Lrn2Play 101: Don't Stand In The Glowy Crap

WoW Insider discovers a fundamental truth about WoW raiding.

And, c’mon. It’s been about half a decade and near 12 million subscribers. Once you’ve done Nethekurse or Zereketh, you should know that you’re not supposed to stand in pink, black, or red circles. Really, just don’t stand in stuff. Is that really such a deep and meaningful skill that you have to relearn “Don’t stand in stuff!” for Kel’Thuzad? So, if the Wrath raids aren’t demanding a gear-based progression (meaning, it’s all a gear check), then we should entertain the idea that we’ve gotten pretty good at not standing in stuff.

My deathknight would like to remind you that as he, too, can generate glowy crap on demand, Raiding 102 involves learning which glowy crap is which.

Note that “Don’t Stand In The Glowy Crap” is a PvE skill. PvPers should move on to considerably more advanced tactics, such as “Killing The Dude With The Thing“.


24 Responses to Lrn2Play 101: Don't Stand In The Glowy Crap

  1. Hudson says:

    You said it. We cleared Naxx 10 man last night for the first time and that was actually the advice we gave.

    “If there is a glowing ring or circle anywhere in this instance, move out of it. Thank you”

  2. hellfire says:

    Naxx, Sarth and Maylgos are too easy.

    Undying/Immortal, Sarth+3 and Maylgos achievements? Not so much, no.

    But that’s what they intended. They don’t want dungeons that only ubers can see. They want everyone to experience the content that they’ve spent time/money creating.

    From what we’ve seen of the Ulduar hard modes so far the new stuff is seriously difficult and will require not just your collection of professor plums but 4, 5 or possibly 6 brain cells.

    Given that Sarth+3 and the Malygos achievements are all my *casual* raiding guild has left a little challenge would be lovely. I’m pleased as punch with the new world order. Except for the drop rate on Calamity’s Grasp, anyway.

  3. Karthis says:

    But…. but…. but…. Malygos turns the world on it’s head and demands that you stand in glowy crap. And apparently Ulduar will have an encounter like that too. Whatever will we do when some stuff must be stood in while other stuff must be avoided? The horror!

  4. John Arras says:

    Or to reiterate the point in the bottom frame: kill the dude healing the dude with the thing.

  5. Sentack says:

    One of these days, Blizzard is going to really screw with everyone’s heads and make it so you HAVE to stand on the glowy thing. And doing so makes the whole thing easier. Then suddenly everyone’s head explodes and Blizzard wins the game of life. Hehe.

  6. Vaxhacker says:

    How soon people have forgotten about the Hakkar fight, where you have to get poisoned by adds in order to prevent him from healing.

  7. Demolira says:

    Don’t think Blizzard has a monopoly on glowy crap. Every dungeon I’ve been to in WAR has at least one boss with glowy crap you don’t want to stand in. It’s also a sound PvP strategy, cause you never know when the glowy crap is a circle of napalm or a pit straight into hell.

  8. no hands says:

    “Don’t stand in fire” has been a basic raid requirement since Onyxia, where you had to move to the walls to avoid the deep breath, or the flame-spouting floor during the fears. They’ve simply made the encounters less demanding, such that standing in fire no longer one-shots you unless you’re doing hard mode, or they give you more time to react when it will (void zones). It was there in MC too, Baron Geddon did his fancy little hellfire thing that all the melee (including the tank) had to run away from, and that big dog did something too that I recall moving around for.

  9. no hands says:

    Yeah, actually there were several fights in Molten Core that taught players to not stand in fire. Gehennas had his rain of fire, Magmadar had lava bombs, Garr had the exploding adds (although admittedly it was far more fun to stand next to them)… There’s no excuse for taking 5 years to learn this -_-

  10. Vajarra says:

    Yeah, years of training not to stand in the glowy crap has gone out the window, now that I’m supposed to stand in the death knight’s glowy crap!

  11. hellfire says:

    Assuming that today’s raider has ever seen Ragnaros (or even Lucifron) outside of achievement whoring is, at best, 50-50.

    It is what it is though… the raiding game bears little resemblance to classic WoW these days. You know, beyond the “kill bigger and bigger foozles for bigger and bigger foozle-killing acoutrements” part.

    As I said, I’m fine with the new world order. They’re already “fixing” DPS so there’s actually a point to bring rogues again, so we’re allllllll good.

  12. Votan says:

    MMO’s in general are all following “Idiots Guide” to online gaming. From having the quest givers screaming talk to me with a !, to an in game map showing you exactly where to go and what to do, super easy leveling, easy gearing, can play the game virtually solo through the leveling process, maybe the next gen game will take it the next step and make you max level off the bat already equip with epics, ready for the easy “end” game.

    I have already won the WOW expansion playing causally (2-4 hours a day) in the first 3 months it was out. Have all the epics, done the quest, killed all the boss’s, factions, honor capped, have the pvp gear all with “minimal” time investment, other than long time friends which is the reason I play WOW not the game play, there really is no “game” reason to log in at all. It is kind of sad actually that this is what the MMO’s have evolved into. It is almost like they are trying for a single player game experience in a MMO setting.

    I would argue that a game like Neverwinter Nights player create content and servers had better story lines and were more challenging than what most MMO’s offer currently.

  13. Glowy crap is widely used in PvP now too. Since we can make it on demand. Plus the rainy crap which now has a glowy crap circle under it to remind us we are stepping in an area bad for our health.

    Fajarra, I wouldn’t step in the DK’s glowy crap unless that DK happens to be on your side. 😉

  14. Dirk says:

    kill the dude with the thing! that make me cry laughing, its so true but so lost on most people…

  15. Dirk says:

    oh and 50 DKP MINUS!

    warning: sound not safe @ work

  16. Syncaine says:

    The really funny thing is that ‘kill the dude with the thing’ is actually what you should NOT be doing, since the dude is likely a tank and probably has support. Of course, if this every leaked out, there would be no separation between pre-mades and PUGs, so shhhh.

  17. xzzy says:

    Votan :
    MMO’s in general are all following “Idiots Guide” to online gaming.

    What does this have to do with glowy crap? Even the most jaded raider would have to admit after a few minutes of thought that there’s only so many ways to make a boss fight challenging.

    Once upon a time, the challenge was solely to get enough healing on the tank that he didn’t die. Then we started getting fights where other people had to tank stuff or casters would have to crowd control it. Then bosses started casting wacky spells that would guarantee a player died unless they reacted a certain way. Fast forward to today and bosses drop glowing circles of death to try and keep all people involved in the fight.

    Boss fights have a pretty clear evolution if you trace them from the earliest Everquest raids to the current Naxxramas, compare each new fight against the previous and you could probably do a decent job of recreating the topics of their design meetings.

  18. Mist says:

    ‘True’ difficulty has been downhill since C’thun. Why can’t they replicate that again? That’s really the only fight in WoW that truly convinced me I was playing a real video game and not some spreadsheet/whack-a-mole hybrid overgrown flash app.

  19. Votan says:


    What it has to do with glowy crap is that the end game raiding talking specifically about WOW here, is it dumb down to the point that just about everyone and anyone who wants to enter Naxx can finish it with relative ease. Pugs can go into Naxx and finish it. Would anyone really consider or even try to take a mostly pug group/raid into the end game raiding before? While I agree the actual mechanics have evolved the actual difficulty has been reduced.

    End game should not be just for the ultra hard core, but with how easy all of the current end game raiding is it takes all the replay-ability out of the game. There is only so many times you are going to keep peoples interest when all of your current end game content is this easy to get on farm status for even the most mediocre guilds, players, and now even pugs. Just do not stand in the glowy shit 😛

  20. xzzy says:

    But that has nothing to do with the glowy crap.

    “Difficulty” in a raid is nothing but coefficients. Boss has slightly more health, does slightly more damage.. whatever. The challenge is fabricated by managing the margin between a raid wipe, and a successful kill. I’d bet money Blizzard has the odds of success for every single fight calculated down to 4 decimal places. I’m sure there’s a spreadsheet somewhere detailing how a given level of equipment influences the odds of winning.

    Glowy crap as a mechanic doesn’t make a fight easier or harder. It’s all about the numbers in the chat log.

  21. Rawrasaur says:

    “Difficulty” is spread into two main categories. The numeric difficulty is generally the “You must be this tall to ride” cutoff. There’s plenty of actual difficulty that has nothing to do with numerics. Raid coordination (Netherspite) can be difficulty, mini-games (Teron Gorefiend) can be difficulty, and various other thematic situations (Illidan, Ossirian, Chromaggus) can be difficulty. These sorts of things can be ratcheted up or down to make things interesting, and other constraints can be put into place that escalate difficulty further.

    A good designer understands the constraints in place for a given encounter as well as the target audience for the encounter. As stated previously, they want people of all walks to be able to experience the game. Unfortunately, unlike most other games, MMOGs exist without a personal difficulty slider. Thus, the goal of the encounter designer should be an encounter with scalable difficulty that mixes interesting new and familiar elements. A player can then choose the difficulty that applies to them and get appropriately rewarded with a challenge and fun experience based on their level.

    Also, part of the whole ‘don’t stand in the fire’ thing is that it’s familiar, just like “hey, that thing will cleave you if you stand near its front” and “Every X seconds, THIS happens, so be ready”. It makes things easier for players to learn, and is very much a fan of the “If it ain’t broke, don’t fix it” mantra.

    Not saying there couldn’t be more, but it is a reasonable and familiar mechanic to many players that teaches rudimentary raid skill.

  22. JuJutsu says:

    Where do I find Lrn2Play 1 through 100? My son tells me I’m a n00b and lame. That’s not good is it?

  23. Savagex says:

    Actually Death and Decay would be a better example of glowy crap you can stand in…

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