Yeah, yeah, I’m on a raiding topic streak but I swear I’ll get back to the Shammy stuff soon. I still have to make fun of discuss the new Tier 9 armor design.
With Ulduar, Blizzard embarked upon a slightly new path of raiding, a parallel route, so to speak, called Hard Mode. This was tentatively seen in Naxx with achievements earned for killing a boss in a “harder fashion” which contributed to overall achievement netting you a Proto-Drake. With Ulduar, Blizzard stepped it up a bit by adding another incentive in terms of loot. Kill the boss in Hard Mode and you will receive a random piece of loot at a higher ilevel. Sounds good in theory, right?
Two major issues have risen out of this motif, one of which is touched on by WoW.com, that being morale. The other issue is gear itemization.
Morale
The first issue of morale comes from guilds attempting hard modes on select bosses before the instance is even fully cleared. We come from the conditioning regarding raiding that the first 25% of a raid’s bosses are loot piñatas, the next 50% are a mite bit harder and the final 25% are more difficult and require much more coordination and, at times, the loot upgrades from the previous 75%. So, with this conditioning in mind, it would stand to reason that the Hard Modes follow the same arc so, if we will receive better gear from XT Hard Mode and that gear will help us down Yogg in Normal Mode, then why shouldn’t we go for it?
Good concept and whether or not you should varies from group to group and raid leaders must be ever ready to make the call to do it or not.
However, you lead to morale and burnout issues. Wiping on FL+4 multiple times takes a lot out of a group. So you dial it back to FL+2 and move on. By the time you hit your actual progression boss, say, Mimiron, your raiders are already suffering the diminished morale from a failed Hard Mode attempt and, consequently, may not give it their all on an entirely brand new boss. Even if you down him and it’s the first time, yes, you’re excited, but, dammit, we didn’t down FL+4. In terms of conditioning, Flame Leviathan is seen by your raiders in the same light as Noth or Anub’Rekhan in the simple fact that it is the very first boss of the instance and, therefore, no matter the mode, should be easy. Wiping on him, no matter how many towers or how illogical that seems, is demoralizing.
Some guilds have addressed this issue by refusing to attempt any Hard Modes until the instance is completely cleared at least once. I believe this is a great policy – if you can move through the instance at a relatively decent pace. However, if you’re stuck on the same boss(es) week after week and are, effectively, farming every boss up to that point, the second issue with Hard Modes comes into play – gear itemization.
Gear
Whenever a new instance is released and the loot tables are pretty much set, I open up a notepad document and start browsing loot tables for my upgrades. I make a very specific list of what is potentially best in slot and any optional “I’ll take this instead since it’ll probably be a while until I have that” pieces. I do this so I have a game plan going into every boss. I don’t have to sit there and compare what dropped to what I have to see if it’s an upgrade. I know what I’m after and I save my rolls, loot council, DKP, whatever the system for those specific pieces. This usually means I pass on items that may seem like upgrades.
The issue arises when my best in slot non-tier upgrades are spread across four different versions of the same instance – 10 man Normal/Hard and 25 man Normal/Hard. I’m not alone in this either. Elemental Shamans have it even worse than I do with very little non-mp5 mail dropping in any version. Most of the classes have this issue.
I realize that Hard Mode Heroic will drop the best gear. That’s a given. Top level content = Top level gear. But to restrict certain slot upgrades to only a certain boss’s Hard Mode doesn’t seem like the best plan or the best idea in terms of raider morale. You end up with a raider who upgrades everything except one certain piece because their group cannot or simply will not kill a boss on Hard Mode. Eventually, you end up with several raiders in this predicament and, while you have the first however many bosses on farm in an instance while you’re working on the latest progression boss, overall morale is low because no one has gotten an upgrade in a while.
So what’s the solution? For me, I don’t exactly know. For Blizzard, separate lockouts.
Four Versions
We have the Coliseum on the horizon and, with it, comes the option of four different Raid IDs – 10 man Normal, 10 man Hard, 25 man Normal, 25 man Hard. Each one has a different loot table; each one has the same bosses.
In theory, this seems to be a good idea. Don’t touch Hard Mode until Normal Mode is done. Step into Hard Mode to see what it’s like, then go into Normal when you don’t get as far. Separate progression paths depending on guild scheduling and group makeup.
But will this lead to increased raider burnout? We are talking the same instance four times each week, potentially.
And does this solve the problem of gear itemization? Will our Elemental Shamans be able to fully gear up in all four modes separately or will their upgrades be spread across all the versions? (This we won’t know fully until the loot tables are completed.)
Blizzard has already stated that this is an experiment only and they aren’t setting this new method of raid lockouts in stone until they see how it works with the Coliseum. So I guess we’re all going to be participating in this experiment.
/jumps on her wheel and runs