#1 - Sept. 12, 2012, 6:04 p.m.
09/12/2012 11:04 AMPosted by DoromilSeriously blizzard, if CHALLENGE modes are ever nerfed to the point say like the cataclysm heroic dungeons were, what would be the point in calling them CHALLENGE mode runs?
I can totally see you guys nerfing a previous set when a new set comes out however.
Seems to be par the course. Nerf it when it's not current content.
09/12/2012 02:14 PMPosted by CbaothHey if challenge modes are cool and go well, will we get challenge raids like AQ40 and MC??? If so you guys should have challenge mode raid achievements for each raid and dungeon just basically saying you did em cause I think that would be cool and well worth my time to play.
09/12/2012 03:24 PMPosted by ZakiggaWouldn't it defeat the point of them? Normals for leveling, heroics for that initial gearing for T14 (and they are much easier than Cata's were on launch, I've tested them), and Challenge modes for those who want a challenge. I get it, some people can spend more time on and in WoW than others, but isn't it ok to have something like this for those who want to be challenged?
09/12/2012 10:25 PMPosted by PositronWait so I cannot Que up Looking For a Challenge (LFC)?
Guess I won't be doing challenge modes.
Thanks for more content I won't be doing!
Yes in a way it will get "easier" in time.
Blizz will not have to "nerf" the content because you will simply out gear it
You will never outgear challenge modes. One of the neat things they do is normalize your gear to a certain item level. Basically how it works is they take all of your gear and set it at a certain item level say 450 and then all of your gear becomes 450 item level (at least if it works same way as normalization in beta).
If you just wanted points you just pick up any one.
There shouldn't have to be an addon.
It doesn't risk anything. If you deemed it not worthwhile then don't use it.
You skipped my basic reason why queuing for rated content is a bad thing.
The automatic queuing systems in WoW come with the built in assumption that those involved will have a reasonable chance of succeeding at the content they've queued for.
This is not the case in rated arenas, nor is it likely to be the case in rated challenges.
All the option would do is raise false hopes & risk player frustration when they discover the pug option is guaranteed not to succeed.
OK, we get that you'd personally like to use it regardless, fair enough. But it is not the thoughtless restriction you're trying to make it out to be.
My biggest concern about Challenge modes is the opposite. Not that they will be nerfed, but they will be ´hotfixed´ to remove semi-exploits.
Let me give an example. In a certain dungeon, it is determined that a druid, shaman and mage can use certain abilities to bust through a dungeon and crush the gold medal time. The symbiosis between those 3 classes causes them to clear the dungeon 5 mins before any other comp can.
The devs know that in no time, Youtube will be filled with vids of how to do this and that soon everyone will know that you must bring a certain comp to even get close to the record time, so they hotfix it the first month of MOP.
The original druid,shaman,mage did not cheat.. so probably their record time will stand forever.
If you think I am exaggerating.. look at 75% of world first raid kills. They mostly all involve some ´tactic´ that is ruled not an exploit, but is still hotfixed very quickly to not work any longer. Of course there are other true exploits that are hotfixed as well.
My guess is that there will be a lot of challenge mode top times that come from the first 2 weeks of the expansion and last a long long time.
The format is actually even a little more complicated than that. Just as an example: hit and block caps. As you surpass the 5-player Heroic dungeon item level you'll eventually cap out hit and block. If we equally averaged all your stats back down to 90 Heroic dungeon levels, it'd feel crappy. In that scenario you'd be running upcoming Heroic raid content at hit cap without missing, then enter a Challenge dungeon and be missing too much. You'd then have to keep a separate set that has a ton of hit and/or block to make up for the loss in averages. So your hit and block won't scale down as much. If you're not missing raid bosses in your epic gear, you probably shouldn't be missing bosses in Challenges either.
If you're raid hit capped, will you be massively over the hit cap in challenge modes (and thus wasting offensive stats) or when it scales you down will it ensure you are right at the hit cap, but not (significantly) over it, and reallocate those points to some generally useful stat.
Or to ask it another way, will players want to be aiming for a cap below raid hit cap when doing challenge modes so as not to waste stats (or are challenge mode bosses +3 bosses instead of +2 as is typical in heroic dungeons)?