"We heard you guys didn't like mechanics on normal or LFR, so we removed them all."
We certainly haven't consistently been successful in doing this, but as we reflect on how Normal difficulty has turned out, we'd rather remove mechanics from Normal difficulty entirely than leave them in but make them so non-threatening that they can be ignored entirely. The latter approach hurts clarity, because you look at an encounter and see 3 or 4 mechanics, but there may actually only be 1 or 2 that you truly need to worry about. Removing mechanics from Normal also means that, in effect, going from Normal to Heroic now introduces some additional mechanics, just as going from Heroic to Mythic always has. That adds some additional depth to the experience of learning a boss on a higher difficulty, rather than just having the same encounter with larger numbers. It might be better if the difficulty and complexity gap between Normal and Heroic were comparable to the gap between Heroic and Mythic, and that hasn't been the case.
It's been a while now, but when we first elaborated on the Warlords raiding structure last year, we tried to spell out the target audiences. Raiding Azeroth: Part 2 and the associated blogs go into a ton of depth if you have too much time on your hands and want to read thousands of words rambling about raid design. But the most relevant part was this:
I'd say that those three categories largely match with Normal, Heroic, and Mythic raiding respectively. In a lot of ways, many pickup groups trend closer to the Heroic sphere of content, simply because they are selective, and generally will not hesitate to replace someone whose throughput is significantly below par or who is screwing up mechanics. A friends-and-family group will generally not kick out their friend or family member because they stand in the fire a lot. That's sort of the point. |