Quote:
Originally Posted by Erati
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I dont mind we are 'catching hell' - I just dont see the alternative being that great of a solution for all the ToV raiding guilds- that is my point.
When we are in the wrong, we are in the wrong and USUALLY admit it / walk away.
Again, I was not there so I continue cannot fully dive into what happened yesterday with what did or did not happen.
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Eratani, I'm not placing a blame on anyone. BDA had a bump with Divinity as well once in ToV.
I'm saying instead of some huge, pain in the ass set of raid rules for ToV, make ToV mobs be killed in their wing, on their spawns/pathing nodes.
Also, I'm saying, guilds should stop crying wolf when they are positioned at the only zone out available to melee, and something goes awry and they have to zone out. If a guild sets up at zone out, they need to anticipate that there COULD be stuff dragged there in an escape attempt. We expect it in normal XP zones, and it's the risk you take setting up shop there.
If mobs were killed in their wings, on their spawns/pathing nodes - then a guild setting up at zone out only has a concern when a guild is giving up on the raid mob and trying to zone out to stay alive and avoid a 100% raid CR. It becomes a non-issue, because they choose to set up there and thereby acknowledge and accept the risks of being set up in that spot in the zone.
I do agree that pulls need to be cleaner. The train and split method causes a shit ton of disruption to zones, and ToV amplifies that situation a ton when pulls bridge wings.