I would like to share with you my idea how to improve raid tuning for players and for devs aswell.
Historically, in Icecrown citadel, as times go forward, we had buff, which increase our dmg output and HP aswell.
My question is, is there a possibility to implement this mechanic for future raids? I mean… for example, when 100 guilds clear full mythic raid, next reset we starts to recive a buff (every reset +5% primary stat and +3% stamina), up to 6 stacks (+30% dmg and 18% stamina).
The biggest advantage for devs is a fact, that they dont have to edit every single boss fight/mechanic, and on the other hand, raiders will have some kind of certainty, that even if they are full geared and they are uneable to beat heal check/dps check, they will go further in fight next week. Sure, if there is a really tought mechanic, devs can edit anyway.
Well, that is how it worked for most raids from legion until now.
The buffs were in the form of borrowed power: At the start of the tier almost noone had them, then by the end, most of players got the boost. As an example think of artifact weapons (at legions with new powers every patch), at BFA we had azerite armor/essences/corruptions. Now in shadowlands we had soulbinds, domination sockets, and double lego/tier sets.
All of these systems had the intention of giving 0 power at the launch of the patch/expansion, and as the months went by increase the power of the players.
And this is one of the reasons that 9.2 raid was abit of a disaster. The raid was hard enough for the world first raiders to actually need all the borrowed power to defeat the jailer (4set and double lego). So even after 2-3 months, when the 300th guild was fighting the jailer, their power was not THAT much greater than world first raiders.
This resulted in one of the most nerfed raids ever (as a way of blizzard to try to give this “power up” to lower rank raiders).
Also as a side note, keep in mind that numerical buffs/nerfs will NEVER be enough when the hardest part of bosses are the tactics.
Take halondrus as an example. No matter how much extra damage/healing/health buff you got, nothing could help you when you had to juggle bombs at a 8 seconds timer. You needed a bunch of REALLY good players, and if you did not have them, there is no way to defeat the boss.
This is the reason that most nerfs are mechanical and not numerical.
Problem with this is that in ICC you could do a simple % nerf but as the raids got harder and harder they need to adjust the mechanics of the bosses.
Current raid is the culmination of bad decisions and they lost a big chunk of casuals along the way. They can’t simply nerf it gradually because they needed to destroy a whole bunch of mechanics entirely as they were too hard.
Why you need buff to nerf raid for you when gear is basically doing that overtime
Let’s be real here SOF isn’t tuned around 278ilvl so if you have 278 ilvl you should already have easy time in mythic raid
Gear won’t fix one shot mechanics. For some bosses perfect execution was a must before the nerfs. I don’t really mind as I’m not a mythic raider but look at the success rates on WCL over the entire tier. They didn’t move one bit even though people got more gear.