TotC – The Verdict

2009 November 8

I have now seen my fair share of the Trial of the Crusader Instance. If this isn’t the first time you’re reading this blog, you might have noticed that I don’t like this dungeon. I never got around to explain why though. I always felt that I hadn’t seen enough of the instance, but now, with the first two Heroic Modes behind me, I feel like I can give my final verdict. I’ll do so in listing the pros and cons, which come to my mind.

The Good:

  • The instance is short and trash free.
  • The instances provides a lot of incredibly good Loot. This helps many players to catch up with other members of their guild, gear-wise.
  • Hard Modes in both 10 and 25 man version of the instance offer a well balanced challenge.

The Bad:

  • The instance is too short. While Ulduar was much too long, TotC is now just too short. Ulduar would have been a lot  better, if it had been split up into two separate instances. Remember TK and SSC? or BT and MH? It was just so lovely to have a change of walls from time to time. TotC is not only one instance, it’s one room! Also, trash isn’t only bad. It offers some time to relax, chat and clear your mind for the next boss encounter.
  • The instances showers bad players with loot far too good. iLvL 226 would have been more than enough for the 10 man instances. This would have been still a decent jump in iLvL without completely destroying any interest in Ulduar for most guilds. I also think it isn’t a good thing, if someone gears up in Ulduar25 and the next thing he sees himself doing is farming TotC for 232 iLvL gear.
  • While for myself, the TotC Hard Modes are pretty well balanced, I see a lot of guilds struggling with the difficulty. The jump from Anub’arak to Northrend Beasts on Heroic mode is absolutely huge and makes progressive raiding for many guilds pretty hard. A lot of guilds are caught somewhere between farming normal mode instances and failing and Heroic Modes.
  • TotC has killed Ulduar in many ways. Ulduar is a beautiful instance, but it is long and it isn’t that easy. So on one hand we  have a long, pretty hard instances, offering 219 and 226 iLvL gear. On the other hand we have an easy instance, which nearly any pickup group can beat, handing out 232 and 245 loot AND Emblem of Triumph. It isn’t hard to see what happens. Ulduar dies, while a lot of people still haven’t seen Yogg-Saron.
  • TotC has lead to a ridiculous gear-centric view of the game when it comes to pick up groups. New players in blue (omfglol!!!) gear find it terribly hard to find good pickup groups. People have gotten incredibly lazy and like to have the game as convenient as possible. Heroic dungeons has become a brainless farming of Emblems with 40k life tanks. 10 man pickup groups demand ridiculous gear standards.
  • There is a PVP encounter standing in my path of progression! I think this is bad. I don’t like encounters, which are easier the more PVP interested guild members you have. I don’t like encounters which favor maybe 1-2 pieces of PVP gear. I don’t like encounters which are easier, if everyone had a talent spec shifting towards PVP. I have all my PVE abilites keybound, but a lot of PVP stuff isn’t even in my action bars, so a lot of not so PVP interested people have a lot longer to learn such fights and react fast to what’s happening. If I want to PvP, I play a first person shooter or a soccer game. I have no interest at all in WoW PvP. So please stop torturing me with silly PvP fights.

Conclusion

I have fun in TotC, because Heroic Modes offer challenging raiding. Apart from that, TotC is the symbol for everything, which is wrong with the game at this moment: Absolutely no interest in understanding game mechanics or boss encounters isn’t standing in the way of beating the instance and bathing in incredibly good gear.

The gear jump from Ulduar 25 to TotC10 is still so big, that right after completing my 4pcT8, I could throw it all away and start farming TotC10. This greatly reduces the attachment I have to gear, gearing up my character and thus reduces the joy of getting new gear.

TotC has completely killed Ulduar, it is nearly impossible to motivate people for Ulduar and even harder to motivate them for Ulduar Hard Modes. I know I would have more fun trying to complete Ulduar Hard Modes with my main character. But what I do is dragging three eighties through TotC10 per week. The result? Three eighties with six gear sets. All gear sets are rapidly filling up with 232 and 245 purples. And all this loot for three characters can be achieved in less than 3 hours. But am I having fun? No. Not half as much as I could have in Ulduar. Not a fraction of the fun I could have, if TotC normal modes would at least offer the slightest hint of challenge. Ulduar10 can’t be beaten with just any pickup group, why should that be the case in TotC, especially because it’s so short and without any trash!

TotC is one huge fail, in terms of difficulty (both, vs. the difficulty of Ulduar and vs the difficulty of its Heroic Modes), length and gear balance. If the Heroic Modes wouldn’t provide a decent raiding challenge, I would have stopped raiding until 3.3. Easy raid instances and easy loot will only offer short-term satisfaction, when you see your SP, health pool or AP go through the roof. In the long term all they will leave is shiny purples and a bad taste in our mouths.

6 Responses leave one →
  1. 2009 November 8

    Agree for the most part. I once powered through Ulduar 10 leading a pug of great players that don’t play together ever. We got to Mimiron pretty fast, downing every “optional” boss and a few hard modes, but at that point I just boggled at trying to explain the fight or come up with a strategy for it given the group I had. It took us 3 hours to get to that point. Isn’t 3 hours the average raid time? A good solid number? For most people’s patience, attention span, focus?
    @valkyrierisen´s last blog ..More reason not to tank My ComLuv Profile

    • 2009 November 8
      drug permalink

      Ulduar is too long in my opinion. But the reason why I see it that way is probably hidden somewhere in my annoying BC raiding nostalgia. I’m not very happy with blizzard’s decision to design huge instances with tons of bosses and nearly completely leaving the path of multiple instances of roughly the same size. All instances have their own vibe. And I don’t see a reason to keep everything in one instances, when you could split the content up in two beautiful instances. WotLK heroic instances give a glimpse at how great those guys are at designing instances.

      Recap of Encounters in BC:
      T4: Karazhan 11 + Gruul + Maghteridon
      T5: SSC 6, TK 4
      T6: MH 5, BT 9
      Sweet extra was ZA, a very decent, pretty hard 10 man instance.

      Recap of Encounters in WotLK
      T7: Naxxramas 15 + Sartharion + Malygos
      T8: Ulduar 14
      T9: TotC 4
      T10: A huge number of bosses in Icecrown.

      BC had always a pretty constant number of encounter for every Tier level. Also, High-End raiding was Split up into two instances. This had numerous advantages: You hadn’t to stare at the same wall in every raid. You got to the final boss much quicker. There were more epic, challenging end bosses. There were less much too easy bosses, who just stand between you and the encounter you’re actually working on.

      Yogg-Saron is by far the best and coolest fight in Ulduar. If the instances wasn’t as long as it is, a lot more people would have seen him. Also, the longer an instance is, the more can go wrong: People having disconnects, losing time because people want to do a hard mode, losing time because of silly errors. Loosing time because you can’t get the right setup for an evening.

      The longer an instance is, the more such little events hurt progression and lead to fewer people seeing the end of an instance.

      But as I already said, Nothing has hurt Ulduar as much as TotC.

  2. 2009 November 9

    SSC was only 6 bosses?? It seemed so long. Maybe it was that awful trash.

    I actually really liked ToC, but I am looking forward to the return to traditional instances.

  3. 2009 November 12
    Zatosh permalink

    I agree totally that TotC10 killed Uld, and has pretty easy loot.

    My experience with it is that a “Good” pug can get through TotC10 without much difficulty. However, majority of PUGs are not good – which adds to the challenge of the fight I guess. Also, the Faction Champs has too much random factors in it – one time you may easily one shot it, another time you may wipe several times…

    3 Triumph is too many imo for reg mode 10.

    For me, the jump from normal to hard mode is too extreme. While the difficulty of 10 vs 25 is not enough.

    I’m looking forward to IC. It will probably destroy TotC :P .

    Stumbled onto your blog and enjoying it thus far – added to my rss feed :) .

    • 2009 November 12
      drug permalink

      The fun of a new instance is always simply the instance being new. So it’s absolutely clear, that whenever a new instance goes live the last Tier of Content isn’t as interesting as it used to be.

      The only thing that annoys me is this huge step in iLvl combined with two steps back in terms of difficulty level.

      Ulduar is a nice and challenging dungeon. So, lets say my guild has a not so ideal raiding line-up every 2-3 or so weeks. A lineup just not perfect for TotGC25. Does it make sense now to schedule a 25 man Ulduar Raid? Absolutely not. The emblems are worthless for every 25man raider. The loot is rendered ridiculous even by TotC10 man loot. It makes more sense to run TotC10 or TotGC10. It might even make more sense to kill Sarth3D for a nice drake and a very nice caster cloak.

      I just don’t think it’s very clever to make 10 man loot that much better than 25 man loot of the last tier and taking away all motivation to visit the 25 man content from the last tier from time to time. 60% of all guilds in WoW Progress have beaten Anub’arak25 and only 33% Yogg-Saron25. That’s not just because Yogg-Saron is hard but very much also because TotC has made Ulduar so insignificant and guilds just have stopped trying, because even a very easy 10 man raid will yield better loot than killing Yogg-Saron25.

  4. 2009 November 14

    I’m really glad I got to see Ulduar a few times before 3.2 came out. It’s a really impressive dungeon and I enjoyed doing all the boss fights. Sure trash isn’t exactly fun, but there wasn’t *that* much trash in Ulduar. There were too many bosses crammed in there though – deciding to raid Ulduar was a pretty big investment of time.

    ToC is quick, relatively easy, and gives good loot. I just don’t feel any sense of accomplishment from pugging it every week.

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