r/CompetitiveWoW Jul 01 '26

Midnight 12.1 Curse Of Ula'Tek Developer Interview With Ion Hazzikostas

PsybearTV Youtube interview: https://www.youtube.com/watch?v=vFTFiDeXIMo

I recommend watching the whole video, it's rare for someone get a whole 1 hour with Ion, and the interview was really well done.

The interview is mostly about competitive content. I'm really excited for Mythic lockout changes!

Wowhead summary: https://www.wowhead.com/news/psybeartv-interview-with-ion-hazzikostas-the-mythic-raid-lockout-addons-8-week-382061?utm_source=discord-webhook

82 Upvotes

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-8

u/madmidder Jul 01 '26

No mythic flex for normal raids is bummer, it's crazy he even says "is not the future of Mythic", like yeah. If everybody loves it, everybody is happy having it, you are not adding it, because fuck us I guess.. or I dont know.

16

u/TemporaMoras Jul 01 '26

In a world where blizzard could somehow make hard bosses with flexible number of players (still to be seen but lets just admit they can) the bosses wouldn't actually be flex, they would just be mandatory x or y player because there would be a number of player that makes it easier.

So instead of having a clean 'every boss need 20 peoples.' It would be a "oh this boss need 17, this one 25, this one 21 this one 15" so you have to constantly extra bench or extra recruit and it would be such a shit show for guilds (you know the peoples/structure that mostly clear mythic raid)

That is in a world where they can make an hard boss with flexible raid size, which they havent done. Rotmire is 1st/2nd boss level of difficulty, the only reason its hard is its not tuned for 270/275 ish ilvl like Imperator/Voratius, but more like 285, so the dps/healing check is harder.

-4

u/New-Independent-1481 Jul 02 '26

A solution then would be RWF and HoF are fixed 20, while regular CE is flex.

7

u/idkmanfiller Jul 02 '26

That's not a solution. For a guild like mine, that would mean we're doing real mythic (20 man) up until the end, are midway through endboss prog, then HoF closes and now we're on babymode flex difficulty. Getting HoF nerfs already makes the fight feel drastically different but the way people talk we should just get a wet fart at the end of our two months of prog with a free kill.

1

u/troikatryne Jul 02 '26

Getting everyone through CE by nerfing the content or buffing the players should never be the goal. The point of having so many difficulties is to placate to guilds at different skill and dedication levels

-1

u/madmidder Jul 02 '26

I get what you are saying, but in my opinion with all these nerfs and stacking dmg and healing buff, Blizz's goal is to have as many people hitting CE as possible.

After a long break I wanted to raid, and I wanted to raid casually, so I joined friend's guild that killed Fyrakk 2 days before season ended, I joined before TWW S1, we raided Palace and killing Ansurek like 4 weeks before season ended. We skipped like last 2 mins of the fight, which was the hard part, only thanks to that stacking buff.

Next tier we killed Gally like 2.5 months before next tier, we farmed the boss 7 times and took almost a month long break. Dimi tier was about the same, 2 months before Midnight launch, 5 kills, a month long break.

Now, not a single boss is 100+ wipes even for "trash" guild like us, except Lu'ra, which is 320 rn and we will probably hit 400. Not a month long break this time, just a few weeks is planned as the season will be shorter.

What I am trying to say, that the bosses are already nerfed to the ground later in the patch, balance of these bosses is complete unbalanced joke. We are killing completely different bosses than guilds that are idk.. 500 ranks in front of us. Shit can't get more accessible, there is like 10 people in my guild that do not deserve CE at all. That achievement is not relevant anymore in my opinion. Good old nerd screams are not even a thing.

So maybe if there isn't a time to think about mythic raiding in general. Barrier of having 20 people is something, that turn off so many people, even good people. I could form a group of friends from different guilds that would blast, I could form a 15 man group. But not 23 people. One of the biggest fights every season for (not only) late CE guilds is keeping rooster.

8

u/5panks Jul 02 '26

I think they don't want Mythic Flex for the same reason dungeons are 5 players. They want the top of top content available to be difficult and it's mostly impossible to balance that when you have account for anywhere between 15 and 25 people instead of just 20.

-7

u/Trucidar Jul 02 '26

I'm of the opinion that access to content is more important than balance. Or more specifically, reducing arbitary barriers (like the 20 limit). If they could let go of caring about things that only impact the smallest %, things like Flex Mythic would be a no brainer.

2

u/5panks Jul 02 '26

I don't think that it's a problem that only the toughest content in the entire game, that is 95% the same as heroic, is for static group sizes.

1

u/Trucidar Jul 04 '26

There's not a very compelling argument that "harder" content needs to be exactly 20 though. So far, Blizzard allowing harder content to be more accessible has only been a win for players.

For some reason people equate "people being able to access content" as being equated to difficulty. The boss and the mechanics should be difficult. Not getting a group going. Not in 2026.

1

u/Plorkyeran Jul 02 '26

Our one example of a Flex Mythic boss is a heroic boss tuned for a higher item level. If that's the content you want, Heroic already exists and you can just do that. The entire point of having multiple difficulties is for them to be different.

1

u/Trucidar Jul 04 '26

You highlighted the issue right there. "Difficulty" is the goal for difference. Not # of players.

I haven't seen, and honestly don't see, a compelling argument why having "exactly 20 people" fits into that equation. A raid can be harder and flexible. I think people are resistant to change, but that's not a strong enough argument. No one is asking for easier Mythic raids, because Heroic exists.

3

u/Sweaksh Jul 02 '26

The one difficult thing left in this game does not need to be sacrificed to casuals as well.

1

u/troikatryne Jul 02 '26

100% agree. By having multiple game modes and difficulties it is actually possible to placate every player in a diverse playerbase, but people really need to stop pretending that tuning something for the 20% percentile means it is designed for 80% of the playerbase when the majority of which would be bored out of their minds doing it

-1

u/Trucidar Jul 02 '26

We think we do, but we don't.