1.
2. I see it from a new player perspective, I really do. Which is related to 4, more on that below.
3. Usually, again considering good MMO's (not utter failures) I'd say 6 months (best case scenario) to 12 (really really at most) for about 10 new bosses. We'll see how ARR fares, I guess we should wait until 2.3 (about a year) to draw conclusions.
(Again, see below on how to make all of it relevant to pretty much any player.)
4. My take on "hardcore" versus "casual" in terms of raiding is that these shouldn't be different instances but rather the same content tuned differently. I really like the WoW model for that because it works brilliantly (liking the game or not is another debate). You just don't have to mix players with difficulty levels, and that's smarter than trying to idealistically hope that everyone gets along. Raid Finder is a proof that it just doesn't happen, because people have different 'goals', some like to focus on 'skill' whereas others see that as a chore; some like it to be fun and cool while others see that as a useless and untimely distraction, borderline trolling. This thread is just a perfect exemplification of these different mindsets, and the fact that they're just not compatible on a regular basis. Which prompts my saying that you can't force the challenge of dealing with different gamers psychology on players, it's a recipe for ugly stories. Those that like it, may PUG on their server, and/or choose the adequate difficulty level, the others just wish to do their 'thing'—whatever that is.
So with difficulty levels, hardcores get their "hard mode" bosses, usually take about 3 months to clear the last boss; casuals clear the "normal mode" in about the same time (obviously hardcores do normal in a few weeks at most, before moving to hard mode; obviously you can't do both during a week). And very recently Blizzard implemented flexible raiding which is a scalable mode from 10 to 25 players without any gear requirement (thus allowing groups of friends to play together without any restriction whatsoever so long as they're more than 10 and less than 25), with a difficulty level a bit under normal mode. I think it's brilliant in theory, and since ARR was built with scalability from scratch, I'm pretty sure it would do wonders here.
For instance, I'd love to have Coil "normal" accessible for casuals thus a bit easier than it is currently to allow AK-geared people to have a shot at it without full DL (no DF, we agree), Coil "hard mode" for hardcores (a bit more difficult than it is currently); same for CT, including a hard more that would make it quite relevant for hardcore raiders. You'd get something like:
• CT normal at iLv80,
• CT hard at iLv90,
• Coil normal at iLv85
• Coil hard at iLv95.
I would LOVE to see that. Twice the content for everyone, no one left behind. CT on DF (eventually allowing pre-mades of up to 24 of course), Coil out of DF. And if there were a flexible Coil (say, scaled for all groups from 6 to 12 people) at iLv80 and flexible CT (scaled for all groups from 8 to 24 people) at iLv75, that would just be icing on the cake.
With such an endgame content, both extensive and catering to all crowds, I'm pretty sure ARR would soon become a reference. And I like the idea of 5 bosses every 3 months rather than 10 every 6, it makes for a more stable retention, it's better for the community I think.
So, in the case of ARR, we'd have about 5 new bosses every patch (which make a best case scenario of ~10 per 6months), as planned currently (Coil then CT then Coil etc; numbers counting Primal fights). But you'd have to get the 2 difficulty levels (normal/hard or hard/extreme) on day 1 of these bosses release.
Sorry that was long. I just wanted to expose my full opinion, since I think we actually agreed on the basics.![]()




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