World of Warcraft Blue Stickers: The number of elastic group and output or will adjust account

Source: Internet
Author: User
Keywords Warcraft

Today, Blizzard Community manager Bashiok a blue sticker asking for feedback on the "number of breakpoints" for a resilient group:
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There are a number of breakpoints about the change in the leader mechanism of the elastic Regiment, some of which are true. such as the number of light balls in Norush combat.

I hope you can specify in which battles there will be similar numbers of breakpoints and what the corresponding mechanism is. Everyone wants to get friends and family to play Ben without being limited by some combat mechanisms.



There are a lot of similar problems mentioned in the post, Bashiok only used Norush for example. When the breakpoint is reached, the team needs more DPS or more treatment to kill the boss. The spirit of the cage is similar to the mechanism-after a certain number of people will save 3 times, so some teams in order to reduce the difficulty will avoid more than a person. There are also, for example, the AoE Battle of the Dark Shaman, the more people suffer the more damage. Steel and scorpion mines alike, Malkorok, and Pandalia trophies have similar problems.

Treatment is also a problem, if the team has 15 people, only 3 treatment, then without more treatment to join the situation, you will be willing to bring more than 1 DPS? That is to say, the problem of the elastic group is much more complicated than the "no impact" statement of Blizzard, the problem of elastic group is various, it is difficult to have once and for all solution, only can make small adjustment according to single mechanism.

But can these so-called problems really be called problems? Ion Hazzikostas more than once stressed that as the number of people increased, the difficulty will be reduced, so the more the more the better. But it must also be admitted that there are always some unsatisfactory friends and relatives who will join the team, sometimes because they will not be able to complete the kill. Should the adjustment of the elastic group be more friendly to the player? Elastic Group has been very simple, as long as most DPS can play more than the output of the tank, then the problem is not big, the players simply hope not to destroy the regiment.

Seriously

Some players complained that the elastic Regiment also asked 530+ outfit, or requirements of the general mode of achievement. This is inevitable, as is the case with the so-called best numbers. Players always want to maximize benefits. The better the outfit, the more likely you will be able to play the regiment without any effort. As we said before, the simpler the regiment is, the higher the expectation of the player against the group.

However, the elastic group should not be so. The elastic group is not designed for the Wild Regiment. Yes, some of the wild Regiment requires high load and so on + high play, Blizzard actually and want to see this kind of narrow-minded game way. Remember that the initial random group was designed to avoid lifting the load too quickly. And the result? So keep in mind that if you're going to open a resilient group, then seriously follow the idea of a resilient group--make the "friends and Family" group fun. The elastic group should be joyful, not narrow-minded to improve the outfit. Play games Just for fun

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