The race continues among the hardcore guilds, with Paragon having cleared every boss but the Lich King in Heroic 25 ICC. Given the time it took to do that, and the limited attempts, I have a sneaking suspicion Paragon is running a bit low for actually beating Arthas this go round. I’m also not sure how many of these are alts; I’d guess some attempts are run by alt crews to learn the fights, then the real raid comes in. But then…who knows?
Meanwhile, in 10-man strict land, From Chaos downed the LK in 10-man normal mode today. This isn’t quite as much of an accomplishment as it might have been, as the encounter took a few hits, many of them making it slightly easier in normal mode. More importantly, though, the attempt cap was lifted this past tuesday, so From Chaos may have benefitted from the 25-man version being beaten last week. Either way, it’s an accomplishment, as attested by their lone standing at the top of the strict charts there.
Finally, 25-man Heroic Arthas doesn’t look like he’s going to drop easily. Blizzard buffed 10-man heroic Arthas from 22.5 million health to 29.5 million health and, 25-man Heroic Arthas has…103 million health. To put that into perspective, far as I can tell you only have to take him to 10% to “win” (you need to dps the rest down, but it doesn’t appear there’s any real fight mechanic…just spam damage, he’s stunned). That means you “only” need to deal 92.7 million damage before his enrage timer hits at 15 minutes, which comes to 103k raid DPS. With 7 healers and the generous assumption that your tanks combined equal 1 dedicated damage dealer, you have 18 pure damagers, who need to do an average of 5722 dps. Well, that’s not much; in ICC Heroic gear, which they’ll have slowly been farming in reaching him, they should have no sweat easily blowing past that.
While true, Arthas isn’t particularly nice about standing still and letting your DPS spam at him. He spends at least 2 minutes strictly un-targetable (casting Remorseless Winter), taking the average necessary dps to 6.6k per damage dealer. He also spawns adds that need to be burned down. Assuming you use Necrotic Plague to take out shambling horrors, you’ll be able to focus on the LK for the entirety of phase 1. Phase 2, however, involves the raid burning down the val’kyr he summons or risking the loss of a vital raid member (as they’ve been dropped a cliff, they can’t even be rebirthed). This has to happen while avoiding the potentially raid-killing defiles he casts. Assuming you make it to Phase 3, the raid will need to burn down Vile Spirits on top of focusing down Arthas before he Enrages (or a bit after he enrages).
All this while healers are pumping out enough health to keep everyone alive through LK’s considerable AoE damage and the two tanks are properly picking up adds, handling his debuffs, swapping him through Soul Reaver, etc. Also, dispellers need to be completely on the ball at all times.
Assuming that the Lich King’s damage output is unchanged and none of his adds have increased health, we can estimate what sort of gear/skill improvement would be needed to beat him on heroic. Vodka’s US first kill videos are here and here; we can see it took them 11 minutes to down him, including remorseless winter time. So they’d get 4 more minutes of time on him, or 27% additional time. Since the Lich King has 61 million health in 25-man normal, they needed to wade through 54.9 million health to down him. In order to take down Arthas in Heroic, they’ll need to do 69% more damage…more than double what the extra time can account for.
I believe I can guarantee that the adds will have more health and damage to the raid will be higher. So assuming Vodka was playing at the absolute top of their game for their kill (a relatively safe assumption), there’s absolutely nothing for it: Arthas will require better gear. I think it’s worth noting that it’s only just now, several days after heroic mode became available, that the prior bosses have been downed. I guarantee they went and took out the unlimited attempt bosses first, hoping to pick up some ilvl 277 gear to make the wing bosses easier.
I suspect that gearing will be a tad slower for heroic mode: none of this gear can be purchased. Heroic 25-gear is a return to Ulduar and non-badge gear: you’re just going to have to get the right drops off the bosses, and you can’t buy equivalent side-grades for any slots anywhere.
Further, normal LK seems to be something of a wall for many guilds. If we look at World of Logs, we have an admittedly distorted, self-selecting window into the success rates of guilds against Arthas. We see that 1.4% of logged attempts were successful on 10-man LK and .9% of attempts on 25-man were successful. That’s out of about 13k and 15k recorded attempts respectively. By way of comparison, Sindragosa has a 5.5% and 7.1% success rate, respectively. He doesn’t seem to be going quietly into the night for many of the people meeting him.
Which brings me to the question: is Icecrown Citadel an easy raid instance? Have raids gotten easier with the introduction of Wrath of the Lich King? It’s certainly an issue that’s been argued over for…well, the entirety of the expansion. I know someone who reaches back to BC to talk about the “catering to the casuals” and the slow decline of difficulty in WoW high-end pve content. Blizzard devs have addressed this topic a few times, addressing a number of concerns. It should be born in mind that their overriding concern has been getting this stuff in front of more people. Accessible Naxx was one step in that direction. Weekly raids that are pug-able is another. And the LFG tool has been a pretty big step in getting even the most casual player into 5-man dungeons and the WoW group experience.
Another argument Blizzard has put forward is that fights actually more interesting and involved, and insofar as complexity of mechanic can admit of more difficulty, encounters are at least as difficult as Vanilla fights and more interesting to play. Zarhym makes points along those lines in a recent thread, and it’s probably worth quoting:
The fact that at least 25 members of our player base have killed Sindragosa on Heroic difficulty doesn’t say much about whether or not the encounter is more complicated than, say, Twin Emperors. In fact, most of the raiders I’ve talked to who are at, or have killed the Lich King in 25-player mode say that Icecrown Citadel has provided some of the most fun and interesting mechanics this game has yet to offer. Most of the fights today are technically more complex than the fights of old, but the difference is in the tuning and the polish.
He then brings up another point that anyone who was watching at the time can probably remember quite well:
I can think of at least a couple of bosses that took a long time for any guild to kill where bugs were a major factor. As soon as the bugs were fixed, the bosses were defeated.
I believe C’Thun was one such boss, leading to something of an uproar at the world first kill, as the patch went live earlier in one region than the other, causing cries of foul. Finally, he mentions another old standby of Vanilla and early BC raids: the resistance check.
There were also several bosses, take Princess Huhuran for example, which weren’t necessarily incredibly challenging from a mechanic perspective. The challenge came in the form of requiring that players farm resistance gear from that same instance for weeks and weeks until they stood a chance. Resistance fights have since more or less disappeared.
However, one thing Zarhym hasn’t mentioned is the enormous penalty involved in a wipe. First, Vanilla raids involved 40 people. If you wiped, you needed to get these people all sorted out and back into play. If you were fairly deep in an instance, this might involve 10-15 minutes from wipe to next pull. I watched a friend once, long ago, practicing Kel’thuzad in the original Naxxramas with his guild. He had flasked for the attempts, and he would literally log out after a wipe while people sorted things out in Vent to conserve the duration. And he wasn’t logged out for short durations.
On top of this you need to bear in mind that trash respawned on relatively short timers (usually 45 minutes, if I remember right). That would give you 45 minutes from first associated trash pull to down the boss before you had to go through them all over again…and trash could be pretty rough in its own right. The time between boss pulls only aggravated this issue.It’s for this reason, in fact, that winger dungeons and raids were and are so popular: you could more efficiently choose bosses to take on to better maximize gear gains. In long, linear dungeons, like AQ20 or AQ40, you had to just march through the bosses, and if one boss presented an impassable barrier to you (probably more due to not having the necessary time than anything else), you were screwed.
Beyond even that, high-end raiding was a grind-fest. At one point in time, all elixirs stacked with themselves (there were no Battle or Guardian elixirs). You could also use a Flask, along with the elixirs. That meant, obviously, that the dedicated raiders would blow their time grinding up all the mats for flasks, elixirs, scroll drops, making sure they had the right classes for the proper buffs, scrounging up difficult-to-get enchants, farming the legendaries, etc. This took time. The bonuses granted, particularly by elixirs, were so large that it was like adding at least another tier of gear to the raid…and Blizzard compensating by increasing the gear check bosses represented. That meant alchemy grinding moved from being a great way for top-tier guilds to make content easier to making that grinding a damned necessity.
What this added up to was an enormous time investment if you wanted to raid seriously. Bosses might only give you a couple attempts before you needed to clear trash to get back to them, leading to hours spent just learning a single boss fight…but most of those hours were spent on preparation and trash clearing. The top-end guilds weren’t just good; they also were dedicated enough to play World of Warcraft in every free moment they had.
Understand that a lot of the time sinks mentioned above were removed often at the raiders’ requests. Grinding was boring and ridiculous, and I think everyone breathed a heavy sigh of relief when the alchemy nerfs went in. Since launch, trash has been a source of contention between raiders and developers from day 1, with developers contending that raiders might say they just want a series of bosses, but really, the trash adds a level of pressure to the entire ordeal. Raiders argued that it was simply a waste of time and energy, particularly when trash was so ridiculously punishing that you might wipe more to a boss’s guards than the boss, and they dropped absolutely no reward themselves.
I guess I can point to Wrath as evidence in favor of the devs’ arguments.
So once you’ve distilled raids down to boss attempts, with minimal (or in the case of Trials of the Crusader, no) time between bosses, how do we define difficulty? If fights really were more difficult pre-Wrath, in what way were they more difficult? I’m forced to contend that the difficulty relied entirely on how unforgiving of mistakes fights were, and how ultimately punishing failure was. Failure now is lost time running back, and even that is curtailed by winged dungeons or teleporters in Ulduar. How long can Blizzard force people to spend learning a fight? How do they make learning challenging without making fights wipe raids if someone messes up once? Because the fact of the matter is that the internet facilitates the dissemination of learning; we’ve all become damned good at finding out what everyone else knows about a fight. When a boss comes out, the entire community masters it together. So it can’t simply be a learning issue.
So it becomes a matter of execution, and a question of failure to execute properly and the punishment for that failure.
One other, tangentially related point: the skill of casual players. When I first purchased Starcraft, over a decade ago, it was basically my first RTS. I’d seen Command and Conquer, and I’d played a bit of Warcraft 2, but that was the first time I’d purchased an RTS of my very own. I consumed it, bashing my head against the game, eking my way past every mission, clawing victory from the gaping maw of defeat…until the last Terran Campaign mission.
All of the stratagems I had used to that point failed me utterly in that mission, and repeated attempts only netted me repeated failures. I gave up in extreme frustration. I came back again, maybe a year later, and tried again, only to be frustrated with defeat. Finally, I turned to the internet; not for specific strategies for that particular mission, but to teach me how to play the game, because I obviously didn’t know. What I rather rapidly learned was that I had barely scratched the surface of Starcraft. In order to truly play that game, you have to see it in an entirely new way. Starcraft as played by the masters is not the game you learned when you bought it first.
What I learned from this is that we are precisely as good as the situation demands of us. I probably could have, through simply throwing myself at the mission ad nauseam, beaten the Terran Campaign and moved on. Or I could have looked up a strategy for the mission, followed it, and moved on. I would from then on remained absolutely and blissfully unaware of the actual game of Starcraft. I would never have known I sucked at that game, because, frankly, I didn’t: I was good enough to solve the puzzles I cared about.
If you are never confronted with a puzzle whose solution is desirous and which makes certain demands of your skills, you have no incentive to learn. Simply getting better just to be better isn’t enough; that’s too nebulous a goal to be realistic. In what way are you better? Measured against what? You’ve already solved the puzzles presented…how much better do you need? Unless there’s something beyond that, I know I’d prefer to work on things where there actually is a puzzle to be solved. Then not only can I get better, but I actually accomplish other goals as well.
This is what confronts the casual player. Why ever should a Death Knight exceed 900 DPS if they don’t have to in order to accomplish their goals? If 900 DPS is sufficient to clear through daily quests and allow them to have fun doing it, the puzzle is solved for them. Finding a way to do this faster simply doesn’t need to occur naturally to these people. This is true, I suggest, because fun is the ultimate goal in WoW and if fun is had at 900 DPS, they have no incentive to increase that number. It’s completely irrelevant to them.
Once you drag someone into a dungeon or a raid though, suddenly expectations change. Now there is, in fact, a reason to improve. An occasional jaunt simply isn’t sufficient encouragement to improve those numbers; why bother if it’s something you’ll only do every once in a while? But consistent dungeon running will push people to improve enough to get to the end of the dungeon. They want to see it – it’s a puzzle that provides a goal and a reason to improve. They can also grab some awesome loot in the process, further sweetening the deal.
There seems to be a natural tendency among people who’ve ventured into group content to want to do larger group content. I’m fairly certain the LFG tool is helping to fuel that further now. Once you move into 10-man territory, or 25-man territory, there will be further incentive to improve. It has been a rare person indeed who hasn’t learned and improved after sufficient time spent in raids. I’ve seen people who would otherwise be completely casual subjected to a couple nights a week of 10-man running for a month or so come out with substantially better skills, both in touching their abilities and in situational awareness. They can’t help but become better at it through sheer exposure.
I think, then, that, when assessing the skill of the population of players, one should take into account the incentive they have to be skilled, rather than assume they are already as good as they can get.
Hey dude,
just stumbled over your article. But hell, it´s awesome. Keep up the great work
Thanks!
[...] downed the Heroic 25 man Lich King, just before the 10% buff hit. I wrote my blog post wherein I theorycrafted out how far behind in damage raids were from a kill back on February 12th. It looks like Paragon downed him on March 26th, making it damn near a [...]
Your article is telling of the advancement of raiding ability of players. Thanks for some incite into the development of warcraft and the thinking of players like yourself.
There are two other questions that should be asked also. Is “normal” mode too difficult for casual players that care nothing for “heroic” modes. Is “heroic” mode too easy for hard core players that care nothing for “normal” mode?
I have considered myself and my guild mates to be above average players. In Lich King, the insta-fail mechanics that are incorrporated into many ICC encounters have a very low tolerance for any mistake. Just recently, after 2 months of extended 10-man ICC attempts my guild of 5 years finally gave up on Lich King in normal mode. It’s just too difficult an encounter for us, even with the 20% Strength of Wrynn buff. This may seem surprising to many, but it’s true.
It’s very disheartening that after years of play, we finally had to admit to being defeated by the Blizzard developers. They created something that we simply can not get past. Normal mode wasn’t supposed to be this difficult, it’s normal mode!!! Heroic mode was supposed to be the ‘be all end all’ for the hardcore raiders. Why make normal mode that difficult and complicted with such a low tolerance for failure?
Should Blizzard please reduce the difficulty of Lich King in normal mode? I believe they should. Make heroic mode even more difficult, it’s something that I don’t care to see or ever be a part of. And why is that? Heroic mode is for those players that demand and want the most challanging of content. I just want to have fun 3-4 nights a week on a fun game, spend time with my kids and wife, and have a good nights sleep. Let the hard core have their own fun, and have their spotlight in the World of Warcraft.
I think blizzard did very welll on the difficulty aspect of the game, if you haven’t noticed there is alot of pride and skill involved and glory doesnt come easy, as in real life you either win or lose. Success depends on your personality, time, skill and guildys. Sorry to be blunt but this game does not refund or forgive so best of luck to all who try.
When you speak of the 40 man raids. Yes it is true the raid encounters got alittle more elaborate,but the skill a player needs compared to then is alot less.When bc hit agro became hardly no issue at all for dps,tanks no longer had to stancedance,they cut down on 20-30% of the skill used by your character at 60 and gave classes skills to make things alot easier. It got alot more casual. In the 40 man raids your progression suffered so bad when you lost a well geared raider because it took 3-6 months to gear someone.Cause you had the actual peice drop( there were no trade in item )sometimes youd see the same peices drop a month in a row.Highend raiding then to get progression was for the diehard gamer. You were set apart from the rest of the populace because maybe only 10-20 people of your class had complete tier sets. And you had to earn it. I think raiding at 60 was harder and more dedicated at high end than heroic in xpacs. Not just because of the raid sizes. Healing and dmg threat were a huge issue then as well especially for horde, then we had no palidans.Just as alliance had no shamans. I remember players knowing there class and threat so well in a time when you had no mods,for example like the boss encounter firemaw where you have 3 tanks usually that trade off tanking because of a nasty debuff,which over a long period of time trading off theyd eventually lose there agro cap. When they traded off theyd go Los from mob trading in and out in rotation and as the fight progressed since shaman healers had no threat reduction in there resto tree over time Ive seen some of my guildy shamans line up close to where the boss was being tanked cause they knew they were about to be killed so as to not cause a full fledged wipe. Ive seen hunters take turn each week pulling a boss to a setup tank and just as the boss gets to the tank fein death and they usually died 50% of the time doin so cause we had no misdirection shot . You had to farm reagents ,supplies for a repairbot, have resist potions, clear scholomance a few times a week because it was the only place other than blackwings lair that had an apothacary lab to create flasks, get food, you even could get buffs in DM that stacked as well. We even used to save turning in the head of Onyxia and Rend blackhand quest from an alt in Origrimmar to Thrall for certain boss encounters. So wed have that hour buff from both on top of reagents and raid buffs. We had no ranged taunts, misdirects,blessings,nothing to decrease threat like alliance did with a pally.Horde had the other side of coin with less control and more dmg windfury and totems by far made our fights last a quarter the time alliance took we definitely did more dmg.Warlocks were only good as a utility class unless they liked big repair bills and a deathwish. Most highend mages were 2 min mages . Elemental shamans and enhancements shamans were so rare youd only see one of each at the most. same with a fury warrior and arms. Most your hunters were marks until they revised survival because you needed the extra range for pulling and you couldnt get it with a beast spec which couldnt compete dmg wise anyways. Rogues in raiding were daggers or dual sword.Just think about all the specs that all of you take for granted that were not viable at 60. The balancing issues they had because of seperate hybrids on each faction. And its a fact that then 70% of players played alliance and as a horde we could always see who they geared a new raid or encounter for by how the mechanics played out. The encounters we had any edge on were later fixed or nerfed with the excuse they were creating an even playing field. So my camparison with 40 man compared to 25 man is you have 5-10 maybe left of the 40 man raiders doin 25 mans with whatever they can get that will atleast show up cause I guarentee you lost most of your diehard gamers when this game became easymode and more for casuals. Thats a fact. Why play when people you wouldnt have gave the time of day to even do a 5 man with at 60 is running around with the same gear you have . Freinds are the only thing that keeps those that are left. They’ve definitely turn WoW into a G rated down from a atleast PG-13 and a R rated gameplay and its sad. 5 mans used to make you coordinate pulls for crowd control and used to test every party members skills ,because you had actually had a job to do.After they nerfed the new heroic system dungeons in burning crusade and I know for a fact because people where crying about how hard the attunements for Vashj and Kael’s raiding dungeons were so hard to get. I had only a half epic half dress blue attirement and did it pre nerf when it was hard. And if youve noticed they have cut out such necessities.And my God that was no where near getting Onyxia attuned on Horde side. We all had to run a 5-6 hr Lower blackrock spire where 2 mobs pre raing gear would almost kill any tank and the packs were 4-7 per pull. you wanta talk about skill.Those were times you didnt run with PUGS and anyone who could run the dungeons in 5 mans you knew who they were.