The PuG update: if you have 10 people interested in raid, bring the player, not the class to Atramedes:
I could open with "I told you a year ago!". But I'm not in the mood on cheering on my ingenuity. This nerf simply lacks the previous subtlety and throw directly into our faces: go and boost morons and slackers. While bad ones always profit more from the nerf than good ones (as the difference between wipe and 1 hour kill is larger than between 1 hour kill and 45 mins kill), all previous nerfs affected everyone. The altrun of a HC guild also got the ICC buff. A casual raider could also get fast badges in WotLK heroics.
Now, they placed a 15% buff to DPS, HPS and HP pool. That's a flat 32% (1.15*1.15) buff to heroic running people. But not for everyone. I won't get any nerf. My HCs (if I would still run HCs) will be exactly as long as before. The HCs of a casual who plays with his friends won't get any easier. Only the LFD-using M&S gets the nerf. To get it, we would have to abandon guild groups and boost M&S in the LFD.
Ghostcrawler wrote "in general, Heroic dungeons are of appropriate difficulty for organized groups, but just brutal on Dungeon Finder groups. ". He isn't talking about Method and Paragon guildruns. The organized groups of casual guilds were successful. I haven't seen wipes outside of autorunning into 3 packs when I ran HCs, despite some of our guildies were fresh 85s who tricked the LFD with high level useless reputation gear. I've been with tank who dinged that day and had 3 blues, rest green. Heroics are not hard for casuals, now it's accepted officially (as most guilds are by definition casual). Heroics are ony too hard for plain M&S.
Ghostcrawler here acknowledges the huge difference between casuals and M&S. Someone with sub-optimal spec, not farmed gear and some missing enchants here and there, but ready to listen to reason can complete a heroic with a few wipes. It's only the "gogogogog" M&S who can't do it.
And now they and only they get a 32% flat buff. What will be the next step? "Fair trade" buff? (if you form your raid on /trade without inspecting anyone, you get 15% DPS, HPS and HP buff)
In light of this obvious proof, I repeat what I wrote: the key to a successful MMO is "boosting", making good players carry bad ones without them noticing that they are being carried. What Blizzard sells is not content or "fun", but the illusion of respect and false self-respect to morons and slackers.
PS: people still don't seem to get why should we care if LFD fodder gets buff, it doesn't make our situation any worse. It does. Forming guild group have time overhead for tanks and healers as the guilds are not overabundant in DD. So a guild tank/healer must choose between waiting 10-20 mins for a guild group to form or join LFD instantly. If the LFD team with 32% buff is less than 10-20 mins slower than the guild group, the goblinish choice is LFD. With numbers: guild group takes 40 mins. Average group forming takes 15 mins. So the break-even point is (40+15)*1.32 = 73 mins. So if the average LFD before the buff could do the instance in 1:13, the rational choice is to go with them after the buff.
I can still say it's not the case for my guild. However if there is a mediocre guild that just 20% better than the LFD fodder, then their tanks go to LFD and consequently their DD have no other choice. By this mediocre guild dissolving in LFD, they increase its average quality. As the average quality increases, the LFD run time gets shorter, so better and better guild tanks and healers reach the break-even point and go LFD. Sooner or later it reaches your guild.
PS2: to people who don't understand why it's 32% buff (1.15*1.15). As they "fixed" Ozoruk and flat nerfed Corborus, there aren't any more oneshot mechanics in heroics. We wipe when the healer runs out of mana. By increasing HPS by 15% they give 15% more time (as he shall cast 15% less for the same healing). Also our DPS increases by 15%. We win when our_DPS * time = monster_HP. Since we got both DPS and time buffed by 15%, the win condition is 1.15*1.15 closer. Also, if we ignore wipe as an option and see only "run speed" as criteria, the higher HP+HPS allows pulling 15% more monsters and AoE them down. The AoE_DPS = DPS_on_one * number_of_monsters. Both got 15% buff.
Speaking of morons and slackers:

I could open with "I told you a year ago!". But I'm not in the mood on cheering on my ingenuity. This nerf simply lacks the previous subtlety and throw directly into our faces: go and boost morons and slackers. While bad ones always profit more from the nerf than good ones (as the difference between wipe and 1 hour kill is larger than between 1 hour kill and 45 mins kill), all previous nerfs affected everyone. The altrun of a HC guild also got the ICC buff. A casual raider could also get fast badges in WotLK heroics.
Now, they placed a 15% buff to DPS, HPS and HP pool. That's a flat 32% (1.15*1.15) buff to heroic running people. But not for everyone. I won't get any nerf. My HCs (if I would still run HCs) will be exactly as long as before. The HCs of a casual who plays with his friends won't get any easier. Only the LFD-using M&S gets the nerf. To get it, we would have to abandon guild groups and boost M&S in the LFD.
Ghostcrawler wrote "in general, Heroic dungeons are of appropriate difficulty for organized groups, but just brutal on Dungeon Finder groups. ". He isn't talking about Method and Paragon guildruns. The organized groups of casual guilds were successful. I haven't seen wipes outside of autorunning into 3 packs when I ran HCs, despite some of our guildies were fresh 85s who tricked the LFD with high level useless reputation gear. I've been with tank who dinged that day and had 3 blues, rest green. Heroics are not hard for casuals, now it's accepted officially (as most guilds are by definition casual). Heroics are ony too hard for plain M&S.
Ghostcrawler here acknowledges the huge difference between casuals and M&S. Someone with sub-optimal spec, not farmed gear and some missing enchants here and there, but ready to listen to reason can complete a heroic with a few wipes. It's only the "gogogogog" M&S who can't do it.
And now they and only they get a 32% flat buff. What will be the next step? "Fair trade" buff? (if you form your raid on /trade without inspecting anyone, you get 15% DPS, HPS and HP buff)
In light of this obvious proof, I repeat what I wrote: the key to a successful MMO is "boosting", making good players carry bad ones without them noticing that they are being carried. What Blizzard sells is not content or "fun", but the illusion of respect and false self-respect to morons and slackers.
PS: people still don't seem to get why should we care if LFD fodder gets buff, it doesn't make our situation any worse. It does. Forming guild group have time overhead for tanks and healers as the guilds are not overabundant in DD. So a guild tank/healer must choose between waiting 10-20 mins for a guild group to form or join LFD instantly. If the LFD team with 32% buff is less than 10-20 mins slower than the guild group, the goblinish choice is LFD. With numbers: guild group takes 40 mins. Average group forming takes 15 mins. So the break-even point is (40+15)*1.32 = 73 mins. So if the average LFD before the buff could do the instance in 1:13, the rational choice is to go with them after the buff.
I can still say it's not the case for my guild. However if there is a mediocre guild that just 20% better than the LFD fodder, then their tanks go to LFD and consequently their DD have no other choice. By this mediocre guild dissolving in LFD, they increase its average quality. As the average quality increases, the LFD run time gets shorter, so better and better guild tanks and healers reach the break-even point and go LFD. Sooner or later it reaches your guild.
PS2: to people who don't understand why it's 32% buff (1.15*1.15). As they "fixed" Ozoruk and flat nerfed Corborus, there aren't any more oneshot mechanics in heroics. We wipe when the healer runs out of mana. By increasing HPS by 15% they give 15% more time (as he shall cast 15% less for the same healing). Also our DPS increases by 15%. We win when our_DPS * time = monster_HP. Since we got both DPS and time buffed by 15%, the win condition is 1.15*1.15 closer. Also, if we ignore wipe as an option and see only "run speed" as criteria, the higher HP+HPS allows pulling 15% more monsters and AoE them down. The AoE_DPS = DPS_on_one * number_of_monsters. Both got 15% buff.
Speaking of morons and slackers:

