Post-3.0.2 Analysis

This past week was rather interesting, to say the least. Last Tuesday, 3.0.2 was introduced. It is the precursor patch to Wrath that introduces most of the expansion’s talents and mechanics in preparation for its release.

My guild and I spent Tuesday downloading the patch and fixing our mods. We also endured lag, server crashes and restarts.

On Wednesday, a small group of us cleared Karazhan before our Sunwell raid. It took us a total of 50 minutes.

  • Attumen seemed like a trash mob.
  • Moroes died before his first vanish.
  • Maiden died before her first repentance.
  • Our tank was the target of little red riding hood and just tanked Big Bad Wolf through it.
  • Curator died well before his first evocate.
  • Illhoof died during the first weakness.
  • Aran lasted something like a minute.
  • Netherspite died during the first beam phase.
  • Prince died so fast he didn’t even enfeeble the raid once.

Out of all the encounters in Karazhan, chess took the longest. Following this, we had our typical Wednesday Sunwell. Well, typical in that we usually start it on Wednesday. Not so typical in that we cleared it in three hours total.

  • We defeated Kalecgos during the first portal rotation.
  • Brutallus died in less than three minutes.
  • Felmyst died right after her first flight phase.
  • We wiped to the Twins twice. Once because someone fell off the balcony, and once because a hunter botched the MD because they weren’t used to having a shorter range. Then we aced it.
  • I think we had two waves of humanoids on M’uru. The tanks were never in danger of dying during phase one. And we killed Entropius before heroism dropped.
  • We also one-shot Kil’jaeden with ease, though we almost botched it when our melee brought Kil’jaeden down close to the next phase before the warlock adds from the 85% phase were dead.

We followed our Sunwell clear with the first three bosses of Black Temple. We then called the raid an hour early, so people could get an early night.

On Thursday, we finished up Black Temple. We also killed Al’ar, Kael’thas and Vashj and again called it an early night. Some interesting notes:

  • We killed Shahraz without shadow resistance.
  • Illidan never once reached his demon phase. We brought him down to 30% with five seconds to go on the first timer. This reset the timer, and we brought him down to zero before the second.

In any case, we cleared all of Sunwell, Black Temple, the two most difficult T5 bosses, and Al’ar in a total of about seven hours. We could have done it faster if we hadn’t approached the raids in a relaxed manner.

Were the Nerfs Too Much?

I’m not going to view 3.0.2 in a negative light. At some point, guilds stuck indefinitely on content need the be thrown bones shaped like dead bosses and epics. And to have micromanaged the changes on each encounter of TBC would have taken too many resources away from development of upcoming content.

I am quite positive there are guilds disappointed about how easy M’uru or Kil’jaeden are now post-patch. Especially if they were close to killing either of them pre-nerf. On my own server, Risen was in line to become the third guild to defeat Kil’jaeden. Parn, Risen’s leader, posted this in the progression thread after this post-nerf kill:

Risen downs Kil’jaeden.

Patch came 1 week too early. Sorry about the cheapened victory, guys. But we would have gotten him regardless.

Thanks everyone for every effort they have made.

My own guild had the same thing happen to us with Gruul. We had him down to 5% pre-nerf and we were certain of his death the very next week. This would have made us the only guild on our server to kill him legitimately pre-nerf (Ruined killed a bugged version). But then they nerfed him and we came back and one-shot him during what was supposed to be our warm-up attempt. It was an anti-climactic end to the hard work, consumables and gold we had thrown at the encounter.

However, for all the disappointment, it would not have been worth it to micromanage the changes to raiding. With only a month left in TBC’s lifecycle, it would have been a mistake to push 3.0.2 back a couple weeks for the sake of making the encounters easier, but still challenging. Especially considering those encounters will become obsolete at Wrath‘s release.

It’s Too Difficult to Predict What’s to Come Using 3.0.2

I originally stated that I thought Blizzard would do well to prolong the introduction of 3.0 for the sake of benchmarking class performance in raids and PvP. However, I ended up changing my mind just before Blizzcon for these reasons:

  1. Encounter difficulty was going to change with new concepts and mechanics in place.
  2. The encounters weren’t designed with the new talents in mind.
  3. We are missing ten talent points and new abilities that we will have at level 80.

Tack on the additional nerfs to raiding that Blizzard introduced, and there’s very little point in using 3.0.2 as an environment in which to test a class’s viability. And the same could be said for arena. Without an official ladder going on, a lot of people are using this opportunity to simply test new abilities and specs. But optimal team composition and specs for level 80 will not become evident until Wrath‘s first season.

I Hope 3.0.2 is Not a Precursor to 25-Man Raid Difficulty in Wrath

One of my colleagues, Matticus, had this to say about the current ease of 25-man raiding on live:

Don’t assume that things will be this easy at level 80, because it’s not going to be. You get yourselves new bosses, new mechanics, and new challenges to toy with.

To some degree, he is correct. Malygos is not nearly as easy as raiding in 3.0.2 is currently. However, conventional wisdom and statements made by the developers leave me to disagree on a level more subtle. Afterall, the developers did say they thought Sunwell was too hard during Blizzcon’s raids and dungeons panel. So I’m not about to assume that the 25-man version of Icecrown Citadel will be as difficult as the Sunwell.

Having worked my way through Sunwell well before 3.0.2, and killing M’uru before his first nerf, I have a keen understanding of just how difficult raiding can be. And while, yes, slogging through that content was at times frustrating, I am retrospectively appreciative of just how difficult both M’uru and Kil’jaeden were to defeat. As I said some time ago, downing them provided two of the most satisfying gaming experiences I’ve ever had since picking up an Atari controller when I was three.

So I personally worry I will never have that experience again in WoW. In fact, I would be upset if the 25-man version of Icecrown only stood at the difficulty level of Black Temple. Afterall, one of the very reasons I thought 10-man versions of every raid dungeon were being introduced was to provide an alternative, more accessible form of the content people might find too difficult in a 25-man setting. Getting stuck at the 25-man level will result in a lower impact on morale when people can simply form up a solid 10-man raid and experience that same content in an easier and more accessible environment.

My Advice for Guilds Clearing or Deep into Sunwell Pre-3.0.2: Tighten Your Recruitment Standards

If you were clearing Sunwell level pre-3.0.2, I would say you shouldn’t use the time to recruit new people unless they come from an extremely solid and verifiable raid background.

As it stands, it is currently too difficult to trial someone in the difficult aspects of raiding you will see re-introduced come Wrath.

  • For Sunwell-clearing guilds, Felmyst won’t last more than one ground phase on a perfect attempt, meaning you will have limited opportunities to use the encapsulate as a situational awareness check.
  • Sacrolash dies so quickly, there will be a low chance for your new DPS recruits to be the target of conflag on the Eredar Twins.
  • Since bosses have had their melee damage reduced so dramatically, you won’t have ample opportunities to challenge your healer recruits.
  • Furthermore, because bosses hit so weakly, you can’t challenge your tanks to accurately time their cooldowns to mitigate awkward damage bursts.
  • Also, for tanks, positioning plays less of an important role when you don’t have to worry too much about avoiding gravity balls on M’uru, or creating an optimal pattern of flame patches on phase two of Illidan.

That said, if people coming from top guilds are applying and their skill level is already verifiable, it might be worth it to take a chance on them now. However, if this is not the case, I would advise taking a pass on them until you can incorporate them into level 80 raiding.

3 thoughts on “Post-3.0.2 Analysis

  1. On the one hand, I’m glad that content was nerfed because we were guaranteed to see KJ die and actually see the content. On the other hand, having seen and been in the middle of working on M’uru prior to the patch, I feel cheated. We were consistently getting halfway through P1 Muru pre-3.0 and would have had him down within another 2-3 weeks. Killing M’uru post 3.0 was so anticlimactic as to be completely worthless. Killing M’uru wasn’t an achievement. Killing KJ wasn’t either, but at least we had no experience of how badly the fight was nerfed.

    Since most of the walls we’ve hit in TBC have been related to lack of appropriate comp (or just plain not enough people) I’m definitely advocating for expanding the guild a little in Wrath. I definitely don’t want a repeat of actually making good progress only to have it nerfed out from under us since we’re behind the curve because x class/player couldn’t be bothered to show up. It’s definitely been possible for us to have a small guild with no one on the bench, but it has meant that we were unable to compete for firsts, when we could have if we had another player or two extra for each class/role.

  2. It’s a shame really. KJ was an awesome fight, and now so many guilds are getting a cheesy version of him – the new talents and first real Muru nerf should have been enough of a boost to let the majority of real raiders through.

    From what I’ve heard from Beta users the 25 man version of Naxx is a joke (although I’ve love to hear a write up from your perspective, I’d be surprised if you had not run it on Beta yourself) – let’s just hope that Naxx is a gift and the future 25 man instances are more challenging.

  3. Well, Naxxramas is supposed to be entry level. So I have no problem with it being easy, much as I had no problems with Karazhan being relatively easy. What’s more, I have no problems with it being easy because I don’t care to revisit it for too long. A lot of people are excited for its return, but some of us are not. Outside of Patchwerk’s voice acting, Heigan, Thaddius, the 4H, Sapph and K’T, I could care less for the place.

    But I would be disappointed if any of the 25-man content after Malygos ends up being a joke.

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