If any of you believe that staying true to "Blizzlike values" is more important than attempting to give the Kronos community a Blizzlike experience, then I'm sorry, but you're horribly mistaken. If Kronos releases Naxx without any customization to increase difficulty, then it's going to be a massively-underwhelming LFR-like experience, and it'll be the final nail in the coffin for many of us who are on the fence regarding whether or not to stick around for a Kronos TBC.
While they might have failed to get other things right throughout vanilla, and the ensuing expansions, Blizzard devs usually did their due diligence in getting boss HP correctly tuned prior to the launch of a new raid. One of the major reasons why Naxx (vanilla), and Ulduar (WotLK) are commonly remembered as two of the best raid dungeons ever is because of how precisely the boss fights were tuned. Patchwerk is a great example. There wasn't a single guild in the world that went in there and 1-shot Patchwerk. EVERY guild wiped to his berserk timer at least once. Many above average, and even some of the top guilds wiped to the berserk timer for days, and even weeks, because they just didn't have the dps to kill it in time. Eventually, after gearing up from the other wings, and making adjustments to optimize their raids, they were able to just barely do it. It was a huge challenge, and it was fun.
Patchwerk is just one example of how well-tuned retail Naxx was. There are numerous others. Thaddius's berserk was so fine-tuned that if you lost more than 3-4 people to polarity fuck ups, you weren't going to make it in time. Loatheb was tuned so precisely that when you killed it the first few times, you were usually down to the next tick of Inevitable Doom being the raid wiper. Even one of the entry bosses--Noth was difficult for a lot of guilds at the initial release, because they didn't have the dps to kill him before the 2nd or 3rd teleport phase.
My point is this:
Precise tuning = challenging = fun/memorable
Undertuned content = LFR mode = not fun, and forgettable
If the Kronos staff decides not to customize boss hp values, then we're going to have the latter: an LFR-like snoozefest that everyone breezes through and clears in one week of raiding. Why? Because it was 2006 then, and it's 2017 now, and even without world buffs, our overall raid dps is so much higher than even the <Death and Taxes> and <Nihilum>s of the world, who were a class above everyone back in retail progression. You've all already experienced it in MC, BWL, and AQ. Our dps is so much higher than back in retail that we can ignore many of the main mechanics in all three of those raids, and the same will unfortunately be true in Naxx.
Some maths:
2006 Patchwerk Raid comp and dps:
4 tanks, 16 healers, 20 dps
3.9 mil boss hp, 7 minute berserk timer = ~460 raid dps (excluding tanks) minimum to kill before berserk
Most top guilds' first few Patchwerk kills went right up to, or several seconds after the berserk timer, so 460 raid dps is a solid estimate for a 2006 Patchwerk-style fight.
2017 (estimated) Patchwerk raid dps:
4 tanks, 12 healers, 24 dps
IF 600 average dps = 864,000 damage per minute = ~4.5 minute kill length
3 tanks, 10 healers, 27 dps
IF 600 average dps = 972,000 damage per minute = ~4 minute kill length
4 tanks, 12 healers, 24 dps
IF 700 average dps = 1,008,000 damage per minute = ~3 min 52 second kill length
3 tanks, 10 healers, 27 dps
IF 700 average dps = 1,134,000 damage per minute = 3 minute 26 second kill length
Since there has been no actual dps testing/benchmarking done on Kronos in a controlled setting (no world buffs, 5-10 minute test length), the above are just arbitrary estimates. Average RDPS could be even higher than 600 - 700 for all I know.
Other notable Naxx boss HP values:
Noth - ~1.7 million hp
Heigan - ~1.8 million hp
Faerlina - ~1.3 million hp
Gluth - ~1.7 million hp
It's not fun if we can kill Patchwerk 4 minutes before his berserk timer the first time we fight him...
It's not fun if we can kill Noth before he does even one teleport phase...
It's not fun if we can kill Heigan before we get to do the dance phase...
It's not fun if we can kill Faerlina without needing to do anything with her adds...
It's not fun if we can kill Gluth before he casts the first Decimate...
The list can go on to include some huge mechanic from every boss that can be ignored because of dps...
Please--I implore you. Don't be content to leave things the way they are. Give us a challenge that we'll remember. Give us a more authentic Blizzlike experience in Naxx!
What I suggest:
1) No world buffs in Naxx (most people already agree with this one)
2) Buff trash mob and boss hp by a flat percent. Based on my own estimations, I recommend a 100% increase. If that ends up making certain fights impossible, then reducing hp is an easy change to make. Everyone is fine with nerfing a fight to make it beatable. People aren't usually fine, however, with buffing a fight to make it harder, after it's already been beaten. Starting out with a fight being too hard, is always better than starting out with it being too easy.
I also suggest that the Kronos devs use the same method that the Blizzard devs used on their own PTRs to gather information to use for boss tuning. Blizzard devs contacted a select few of the top guilds, got them on the PTR and in front of a Patchwerk dummy, and told them to go all out for 10 minutes, to test realistic overall raid dps, and to see how each class was performing. They used that information to tune the fights in whatever the upcoming raid was, and it worked extremely well.
Kronos devs should do the same thing. Throw a Patchwerk dummy somewhere on the PTR, and ask guilds to volunteer to do "dps tests," to see what overall raid dps will look like. That information would be very valuable for estimating how long each different boss fight might last, and of course, which mechanics could then potentially be avoided. I'm fairly certain that the results would convince those of you who disagree that changes need to be made.
All I want is to see Kronos' version of Naxx be a success. Elysium already announced that they aren't going to do any customization. I see that as a huge mistake, and I don't want to see Kronos make it too. This is Kronos' chance to give the community a challenge that many will remember for years--but only if Naxx is done right. Please don't make the same mistake Elysium is making, or else you're going to have a lot of angry players saying saying the same thing after clearing Naxx: "That's it? That's what I waited 2 years for? What a joke..." Please do what's in the best interest for Kronos' future, and BUFF NAXX.