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Raid Progression Refinements

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Postby Insolence » 26 Apr 2010, 18:19

Nethaera wrote:(Source) We're continuing to refine the raid progression paths in Cataclysm, and we'd like to share some of those changes with you today. Please enjoy!

The first of the refinements being made is that we're combining all raid sizes and difficulties into a single lockout. Unlike today, 10- and 25-player modes of a single raid will share the same lockout. You can defeat each raid boss once per week per character. In other words, if you wanted to do both a 10- and 25-person raid in a single week, you’d need to do so on two different characters. Normal versus Heroic mode will be chosen on a per-boss basis in Cataclysm raids, the same way it works in Icecrown Citadel. Obviously the raid lockout change doesn't apply in pure Icecrown terms though, as this change goes hand-in-hand with a few other changes to raid progression in Cataclysm.

We're designing and balancing raids so that the difficulty between 10- and 25-player versions of each difficulty will be as close as possible to each other as we can achieve. That closeness in difficulty also means that we'll have bosses dropping the same items in 10- and 25-player raids of each difficulty. They'll have the same name and same stats; they are in fact the exact same items. Choosing Heroic mode will drop a scaled-up version of those items. Our hope is that players will be able to associate bosses with their loot tables and even associate specific artwork with specific item names to a far greater extent than today.

Dungeon Difficulty and Rewards
10 and 25-player (Normal difficulty) -- Very similar to one another in difficulty; drop the exact same items as each other.
10 and 25-player (Heroic difficulty) -- Very similar to one another in difficulty; drop more powerful versions of the normal-difficulty items.

We of course recognize the logistical realities of organizing larger groups of people, so while the loot quality will not change, 25-player versions will drop a higher quantity of loot per player (items, but also badges, and even gold), making it a more efficient route if you're able to gather the people. The raid designers are designing encounters with these changes in mind, and the class designers are making class changes to help make 10-person groups easier to build. Running 25-player raids will be a bit more lucrative, as should be expected, but if for a week or two you need to do 10s because half the guild is away on vacation, you can do that and not suffer a dramatic loss to your ability to get the items you want.

We recognize that very long raids can be a barrier for some players, but we also want to provide enough encounters for the experience to feel epic. For the first few raid tiers, our plan is to provide multiple smaller raids. Instead of one raid with eleven bosses, you might have a five-boss raid as well as a six-boss raid. All of these bosses would drop the same item level gear, but the dungeons themselves being different environments will provide some variety in location and visual style, as well as separate raid lockouts. Think of how you could raid Serpentshrine Cavern and Tempest Keep separately, but you might still want to hit both every week.

We do like how gating bosses over time allows the community to focus on individual encounters instead of just racing to the end boss, so we’re likely to keep that design moving forward. We don't plan to impose attempt limitations again though, except maybe in cases of rare optional bosses (like Algalon). Heroic mode may not be open from day one, but will become available after defeating normal mode perhaps as little as once or twice.

In terms of tuning, we want groups to be able to jump into the first raids pretty quickly, but we also don’t want them to overshadow the Heroic 5-player dungeons and more powerful quest rewards. We’ll be designing the first few raid zones assuming that players have accumulated some blue gear from dungeons, crafted equipment, or quest rewards. In general, we want you and your guild members to participate in and enjoy the level up experience.

We design our raids to be accessible to a broad spectrum of players, so we want groups to be able to make the decision about whether to attempt the normal or Heroic versions of raids pretty quickly. The goal with all of these changes is to make it as much of a choice or effect of circumstance whether you raid as a group of 10 or as a group of 25 as possible. Whether you're a big guild or a small guild the choice won't be dependent on what items drop, but instead on what you enjoy the most.

We realize that with any changes to progression pathways there are going to be questions. We're eagerly awaiting any that we may have left unanswered. To the comments!

Extra Information
Zahrym wrote:(Source) Here are some clarifications to a few common questions we're seeing.


Regarding how the raid dungeons will share the same lockout. This means that you cannot do separate instances in the same week. If you defeat an encounter in 10 player normal mode then you are locked to the 10 player mode of that dungeon for that week and can flip between 10 player normal and 10 player heroic on a per boss basis (assuming heroic is available). In this scenario you cannot do the 25 player version. Is this correct?

Zahrym wrote:Correct. There should be no circumstances under which you kill a boss more than once per week on the same character. However, in the same way that you can decide on a per-boss basis whether to try normal vs. hard mode, we might allow you to change between 10 and 25 on a per-encounter basis for additional flexibility. If you started a raid in 25-player mode and then found that you couldn’t get everyone together later in the week, you might be able to downsize the next few bosses to 10-player.

Will legendary items be available through 10 player dungeons? How about special mounts like Invincible?
Zahrym wrote:In some of these specific cases, the answer is that we just don’t know yet. We’re going to have to walk a fine line between dropping the same items in both 10- and 25-player modes, versus still offering something extra for the 25s. If we over-reward the 25s, then players who like 10-player raiding will still feel compelled to find more warm bodies. If we don’t provide any extra incentive for 25s, then some players may stop playing with their friends in order to avoid the extra organization required for a large raid.

Overall, our goal is that you make the decision between whether to raid with 10 players or 25 players based on what you find fun and not because of the reward structure.

For perspective, it might help to look back at how we changed lockouts and hard modes on every single raid tier of Wrath of the Lich King to see what felt right and try to fix problems that arose from previous tiers. After seeing the first tier of Cataclysm raiding, we may decide to adjust our design for the next tier.

How many pieces of loot will drop for 10 and 25 player modes respectively?
Zahrym wrote:When we say “25 should drop more loot,” we’re just sharing a philosophy. You shouldn’t assume that this means that 10-player modes will drop 1 item or that 25-player modes will drop 6 items, or whatever. We haven’t finalized how much loot will drop, but our general goal is that 25s should drop more to help make up for some of the logistical cost.

Will achievements be broken down by 10/25 modes? Will realm first achievements/titles be only for 25s? Will meta-achievement mounts be available for both versions still?
Zahrym wrote:There will just be raid achievements, not 10- vs. 25-player versions in most cases. The achievement won’t care if you complete it in 10s or 25s. If we do meta-achievement mounts, it’s possible we’d still have different colors of mounts, or maybe even different mounts; but for some players that might mean that 25s feels mandatory again, which would be a potential problem. This is the kind of thing we’re going to have to consider carefully, and again, we might try a few different implementations before sticking with something we like.

We’re also not sure about realm first achievements or titles. We don’t want to encourage, say, 25-player focused guilds to run a 10-player raid instead because they think that will get them the ream first title faster. One potential solution is you can earn a realm first title in 10 or 25, but not both. These types of achievements also serve as great content for guild achievements.


TBC Deja Vu anyone? :D Hopefully Blizzard will manage to end Cataclysm with an epic "Sunwell Plateau"! Also -
10 Player Raiders finally get some nice attention :D Pity Heroic Modes won't be from NPCs like with Ulduar :(

Hopefully they don't mean that Bosses will be C/P from 10 to 25 Player Difficulty with just more Loot Drops..... It seems this is Blizzard's solution to people whining about having to do the same raid twice, except one version (the 10 Player one in the case of people geared with full 25 player gear) is a "faceroll". They could have sorted out the loot a bit better however, since that's causing a large amount of QQ. However, we're not even in Beta yet so stuff will most probably still change.
Last edited by Insolence on 26 Apr 2010, 23:01, edited 2 times in total.
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Postby Gravity » 26 Apr 2010, 21:36

My thoughts:
  • "strict 10" will not have as much of a viable differentiator as it does now, since you can't inspect gear differences, nor achievements. The "strict 10" idea will only matter in terms of how quickly you can get to a kill; a 25-man guild will get there more quickly because they will have more epics. This will only differentiator the top 4% or so of guilds. Below that, ie. for 10M people, killing someone a week or two later because you needed more gear is the only difference, and that's not enough to explain being "strict 10". It will no longer make sense
  • This changes how we compete in time; so if you want world or realm firsts, you will probably get them in 25-mans because you (in theory) will have more epics in the team. This is the only differentiator that Blizzard really have, and I don't know how well they'll execute.
  • People all over the internet are raging about this one way or another. One reason is it changes their relationships. Many leaders are thinking, "finally, I can fuck off the pain of organising 25-man raids because they don't offer enough benefit relative to the ease of 10-mans" and will downsize simply because of logistics pain. Many raiders might not realise but their relationships in-game will change, which was the most emotional problem with going from 40 to 25-man raiding.

As a 10-man raider, I'm happy about it personally.
I do hope though, for prestige raiding, that there is something special about doing 25-mans.

Currently their suggestion does not have enough differentiator; I think there should be 25-man and 10-man achievements so you have something to show for the effort, something to be proud of given the pain-in-the-ass of organisation.

The other factor a few bloggers have touched on is that 10-man raiding can sometimes actually be harder, because it is more sensitive to loss of a raider. Losing one dps on many ICC raids is a wipe, give up and try again.
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Postby Kuren » 26 Apr 2010, 22:34

I think it will be a great change and allow people to go with the close knit group that a 10 player raid allows. Having done all the different raid sizes, it doesn't bother me at all and to be honest I still prefer the 10 player raids. I assume most people who stuck with 10 player were doing it because they found a decent group they liked and didn't want to deal with trying to find a full 25 players. It can be tough to find 25 people who get along perfectly and have the same schedule and same goals.

At the same time, they know they have to reward 25 player raiding and I'm sure they'll add some extra perks.

Gravity, 10 player can be harder but I think (at least thinking from the point of view of raid leaders) 25 player raids are much harder to organize. You have more people to get in place before the raid and then more people to coordinate during the raid. For a casual guild, it often means the 25 player raids have people not as familiar with it and it is even more work trying to get them up to speed.
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Postby Insolence » 26 Apr 2010, 22:49

Even positioning can be harder in 25 Players, the size of the Room for example with Blood Queen is hell for 25 people.

Really though this solves all the QQ from people saying "Zomfg we farm the same instance twice a week, one version of it is just dumbed down" (the 10 player version) because they faceroll through the 10 Player Version with full 264 Loot. This is Blizzard's solution to all that QQing.

The same Loot dropping everywhere could have been better thought out but we're not even in Beta yet, things will most probably change.

I still believe 25 Player will be what most people are going to focus on as far as World Firsts since the Bosses will most probably have to still have more HP damage etc etc etc. I think this just means that people will be able to see 10 Player Raiding World Firsts from different Guilds rather than just Ensidia or Paragon pwning the upteenth boss in their full 25 Player Heroic Gear. Maybe Blizzard will even design bigger space for 25 Player versions of Raids now. Who knows.

Update: Added "Extra Information" to the Post above.
Last edited by Insolence on 26 Apr 2010, 23:02, edited 1 time in total.
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Postby Gravity » 26 Apr 2010, 22:55

Oh I don't mean 10-mans ARE harder, just saying that one factor which is overlooked in the comparison is that whilst 25-mans are generally harder in every dimension, 10-mans can be more sensitive to deaths.
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Postby Wake » 26 Apr 2010, 23:14

I'm not convinced 25-man guilds will end up with more epics per player.
Running 25s takes longer, more downtime with role assignments etc, buffs - all general organisation required, not to mention DCs and AFKs.
If both 25 and 10 are equally tuned, progressing through 10-man should (in theory) be quicker - thus netting you more epics too.

All in all, this change will require 10 and 25 - both normal and heroic, to be tuned close to perfectly equal in order to not force guilds to run the easier option before tackling whichever is harder.

The fact that all raiding content will be gated plays a big role in this too.
Alts will once again be of great value if you're at the point where the gates are limiting your guild's progress. Depending on how the raids are tuned with the gates in mind, top guilds might be halted for several weeks. Running multiple raids together with alts for extra gear will be mandatory in order to stay in the race.

As long as they keep away from the current raiding model it's probably a move in the right direction though.
Being forced to run two or three 25-man groups each week, in addition to 10-mans with strange setups just for the gear or to learn an encounter for 25-man just feels wrong and was never something I enjoyed doing.

At least Blizzard realized their failure with limited attempts. That's something to be happy about.
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Postby Insolence » 27 Apr 2010, 00:00

Wait what? I thought they said they'd stop gating stuff and doing limited attempts?
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Postby Wake » 27 Apr 2010, 01:23

Taken from your original post:

Nethaera wrote:We do like how gating bosses over time allows the community to focus on individual encounters instead of just racing to the end boss, so we’re likely to keep that design moving forward. We don't plan to impose attempt limitations again though, except maybe in cases of rare optional bosses (like Algalon). Heroic mode may not be open from day one, but will become available after defeating normal mode perhaps as little as once or twice.


I read that as we'll be seeing gated content for Cataclysm while limited attempts will be far less significant.
Not sure how you interpreted it though.
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Postby Insolence » 27 Apr 2010, 01:27

Oh... Wait wtf that totally counters what they wrote in an earlier post.... Omg can't they make up their minds already.

Sorry missed that bit, or maybe my brain didn't process it since I read a few days ago they supposedly only gated ICC due to the Holidays... Bah I'll see if I can find that one and slam it in their face. Honestly why do they even bother with gating it just makes things way more complicated than they should be....

Edit: Found it, was in the Dev Chat:

Q: With more players raiding in Wrath of the Lich King than ever before, do you plan to raise the difficulty to accommodate our new skill/experience?
Zarhym wrote:A: The heroic difficulty is designed for the players looking for more of a challenge. One of the things we learned from Icecrown is that we unlocked the heroic modes so late that players had tons of practice on the encounters on normal mode, so the step up was smaller than it was in say Ulduar when players on hard mode were still learning some of the encounter basics. (In our defense though, because of the time of year we released Icecrown we made a conscious decision to not ask players to choose between holiday events and hard-mode raiding.
Maybe I just didn't understand it right, but to me it sounded like they meant "we unlocked heroic modes too late because of the "attunement" of requiring a Kingslayer Raid Leader" and then the last part that "we put gating because of the Holidays". Or maybe I need to get myself a dictionary >.<
Last edited by Insolence on 27 Apr 2010, 01:44, edited 1 time in total.
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Postby Wake » 27 Apr 2010, 01:43

I always thought they liked how the gated content worked out - both in Sunwell, ToC and ICC.
In my opinion, gates are just a frustrating way of creating longevity for their obviously shallow content.

Who enjoys being limited or seeing others being limited by a virtual blockade? Is it a marketing/financial strategy? Is it just a way for Blizzard to even out the casual/hardcore situation? I honestly still can't figure it out.
If the latter, it's almost as if they acknowledge the ones saying "Guild X killed boss Y already! The game is over, it's too easy!" while still being stuck on the first boss themselves.

Why not just make leveling gated the first few weeks of Cataclysm, that'll teach them hardcore players for trying to enjoy the game at their own pace!
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Postby Insolence » 27 Apr 2010, 01:49

Exactly, they should have gated leveling from 70-80, it wouldn't have been fun, but it would have saved us from having Health Issues from staying up 36+ Hours just to get Naxx/Sarth/Malygos down as fast as possible! They're sort of gating Path of the Titans if I remember, something about 1 "Step" per week or something like that... Lol.

I see Gating as another way of "Artificially Extending the Boss's Life" (same as Limited Attempts). I mean if we had all 12 Bosses straight from Day 1, Lich King wouldn't have gone down in the first week to any Guild for sure. That happened because they had like 2 Months of Gear to farm before they even got one Attempt on him. Look at how the Hard Modes turned out - 11/12 in 1 week, and then HP-Bombed LK HC lasting 2 Months due to him having a stupidly high amount of HP.

Btw, found the Blue Post I'd gotten confused with, linked above.
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Postby Wake » 27 Apr 2010, 02:00

Insolence wrote:Q: With more players raiding in Wrath of the Lich King than ever before, do you plan to raise the difficulty to accommodate our new skill/experience?
Zarhym wrote:A: The heroic difficulty is designed for the players looking for more of a challenge. One of the things we learned from Icecrown is that we unlocked the heroic modes so late that players had tons of practice on the encounters on normal mode, so the step up was smaller than it was in say Ulduar when players on hard mode were still learning some of the encounter basics. (In our defense though, because of the time of year we released Icecrown we made a conscious decision to not ask players to choose between holiday events and hard-mode raiding.


Interesting how they accomodated the first gate only to the "western" holidays.
China celebrated New Year in late February (which also is their most important holiday).
Why do you think Stars were so far behind on the ICC race?
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Postby Insolence » 27 Apr 2010, 02:03

Yes that's quite a fair point. I was personally expecting them to pull off an epic come-back with a World First Lich King 25 Heroic :( Well even a World 6th on that guy is Win since there's only 9 Guilds in like a month now that have even done him. I think only reason they went for the "western" holidays was because it was easy for them by just delaying Plagueworks by a month and because I believe a majority of us plays on US/EU. Maybe it's just me though.
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Postby rotnronnie » 27 Apr 2010, 09:28

As a leader of a 10 man pure guild I'd be interested to see how this turns out.
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Postby Xaris » 27 Apr 2010, 12:37

Great changes in my opinion. Of course, I realize I'm a bit biased as a member of a 10man guild. I think it's also true though that there are much fewer successful 25man guilds so it only seems reasonable to make some of these changes.

The majority of the loot table in 10man raids goes unused by raiders because they have enough badge loot and 25man loot that they don't want it. At the same time, a large amount of the raiding population never sees the second half of the 25man loot table because anyone not in a 25man guild doesn't see it because pugs can't go that far.
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