The point of 4 lockouts?

#0 - June 19, 2009, 9:54 p.m.
Blizzard Post
I'm going to claim this isn't a QQ post, but who knows what it will look like to you.

I thought that Ulduar was the perfection of raiding, it wasn't so hard that casuals weren't getting to see the content, and the hard modes and algalon provided a fantastic goal for the more hardcore guilds. It is a challenge to progress through and reach Algalon but its not preventing casuals from seeing the content. Not to mention its just an outstanding raid.

So why stray away from that? These 4 difficulties seem to provide the same thing, normal and hard modes, just in different raids, it seems unnecessary, and a bit... overwhelming. So I'm curious what you (Blizzard) is looking to accomplish with this? Its not game breaking, its just a strange change that I'm curious about.


Also: Rogues with Axes? Axes are not subtle!
#12 - June 19, 2009, 10:38 p.m.
Blizzard Post
Firstly, the Crusaders' Coliseum is quite a bit different from Ulduar. Beyond that though, we want raiders to have more options for approaching content. Sometimes it can be a bit daunting to decide as a group, "do we want to try these hard modes and risk a long night of little progress, or just push through on normal mode?" Whatever choice you make pretty much decides your progression for the week.

Now, you can take a night and go through 10 or 25-player versions of the Crusaders' Coliseum without worrying about having to decide whether or not to attempt the hard mode on a particular boss. Instead a separate 10 or 25-player raid can be scheduled where the sole focus can be on Heroic mode.

Before the raid even begins you can choose your difficulty, and choosing one difficulty won't mean you're shut out from attempting the alternative difficulty that same week, just as 10 and 25-player modes have been on separate lock-outs in Naxxramas and Ulduar.
#19 - June 19, 2009, 11:09 p.m.
Blizzard Post
Q u o t e:


Why only 5 bosses?

Because we don't want you to have to change your name.