 pm

Re: Patch 5.4 - Flex Raid, Siege of Orgrimmar, and more!

And elsewhere in the latest build, both Savage Defense and Shield Block now have charges (SD has 3, SB has 2). Hmm.
Worldie
Wed Jul 24, 2013 1:35 pm

Re: Patch 5.4 - Flex Raid, Siege of Orgrimmar, and more!

They always had charges, it's just a tooltip fix.
Jabari
Wed Jul 24, 2013 1:42 pm

Re: Patch 5.4 - Flex Raid, Siege of Orgrimmar, and more!

KysenMurrin wrote:New Shaman talent:
Totemic Restoration has been replaced with a new talent, Totemic Persistence.

New talent: Totemic Persistence. Summoning a second totem of the same element no longer causes the first totem to be destroyed. Only one totem can benefit from this effect at a time.


Interesting. Restoration was a good talent, allowed you to not waste totems that ended early. But this one allows you to keep Searing Totem up while you drop Fire Elemental. Nice.


Nice. That's good for Earth totems as well, I can have either the Primal-EE and Stone Bulwark (i.e., what's going to hurt me, exactly?), or can put down a utility Earthgrasp or Tremor and not kill my defensive one doing it.

I dropped Restoration long ago - it was nice but being able to get an "extra" HST/Grounding/Bulwark/Capacitor/etc was just a lot better.
Klaudandus
Wed Jul 24, 2013 1:51 pm

Re: Patch 5.4 - Flex Raid, Siege of Orgrimmar, and more!

KysenMurrin wrote:And elsewhere in the latest build, both Savage Defense and Shield Block now have charges (SD has 3, SB has 2). Hmm.


I find that puzzling. Wondering what they have in mind.
Worldie
Wed Jul 24, 2013 2:09 pm

Re: Patch 5.4 - Flex Raid, Siege of Orgrimmar, and more!

Klaudandus wrote:
KysenMurrin wrote:And elsewhere in the latest build, both Savage Defense and Shield Block now have charges (SD has 3, SB has 2). Hmm.


I find that puzzling. Wondering what they have in mind.



Worldie wrote:They always had charges, it's just a tooltip fix.



;)

They have charges to prevent warriors / druids from spamming them full time and have a 100% uptime.
I've alt-tanked many alt runs with my war tank, and I can assure you shield block has had 2 charges since 5.0 ;)
Klaudandus
Wed Jul 24, 2013 2:16 pm

Re: Patch 5.4 - Flex Raid, Siege of Orgrimmar, and more!

what's with me and not reading everything today? -_-
Teranoid
Wed Jul 24, 2013 2:36 pm

Re: Patch 5.4 - Flex Raid, Siege of Orgrimmar, and more!

KysenMurrin wrote:New Shaman talent:
Totemic Restoration has been replaced with a new talent, Totemic Persistence.

New talent: Totemic Persistence. Summoning a second totem of the same element no longer causes the first totem to be destroyed. Only one totem can benefit from this effect at a time.


Interesting. Restoration was a good talent, allowed you to not waste totems that ended early. But this one allows you to keep Searing Totem up while you drop Fire Elemental. Nice.


It's really like Blizzard cares about shamans this expansion. I don't know what to think of all of this.
Darielle
Wed Jul 24, 2013 3:16 pm

Re: Patch 5.4 - Flex Raid, Siege of Orgrimmar, and more!

I think Darielle's main point was that from a design perspective Blizzard are incentivising something that people find boring/not fun to do.

In a similar way to being feel compelled to do a lot of daily's, etc.

I don't think anyone is arguing that you can choose not to do that content. But that as a general design principal it's pretty poor.

I feel it's very easy to say "If you don't enjoy it don't do it" but a lot of people "do it" anyway. And it's whether this playstyle is healthy/good for the game that is the real issue.


That'd sum it up.

Yes, but it seems that for LFR and Flex to not "incentivize" HC raiders, it seems that they want to so nuke LFR and Flex that NO one would want to do it, especially considering the forum posters that want to remove loot from LFR completely.


I find it incredibly unconvincing that if UVLS wasn't a 50k dps upgrade on the LFR version, or if there was a loot lock that would allow for LFR loot to be of higher item level, or if the removal of an incentive leads to no need for silly gating, etc., that no one would want to do LFR. Can you show me how you reach that conclusion?

Also, I don't think I have ever seen a single person on both this forum and WoW forums combined talk about removing loot from LFR completely. The closest someone has ever come was on the WoW forums to suggest that LFR gear should be accompanied by gear from new 5-mans or share a set with 5-man/scenario content so that lvl 90 content doesn't funnel entirely into LFR and doing things like 5-mans stay attractive over the expansion.

But from the way you're arguing you feel people who greatly benefit from trinkets or tier bonuses are "forced" to do content below their level since the power incentive is so great.


The power incentive from trinket in particular IS ridiculously great. Those trinkets can add 100k sustained dps across a fight - they prop up entire specs or classes. But as mentioned above, what I do feel is that keeping that kind of power incentive behind content that people don't want to do is bad design.

The "choice" of "Do this or do a ton less damage" isn't a very good one. It's technically a choice in the sense that you can choose not to care about it, but at the end of the it's just a calculated RoI, and the Return on these in particular is disproportionately high. More to the point - if you're bringing up suggestions like people should revise who they raid with on the basis of how valuable or not they feel doing additional busywork is? That's REALLY not healthy for the game.

Indeed, these aren't changing from current. You keep the incentive for people to run LFR on top of normal with this loot lockout system. It just became a lot more complex.


Not really though. In that absolute worst case you proposed, you've had 50% effect, while the other half's additonal complexity comes purely down to "Hit this toggle". That's not actually complex, let alone a lot more complex.

On live, since everyone's running LFR, while you may not have explicit planning done for it, you're going to be doing ad-hoc adjustments as a guild. Your Lock got UVLS-LFR this week? He's going to tell the other Lock to pick up the Normal one that dropped. Your Paladin tank finished his 4-pc? You're going to want the Ret completing his instead of giving the Paladin a 13ilvl upgrade. The guild's "decision making" isn't really made MORE complex as a result.

Perhaps not at the very start of a tier, but there are plenty of pugs going on in say a month and a half after the new raid opening. Say Bob has been doing a bit of LFRs and Flex, and together with some valor upgrades, he's sitting at 543 ilvl. He has the gear to run SoO normal if he gets into a decent group, so he has a big choice to make now. Run Flex again, and hopefully upgrade his ilvl to 544 or perhaps 545, or wait for sunday and monday, knowing that there will be some guilds on monday that might need a random, or perhaps there's a proper alt run he can jump into. Perhaps he joins a group from boss seven, and downs a couple of bosses, but because it's monday evening now, he doesn't have time to LFR the rest anymore. Or perhaps the alt group wasn't as proper as it looked, and they only killed a single boss, but again, there's no time left to farm LFR.

It also forces Bob to just idle and wait, not running any LFRs until the very last moment, and then run them all on monday in a row.


That's not actually a decision to make though. Bob knows that he/she is not going to get into a decent run without any particular guarantee beforehand - e.g. using Openraid, or raiding with friends, etc., so there's no question about doing LFR/Flex. If he/she does get into a decent run after the fact, he/she can hedge his chance at loot with Coins anyway.

Certainly if he/she can do LFR/Flex earlier in the week, there's no stopping him/her from pugging earlier in the week either, and given that Flex is cross-server and can be Open-Raided, that IS the playstyle he/she is going to be going for.

Remember that the flitting between some pugs for Normal, some guild runs at Normal, etc. is what's causing Tuning issues in the raid instances. It's part of why Horridon's been nerfed 3x. Flex mode IS designed such that a player like Bob can do Flex. The hypothetical SoO normal mode would be, as a result, even less likely because unlike in ToT, Horridon might even be in his original, or post-week1 version, not in the version he is now. I mean, once upon a time, players running 2 difficulties every week was too much. Bob being able to run 3 different difficulties but only loot one of them? That's not actually a bad situation - and Blizzard WANTS this kind of Bob to socialise and have a regular expectation of a Flex run, because he's who Flex is designed for, not Normal mode.

Even for Bob, this is an improvement with a loot lockout. It's an environment where he can guarantee completion of Flex every week, and NOT worry about a hit and miss chance at Normal. And he can do things that aren't 3 different versions of the same raid over the course of the week. So the idea that it would cause more problems doesn't really hold up, and the idea that it won't 100% prevent incentives (note that in any solution, I sat out for Durumu means you would run that on Flex/LFR) diminishes it doesn't really hold up either.
halabar
Wed Jul 24, 2013 3:54 pm

Re: Patch 5.4 - Flex Raid, Siege of Orgrimmar, and more!

There have been plenty of "LFR doesn't need loot" threads on the US forums, just sayin.

The problem is you are still arguing for changes to "benefit" HC raiders that impact everyone else. You seem to imply that poor old Bob is too tired to run LFR and Flex in the same week, and that he hates doing it. Don't speak for Bob. He's just fine.

This all goes back to HC raiders don't want to be tempted to run "lesser" raids for loot. Fine. Make a raid lockout. Split it by LFR/Flex/Normal and Normal/HC. Once you set foot in Flex, you can't touch heroic for the week, or if you touch Heroic, you can't hit LFR or Flex. Problem solved, and Bob can run whatever he feels like.

Horridon was nerfed because Blizz failed to ramp up the difficulty appropriately. Council should probably have been #2, with Horridon #3, and Tortos a bit later as well.
Klaudandus
Wed Jul 24, 2013 4:33 pm

Re: Patch 5.4 - Flex Raid, Siege of Orgrimmar, and more!

Darielle wrote:Also, I don't think I have ever seen a single person on both this forum and WoW forums combined talk about removing loot from LFR completely. The closest someone has ever come was on the WoW forums to suggest that LFR gear should be accompanied by gear from new 5-mans or share a set with 5-man/scenario content so that lvl 90 content doesn't funnel entirely into LFR and doing things like 5-mans stay attractive over the expansion.


But I do recall people in this very forum calling for LFR to have a completely different loot tablethan Normal/Heroic, including the removal of tier gear -- which kind of serves the same purpose.

Pretty much having Heroic trample on LFR so they don't feel like they need to do LFR, just because, as Teranoid succinctly put it, heroic raiders are special snowflakes.
Sagara
Wed Jul 24, 2013 10:28 pm

Re: Patch 5.4 - Flex Raid, Siege of Orgrimmar, and more!

Heeeeey, so how are the bosses and the Celestial Tournament shapi... Oh. You again.

For the record, I'm starting to like the LFR/Flex/Normal vs Normal/Heroic lockout concept (as long as it's only a loot lockout, because ya know, sometimes I want to *play* with friends?). If it was actually implemented on Live today, I'd be completely okay with it.
Thels
Thu Jul 25, 2013 2:12 am

Re: Patch 5.4 - Flex Raid, Siege of Orgrimmar, and more!

halabar wrote:This all goes back to HC raiders don't want to be tempted to run "lesser" raids for loot. Fine. Make a raid lockout. Split it by LFR/Flex/Normal and Normal/HC. Once you set foot in Flex, you can't touch heroic for the week, or if you touch Heroic, you can't hit LFR or Flex. Problem solved, and Bob can run whatever he feels like.


But I want to raid HC and during the same week raid Flex with some friends...

Also, doesn't fix the issue for normal mode players, as they can still farm LFR and Flex on top of normal.

Also, people that aren't in HC by week 2, but take a few weeks to clear normal would be discouraged from going HC for a few more weeks, as they get triple the chance on gear if they don't go HC.

Loot lockouts and raid lockouts just ain't gonna work...
halabar
Thu Jul 25, 2013 7:28 am

Re: Patch 5.4 - Flex Raid, Siege of Orgrimmar, and more!

Thels wrote:
halabar wrote:This all goes back to HC raiders don't want to be tempted to run "lesser" raids for loot. Fine. Make a raid lockout. Split it by LFR/Flex/Normal and Normal/HC. Once you set foot in Flex, you can't touch heroic for the week, or if you touch Heroic, you can't hit LFR or Flex. Problem solved, and Bob can run whatever he feels like.


But I want to raid HC and during the same week raid Flex with some friends...

Also, doesn't fix the issue for normal mode players, as they can still farm LFR and Flex on top of normal.

Also, people that aren't in HC by week 2, but take a few weeks to clear normal would be discouraged from going HC for a few more weeks, as they get triple the chance on gear if they don't go HC.

Loot lockouts and raid lockouts just ain't gonna work...


Umm... you're missing one thing...

The regular raiders aren't the one bitching and whining about the different tiers. only the HC raiders are.

Klaud already fixed your other issue. You can go ahead and help your friends in a Flex raid, just no loot for you.

The raid/loot lockouts are still a lot better option than crapping on LFR/Flex and perhaps even normals to make sure they are "beneath" those that walk on clouds, the HC raiders.
Darielle
Thu Jul 25, 2013 8:00 am

Re: Patch 5.4 - Flex Raid, Siege of Orgrimmar, and more!

But I do recall people in this very forum calling for LFR to have a completely different loot tablethan Normal/Heroic, including the removal of tier gear -- which kind of serves the same purpose.

Pretty much having Heroic trample on LFR so they don't feel like they need to do LFR, just because, as Teranoid succinctly put it, heroic raiders are special snowflakes.


How would a hypothetical situation where LFR has a different loot table than Normal/Heroic be the same thing as "a completely different loot table"? If it has a completely different loot table, it can even have its own unique sets and things like that even, so equating the two is completely senseless.

There have been plenty of "LFR doesn't need loot" threads on the US forums, just sayin.

The problem is you are still arguing for changes to "benefit" HC raiders that impact everyone else. You seem to imply that poor old Bob is too tired to run LFR and Flex in the same week, and that he hates doing it. Don't speak for Bob. He's just fine.


The side effects of such changes aren't limited to Heroic Raiders.
In a world where there's no perception of the two clashing, LFR can have more unique mechanics, it can CERTAINLY have better gear than "bare minimum", 1.5 months worth of gating wouldn't be something Blizzard feels necessary, etc.

And let's be very clear. I'm not "speaking for Bob that he's too tired to run multiple modes". The connection should be bloody obvious seeing as once upon a time, having 2 modes at the same time was in fact a situation that led to feedback from players that it WAS too much, and there were just as many "casual" players on that particular boat ride. If Bob enjoys running all the modes, nothing in any proposed solution would prevent Bob from doing so after all, and if it means Bob actually does more activities out in the world, that's a win for Blizzard seeing as having people out in the world instead of spending their time in raids is a concrete design goal.

Umm... you're missing one thing...

The regular raiders aren't the one bitching and whining about the different tiers. only the HC raiders are.

Klaud already fixed your other issue. You can go ahead and help your friends in a Flex raid, just no loot for you.


There are certainly regular raiders who aren't happy with the current setup. You might not be finding them in the 5-6 posters that have made up the last few pages, and you may not even find them at all in a specific thread on the WoW forums since threads there tend to be dominated by a small group of 10 or so people, but they don't discount the opinions of people who are Normal mode raiders or who are people that are on the precipice between Normal and Heroic.

And you seem to be misrepresenting Klaud's own stance on the matter anyway.
halabar
Thu Jul 25, 2013 8:31 am

Re: Patch 5.4 - Flex Raid, Siege of Orgrimmar, and more!

99% of the complaints I see, perhaps 100%, are from HC raiders (or perhaps wannabes) who think LFR shouldn't exist, shouldn't have loot, or should delayed by a patch, or some other extreme path.

I'm still waiting to hear from the Normal raiders who think it's too much. You claim they are there, and they are just as upset as you are, but I'm not hearing their voices yet.
Jabari
Thu Jul 25, 2013 8:44 am

Re: Patch 5.4 - Flex Raid, Siege of Orgrimmar, and more!

Darielle wrote:The power incentive from trinket in particular IS ridiculously great. Those trinkets can add 100k sustained dps across a fight - they prop up entire specs or classes.


As a quick aside: If this bit is actually true, it's about the stupidest thing I've heard of in quite a while.

The power ramp-up is already dumb. My solution to the "Heroic raiders feel obligated to run LFR" issue all along has been that ToT LFR should have been ilvl 492 (i.e., just a hair below T14 normal), and have the ToT boss numbers be such that the first few bosses were at an "intended ilvl" of 496. That way, LFR is just to fill holes or catch-up for normal-mode types, not progression over previous-tier normal-mode.