Friday, March 5, 2010

Nerfing: When is it too much?

Among today's in-game fixes are:
  • In the Lord Marrowgar encounters, the boss will no longer reset threat after a bone storm and will now wait a small amount of time before attacking at the end of a bone storm
  • In the Deathbringer Saurfang encounters, the boss is now less likely to cast Blood Nova on targets affected by Mark of the Fallen Champion
  • In the 10- and 25-player heroic Festergut encounters, the malleable goo ability should no longer target pets

I'm all for progressive nerfing. It gives the "less-coordinated" guilds a chance to see content without having to bang their heads against a boss for months.

It's also great that it *is* actually "progressive", and not the epic nerf of BC when poor Kael and Vashj found themselves dying a whole lot more after just one fix.

However... are some of these nerfs really necessary?

I'll give you Saurfang - healing through Blood Nova as well as a Mark is challenging - and Festergut - not realizing a goo is headed for a non-player would be a nasty surprise for melee - but Marrowgar? You'd be hard-pressed to find anyone running ICC who hasn't come across a boss that resets threat. Are there really that many groups repeatedly wiping to this boss because of that issue?

Not to mention, the zone-wide buff in ICC is now active, starting at 5% and increasing later. Surely this buff is enough to help languishing guilds through this week?

I hope this isn't the start of a trend where the first wing of ICC will eventually become as laughable as Naxx when we first started; easy bosses are fun for awhile but quickly get boring once the challenge is gone.

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