To be completely honest I've debated writing on this topic. Just like some readers think I am sexist after this post, there is the potential that I will come off as an elitist a-hole to some in this one. That is not my intention, but as a whole these changes disappoint me in a couple of ways.
- The Yogg-Saron encounter has received the following changes: Death Ray no longer hits players who are under the effect of Malady of the Mind, Guardians of Yogg-Saron no longer use Dominate Mind, the spawn rate of Guardians of Yogg-Saron is more forgiving, and these Guardians will no longer spawn if a player that is protected by Hodir’s Flash Freeze hits an Ominous Cloud.
- In the opening sequence of Ulduar you can now see Liquid Pyrite from farther away.
- The Flame Leviathan encounter has received the following changes: the bonus health Flame Leviathan receives per tower has been reduced, the ejection height from Flame Leviathan has been reduced, the snare effect of the Tower of Frost has been removed, and the cannons on Demolishers and Siege Enginers should now break Flash Frozen vehicles in 1 shot.
- The XT-002 Deconstructor encounter has received the following changes: the health of the heart has been slightly reduced in heroic difficulty and the rate at which Gravity Lapse and Searing Light are cast has been reduced.
First and foremost, LoE hasn't attempted the FL or XT hard mode. So they've been nerfed before I had a chance to know if we were up to the challenge, and that bugs me. If the encounter was really to hard then I agree with the nerfs, but I don't think it was. Plenty of guild have done it and I think most people haven't because they want to spend more time on the Keepers so they can get to Algalon. I just wonder if I've missed an opportunity.
The second reason I'm disappointed is I don't think all of these changes are necessary. Take the Yogg changes for example. The trick to phase one is killing all the Guardians on Sara before you get over run with adds. It's a big part of why this fight is tough. Therefore the more "forgiving" spawn rate, and adds not spawning if your protected by Hodir might make phase one to simple.
I don't have a problem with the Death Ray/Malady of the Mind change. Random deaths are stupid. I also go back and forth on removing the MC. It could really screw your raid, but it only really became an issue when you started to fall behind. That said however, I worry that by nerfing phase 1 so much they've really taken the soul out of the fight.
I may catch some heat for this, but I will admit that part of the reason I don't like them is because it will make it easier for other guilds to kill Yogg for the first time. I think for a lot of raiders, raiding is a competition. You want to see who can get there first. Therefore a nerf is a little like providing a short cut for the people behind you.
I'm really proud of my guild. If you look on GuildOx or WowProgress we are ranked 4th on out server, but we raid only 9 hours a week. All of the guilds around us raid 16 to 20 hours a week. So I love that we have similar or better progress with less time spent raiding. Therefore I want to maintain that ranking and nerfs make that a little more difficult.
The final reason I dislike these nerfs is that I think there are bigger fish to fry. WoWRiot recently had an interview with two of Ensidia's Guild Leaders, and one of the questions they asked was which Ulduar Hard Mode do they like best. Both said Mimiron. In fact, both said that Mimiron hard mode was harder than Algalon the Tear Muncher.
I don't have any experience with Mimiron Hard mode on 25man but my guild has been working on the 10man version for a couple of weeks and it is hard. We've rolled through the other hard modes with out much effort and this one is much harder. I'm not saying they should nerf it, but if any fight need it then Mimiron is it.
Anyway, I'm sure some of you disagree with me. Let me know what you think in the comments.