WoW.com reacts to Cataclysm raid changes, page 2

C. Christian Moore
I love the change. I'm not a raider by any means, so this will probably be one of those 'other' perspectives. My WoW experiences boil down to pwning noobs. I was in a US-top 50 guild, but only briefly before I decided I didn't want to spend that much of my evening slaying dragons. I used to love raiding Karazhan in The Burning Crusade because it was a fun 10-man. When I was raiding Black Temple with the server's #1 guild occasionally, I would still do weekly Karazhans because they were quick and enjoyable. If Kara had the option of being a 25-man raid, I'm sure a lot of people would have never stepped in it after defeating Prince Maldemoninfernaldudeazar or whatever his name was. I might get to experience that again in Cataclysm.
Chase Christian
This change is a definite 'win' for all of the 10-man strict guilds (like my guild). Now, raiders decked out in 25-man gear won't be able to come into a 10-man raid and cheese all of the achievements. We'll be competing with the big guilds for the first 10-man kills, instead of coming in weeks behind due to massive gear differences. I have spent the entirety of Wrath building a solid group of 10 players with a shared goal of working our hardest on tackling new raids, and this change will give us the chance to actually have our kills mean something. Also, it should fix the trinket problem, where 10-man trinkets were trash compared to their 25-man equivalents.
Tyler Caraway
The face of raiding is going to change. I for one like it, others may not. Coming from a small guild that has had issues every single tier where we float between having enough people to run 25's and being just short if everyone doesn't show up, I can see why many people might think this is 'bad' for my type of guild. We'll have to choose which path we're going to take and either way it goes, there is going to be a mess. We either down-size completely which means removing some people, or we continue to struggle to fill 25 man raids while losing the option to do 10 man raids when we don't have enough online. For a guild like mine, I can certainly see why people might be worried about this change and why going to the 10-man route would be easier.
Overall, I think the change is great. It really helps out the 10-man exclusive guilds and it prevents the high end 25-man guilds from having to run the same content twice every week. I think we'll see a swing in the raiding scene, and I definitely think there will be more 10-man raiding guilds than there will be 25-man, but I don't see it being the death of either option. 25-man raids will still matter, the best of the best will still focus on them, and the hardcore raiders of today will still clamor to get into that raiding scene. For the more casual raiders, it opens up great new doors where they can still be competitive without having to devote the time to trying to make two different raid clears of the same instance every week. It's a win-win in my book.
Scott Andrews
My guild has run 40-player raids, 20-player, 25-player, and 10-player through the years. I prefer the smaller raid size, so I'm excited about this change. Fewer players means fewer delays during the run and thus less standing around waiting on one or two people. Fewer players also means each raid member plays a more vital role and individual mistakes can be far costlier. To me, it's more fun that way. I will enjoy no longer feeling as though 10-player raids are second class.
There are other advantages. By allowing both sizes to share a loot table, Blizzard's itemization team can focus more on creating interesting items and making sure each spec's needs are met in each tier. Also, by sharing lockouts, players who don't want to raid four or five nights per week won't feel compelled to do so to remain viable. During the first tier, before hard modes are unlocked, that's going to mean a lot less raiding than we're accustomed to right now. Keep in mind, however, that Blizzard wants heroic dungeons to be more relevant to a fresh 85 than they were for a fresh 80. Also, think about what will be available once the next tier is released: T11 normal raids, T11 hard modes, T12 normal raids, and eventually T12 hard modes. Given that Blizzard intends to create multiple raid instances per tier, I doubt any of us will be upset that we can't visit each zone twice per week in different sizes.
Best of all, the players who run 25-player raids will, I hope, want to raid with 25 players. They won't be there for the better loot alone. If so, I believe that will improve the 25-player experience immensely for those who prefer it.
This change will affect all raiding guilds, and I know many players are concerned about the impact it will have on their own community. I would urge everyone to wait until more details are known, such as the true difficulty of each raid size and the disparity in rewards between them, before rushing to judgment.
Basil Bernsten
I suspect I'm in the minority of players, but I actually like this raiding design change. I'm a 25-man non-hard mode raider who refuses to spend more than 2 nights raiding a week, so limiting people to a single useful instance per character means that people who choose not to raid 4+ nights a week will be at no disadvantage. If dedicating one character to PvE involves no more than however long it takes to clear the relevant dungeons, a lot of players will get to experience a lot of other parts of the game. Right now, a PvE dedication means you have to clear as far as possible in the most recent 10 and 25-man instance, which often precludes much time for anything else.
Secondly, Blizzard left themselves a large dial they can adjust to make sure that people still run 25-man content. Just as long as they adjust the reward rate from 25-mans to compensate for the loss of higher quality gear, there'll be about the same number of 25-man groups as there are now.
Mathew McCurley
For completely selfish reasons, I love this change, and hate it at the same time. I understand all of the arguments for more epic encounters, but for me, even with 10 people, the encounters still felt epic. The Lich King especially felt epic to me, each and every stage. Through event mechanics and spell effects, it was frantic enough to really keep me on my toes. From the Lore standpoint, I just believe it took an army to take him down. Anyway, that's besides the point. The point of these changes is to give Blizzard more design room and less to worry about gear wise. Having to cobble together odd combinations of 10 and 25 player loot to be absolutely effective was just crappy design, and normalizing loot makes for a cleaner experience. Plus, Blizzard can control gear inflation and we might not have to see another SunIceWellCitadel RadianceChill.
How do you give 10 mans the legendaries that 25 mans get? Simple. Pieces of the legendary drop 5%-10% of the time on 10-man, and 35%-40% on 25-man. Maybe not those numbers exactly, but making it take longer in the 10-mans at least makes it available to those raiders and 10-mans aren't seen as the bastard child of raiding. Right now, I love 10-mans, and have since Karazhan. Kara was the best raid design decision Blizzard has ever made, because it took the horrid planning out of the 40 player game and made fun content accessible across the board. I wholeheartedly believe that Cataclysm will be the last expansion to feature 25-man raids prominently, a move I believe that has been in the works for a good long time.
Daniel Whitcomb
I tend to think this change is a solid one. Yes, it's probably going to break up some 25-mans, but Burning Crusade broke up some 40-mans. Much like how Wrath's Arena changes seperated out who liked to run Arenas from who was only doing it for the gear, It seems like this change will separate those who actually like 25-mans from those who are only doing it for the gear. If more people are playing at the level they want to play, this can only be a good thing. It also allows Blizzard to throttle content a bit more, and leaves people not feeling obligated to run both the 10-man and the 25-man every single week for gear or extra practice or whatever else. This change, if handled correctly, will allow for a more varied, accessible end-game that removes a lot of the current annoyances with the repetitiveness of raid content and the 2nd class status of pure dedicated 10-man raid groups or guilds.
On the lore side, I don't think you need to have a group of 25 or 40 people to make a boss kill seem epic. For me, when I remember epic boss kills, I remember the scale of the dungeon, the size of the boss, and the mechanics and feel of the fight itself. I don't think the reason I was so pumped on killing Ragnaros was because I did it with 39 other people. Rather, I'd say it was because Ragnaros was an awe-inspiringly huge boss with amazing mechanics that made me feel like a speck next to his might. Certainly, I felt a lot of camraderie with the group I killed him with, but I think I can feel that with 9 or 24 other people as easily as 39 other people. The "40-man effect," in my mind, was as much because Ragnaros and Onyxia were huge and new, rather than the fact that I was facing them with 39 other people.
Zach Yonzon
Personally, the shift excites me because I've gone through the horrid experience of 40- and 25-man raids breaking down due to poor numbers. As epic as it was to take down Ragnaros for the first time, I'd trade it in for the ease of forming a raid, on-time pull times, and enjoying the experience with a few close friends. Karazhan was an eye-opener for me, and I suspect Blizzard as well. It was so well designed that it felt epic all the way through despite the smaller raid composition. If Blizzard manages to design the raids in Cataclysm to evoke that same feeling, I think everything will be just fine.
On a tangent, I'm wondering if 10-man raids will dictate the design of future Battlegrounds. With rated Battlegrounds as the future of World of Warcraft PvP, smaller raid compositions might be the ideal way to go. It's hard to imagine gathering the numbers for rated Alterac Valley and Isle of Conquest -- it's hard enough to gather those numbers now, whether through PUGs or guilds. It seems to me that Blizzard has settled on 10 as the magic number for moderately organized raids, and I'm inclined to agree. I think it's a good, solid number for group content. I'm excited to see how the philosophy will apply to the PvP aspect of the game.
Michael Gray
My first thought is that this is an awesome change that reduces the spectrum between "the best" gear and "okay" gear. Right now, if you're PvEing or PvPing in 10-Normal gear ... it's okay. It's not great, but it's okay. But the difference between 10-Normal and 25-Heroic gear is huge, and I'm constantly seeing the problems that disparity causes. This change will compress the scale, and I think that will help balance immensely.
I'm going to play the change through no matter how it turns out. That being said, I think forming an opinion about this change demands a great deal more self-awareness and brutal honesty than any other new dynamic. After all, it seems like they're adding more content (raids), more options, and doing generally good things -- nothing is being taken away, really, just added. (Assuming there's enough content for the raid-every-night crowd to enjoy.) So, why would this be so contentious?
I think the fear, uncertainty, and doubt is sourced from two things. The first is change. This is a huge change to our community and culture, moving away from the idea that "The only serious raid is a 25 man raid" to something more accessible to everyone. I don't know whether that's good or bad, but I feel like that feedback is definitely out there. Second, prestige rules are changing. The elevated status of 25-man raids is being radically altered, and that's obviously frightening to some people.
Ultimately, I'm eager to see how it turns out.
I love the change. I'm not a raider by any means, so this will probably be one of those 'other' perspectives. My WoW experiences boil down to pwning noobs. I was in a US-top 50 guild, but only briefly before I decided I didn't want to spend that much of my evening slaying dragons. I used to love raiding Karazhan in The Burning Crusade because it was a fun 10-man. When I was raiding Black Temple with the server's #1 guild occasionally, I would still do weekly Karazhans because they were quick and enjoyable. If Kara had the option of being a 25-man raid, I'm sure a lot of people would have never stepped in it after defeating Prince Maldemoninfernaldudeazar or whatever his name was. I might get to experience that again in Cataclysm.
Chase Christian
This change is a definite 'win' for all of the 10-man strict guilds (like my guild). Now, raiders decked out in 25-man gear won't be able to come into a 10-man raid and cheese all of the achievements. We'll be competing with the big guilds for the first 10-man kills, instead of coming in weeks behind due to massive gear differences. I have spent the entirety of Wrath building a solid group of 10 players with a shared goal of working our hardest on tackling new raids, and this change will give us the chance to actually have our kills mean something. Also, it should fix the trinket problem, where 10-man trinkets were trash compared to their 25-man equivalents.
Tyler Caraway
The face of raiding is going to change. I for one like it, others may not. Coming from a small guild that has had issues every single tier where we float between having enough people to run 25's and being just short if everyone doesn't show up, I can see why many people might think this is 'bad' for my type of guild. We'll have to choose which path we're going to take and either way it goes, there is going to be a mess. We either down-size completely which means removing some people, or we continue to struggle to fill 25 man raids while losing the option to do 10 man raids when we don't have enough online. For a guild like mine, I can certainly see why people might be worried about this change and why going to the 10-man route would be easier.
Overall, I think the change is great. It really helps out the 10-man exclusive guilds and it prevents the high end 25-man guilds from having to run the same content twice every week. I think we'll see a swing in the raiding scene, and I definitely think there will be more 10-man raiding guilds than there will be 25-man, but I don't see it being the death of either option. 25-man raids will still matter, the best of the best will still focus on them, and the hardcore raiders of today will still clamor to get into that raiding scene. For the more casual raiders, it opens up great new doors where they can still be competitive without having to devote the time to trying to make two different raid clears of the same instance every week. It's a win-win in my book.
Scott Andrews
My guild has run 40-player raids, 20-player, 25-player, and 10-player through the years. I prefer the smaller raid size, so I'm excited about this change. Fewer players means fewer delays during the run and thus less standing around waiting on one or two people. Fewer players also means each raid member plays a more vital role and individual mistakes can be far costlier. To me, it's more fun that way. I will enjoy no longer feeling as though 10-player raids are second class.
There are other advantages. By allowing both sizes to share a loot table, Blizzard's itemization team can focus more on creating interesting items and making sure each spec's needs are met in each tier. Also, by sharing lockouts, players who don't want to raid four or five nights per week won't feel compelled to do so to remain viable. During the first tier, before hard modes are unlocked, that's going to mean a lot less raiding than we're accustomed to right now. Keep in mind, however, that Blizzard wants heroic dungeons to be more relevant to a fresh 85 than they were for a fresh 80. Also, think about what will be available once the next tier is released: T11 normal raids, T11 hard modes, T12 normal raids, and eventually T12 hard modes. Given that Blizzard intends to create multiple raid instances per tier, I doubt any of us will be upset that we can't visit each zone twice per week in different sizes.
Best of all, the players who run 25-player raids will, I hope, want to raid with 25 players. They won't be there for the better loot alone. If so, I believe that will improve the 25-player experience immensely for those who prefer it.
This change will affect all raiding guilds, and I know many players are concerned about the impact it will have on their own community. I would urge everyone to wait until more details are known, such as the true difficulty of each raid size and the disparity in rewards between them, before rushing to judgment.
Basil Bernsten
I suspect I'm in the minority of players, but I actually like this raiding design change. I'm a 25-man non-hard mode raider who refuses to spend more than 2 nights raiding a week, so limiting people to a single useful instance per character means that people who choose not to raid 4+ nights a week will be at no disadvantage. If dedicating one character to PvE involves no more than however long it takes to clear the relevant dungeons, a lot of players will get to experience a lot of other parts of the game. Right now, a PvE dedication means you have to clear as far as possible in the most recent 10 and 25-man instance, which often precludes much time for anything else.
Secondly, Blizzard left themselves a large dial they can adjust to make sure that people still run 25-man content. Just as long as they adjust the reward rate from 25-mans to compensate for the loss of higher quality gear, there'll be about the same number of 25-man groups as there are now.
Mathew McCurley
For completely selfish reasons, I love this change, and hate it at the same time. I understand all of the arguments for more epic encounters, but for me, even with 10 people, the encounters still felt epic. The Lich King especially felt epic to me, each and every stage. Through event mechanics and spell effects, it was frantic enough to really keep me on my toes. From the Lore standpoint, I just believe it took an army to take him down. Anyway, that's besides the point. The point of these changes is to give Blizzard more design room and less to worry about gear wise. Having to cobble together odd combinations of 10 and 25 player loot to be absolutely effective was just crappy design, and normalizing loot makes for a cleaner experience. Plus, Blizzard can control gear inflation and we might not have to see another SunIceWellCitadel RadianceChill.
How do you give 10 mans the legendaries that 25 mans get? Simple. Pieces of the legendary drop 5%-10% of the time on 10-man, and 35%-40% on 25-man. Maybe not those numbers exactly, but making it take longer in the 10-mans at least makes it available to those raiders and 10-mans aren't seen as the bastard child of raiding. Right now, I love 10-mans, and have since Karazhan. Kara was the best raid design decision Blizzard has ever made, because it took the horrid planning out of the 40 player game and made fun content accessible across the board. I wholeheartedly believe that Cataclysm will be the last expansion to feature 25-man raids prominently, a move I believe that has been in the works for a good long time.
Daniel Whitcomb
I tend to think this change is a solid one. Yes, it's probably going to break up some 25-mans, but Burning Crusade broke up some 40-mans. Much like how Wrath's Arena changes seperated out who liked to run Arenas from who was only doing it for the gear, It seems like this change will separate those who actually like 25-mans from those who are only doing it for the gear. If more people are playing at the level they want to play, this can only be a good thing. It also allows Blizzard to throttle content a bit more, and leaves people not feeling obligated to run both the 10-man and the 25-man every single week for gear or extra practice or whatever else. This change, if handled correctly, will allow for a more varied, accessible end-game that removes a lot of the current annoyances with the repetitiveness of raid content and the 2nd class status of pure dedicated 10-man raid groups or guilds.
On the lore side, I don't think you need to have a group of 25 or 40 people to make a boss kill seem epic. For me, when I remember epic boss kills, I remember the scale of the dungeon, the size of the boss, and the mechanics and feel of the fight itself. I don't think the reason I was so pumped on killing Ragnaros was because I did it with 39 other people. Rather, I'd say it was because Ragnaros was an awe-inspiringly huge boss with amazing mechanics that made me feel like a speck next to his might. Certainly, I felt a lot of camraderie with the group I killed him with, but I think I can feel that with 9 or 24 other people as easily as 39 other people. The "40-man effect," in my mind, was as much because Ragnaros and Onyxia were huge and new, rather than the fact that I was facing them with 39 other people.
Zach Yonzon
Personally, the shift excites me because I've gone through the horrid experience of 40- and 25-man raids breaking down due to poor numbers. As epic as it was to take down Ragnaros for the first time, I'd trade it in for the ease of forming a raid, on-time pull times, and enjoying the experience with a few close friends. Karazhan was an eye-opener for me, and I suspect Blizzard as well. It was so well designed that it felt epic all the way through despite the smaller raid composition. If Blizzard manages to design the raids in Cataclysm to evoke that same feeling, I think everything will be just fine.
On a tangent, I'm wondering if 10-man raids will dictate the design of future Battlegrounds. With rated Battlegrounds as the future of World of Warcraft PvP, smaller raid compositions might be the ideal way to go. It's hard to imagine gathering the numbers for rated Alterac Valley and Isle of Conquest -- it's hard enough to gather those numbers now, whether through PUGs or guilds. It seems to me that Blizzard has settled on 10 as the magic number for moderately organized raids, and I'm inclined to agree. I think it's a good, solid number for group content. I'm excited to see how the philosophy will apply to the PvP aspect of the game.
Michael Gray
My first thought is that this is an awesome change that reduces the spectrum between "the best" gear and "okay" gear. Right now, if you're PvEing or PvPing in 10-Normal gear ... it's okay. It's not great, but it's okay. But the difference between 10-Normal and 25-Heroic gear is huge, and I'm constantly seeing the problems that disparity causes. This change will compress the scale, and I think that will help balance immensely.
I'm going to play the change through no matter how it turns out. That being said, I think forming an opinion about this change demands a great deal more self-awareness and brutal honesty than any other new dynamic. After all, it seems like they're adding more content (raids), more options, and doing generally good things -- nothing is being taken away, really, just added. (Assuming there's enough content for the raid-every-night crowd to enjoy.) So, why would this be so contentious?
I think the fear, uncertainty, and doubt is sourced from two things. The first is change. This is a huge change to our community and culture, moving away from the idea that "The only serious raid is a 25 man raid" to something more accessible to everyone. I don't know whether that's good or bad, but I feel like that feedback is definitely out there. Second, prestige rules are changing. The elevated status of 25-man raids is being radically altered, and that's obviously frightening to some people.
Ultimately, I'm eager to see how it turns out.
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Reader Comments (Page 2 of 19)
maxthehazy Apr 29th 2010 12:12PM
It seems that most people do not read the blue posts very well, if at all.
The benefit for 25s in cata is that they will drop more loot and badges (points) PER CAPITA than 10s. For example, if the 10 man version of a boss drops 2 pieces of loot and 2 badges the 25 man version may drop 7 pieces of loot and 3 badges, more loot and more badges per person in 25 mans.
I personally think that most good raiders will get into a nice 10 man team with other quality players and not mind less loot per person because they progress quickly and have an easy time organizing.
At the same time I expect that many “failplayers” will continue to insist that 25 mans are the only “real” raids and that you are not a “real” or “serious” raider if you run 10 mans. They will loudly proclaim how fail everyone else is for wasting their lockout on a lowly 10 man raid. So they will attempt to organize 25 man raids but will not progress very far due not only to not only their own level of fail but also due to the fact that most quality players will be saved in 10 mans. After failing to progress they will go to the forms and complain about the people in 10 mans are getting their gear in “easy mode” and how its not fair and how the obvious solution is to nerf …something. When you read this on the forums halfway through cata, think of this post.
In fact, you don’t have to wait. The blogosphere has exploded with the elitist cries of “not fair” and “I raid 25s so I am entitled to… something”. I am actually rather disappointed with a few bloggers who I normally respect and enjoy and am concerned about the freshness of their underwear.
On the death of 25 man raiding, I say too bad. If people stop running 25s en masse it means they don’t enjoy running 25s and are only doing so now because they are artificially incentivized to do so and don’t want to “let their 10 man team down” or “fall behind”. What I really take umbrage with is people like Lissanna at Restokin who say they love 25s and do it for the feeling of “epic grandeur” that you get from downing a boss with 24 other people and then turn around and say that if Blizzard doesn’t incentivize 25 mans over 10 mans that they aren’t going to attempt to fulfill their duties as officers to their guilds and make idle threats to “quit playing”. I hate to say it but she went from respected member of the community to troll with a few keystrokes.
Cypher210 Apr 29th 2010 4:41PM
"many of my friends and guild mates are seriously considering this the end of our WoW career because of these changes."
LOL, your WoW career. Sounds like you could use some time away from the game anyway.
Resident Horrible Apr 29th 2010 7:52PM
I'm loving the changes. I have a family, it is hard to keep to strict raid schedules when you have to run 25 and 10mans. People complaining about the new lockout for 25s+10s can either reroll an alt and have it equally as geared as your main, or just go outside.
Kara was fun, I'm glad other people thought so. I hated having to log on for an hour waiting for everyone to lag on for 25s in BC. 10man raids were fun. As long as 25mans are dropping like 8 pieces of gear as compared to the 2 in 10mans, I think more people would consider waiting for the greater chance of loot.
Natsumi Apr 30th 2010 2:03AM
Kara had to be THE WORST designed raid ever. Does nobody remember how BRUTALLY HARD it was when it first hit? It went through 3 nerfs before 90% of raiders could get through the whole thing. Add to that the REQUIRED chain chugging of mana pots, the RNG wipes on Malchazar when he dropped Infernals on the healers (or tanks, or between the two), not to mention the fact that it REQUIRED you to have certain classes to make a full clear. Don't even get me started on the Opera Event (seriously, how many tanks should you need in a 10 man).
I'm not saying these changes are all bad (they aren't) but putting KARA up as a GREAT instance (or well designed, or fun) is a TRAVESTY. You want a good 10 man instance? Zul Aman was well designed. Zul Aman was fun. Zul Aman had something for even Hardcore Raiders, something to make people say, OMG That guy is GOOD at what he does.
I think all the changes are good, except the shared lockouts. Same loot, fine. Same Difficulty, I don't believe you but okay. Same Lockout, no way this is going to work. People are either going to never do 25s (unless Blizzard gives out some exclusive stuff, a la the ZA Bear) or, and this I highly doubt, some guilds will do the 25s and run alts in 10s with new players (requiring you to level alts and STILL have to run the raid 2 or more times a week just so that your 2+ toons can still run the new guys through the 10s)
Belfonisis Apr 28th 2010 10:09PM
Dis pear... so delicious.
Stig Apr 28th 2010 10:16PM
I love the change. And I also find it funny that the pages were split between Page 1: Hate it, Page 2: Like it...
Moxxy Apr 29th 2010 12:25AM
Yeah I noticed that too. Were they purposely organized this way for those who fail to click through page 2? :P
10 man strict raider here who immensely enjoys the change as it removes itemization holes from my current progression path. I do understand the anger the 25 manners are expressing but the "what's the incentive" argument doesn't fly... raid 10s or 25s because you enjoy it, just like Wrath taught us to arena because you enjoy it (a trend rated BGs will only enforce).
damnlag May 1st 2010 11:12PM
I almost didn't flip to page two because I thought it was just biased drivel. =)
Oteo Apr 28th 2010 10:17PM
Wow, why don't we just summarize the first page as "10 man raiding is for n00bz"? I'm tempted to go into a more in-depth defense of these changes except I'm not sure how many hours I want to pour into WoW.com tonight when I could be playing the game...
Docp Apr 28th 2010 10:29PM
I think the true summary is "Are you in a 25man raiding guild that is threatened by these changes and could destroy the community you know and love? then you'll hate these changes. Are you in a strict 10man guid/casual guild/PUG raider or PVP guy? Then you probably dislike these changes."
Not all that surprising, those who risk losing something and gaining nothing against the changes are against it, those who are likely to gain and risk nothing are for the changes.
Ralod Apr 28th 2010 11:56PM
I agree, the first page of this article felt like a lot of whining, a lot of the elitist attitude that most of the people I play with hate. I also do not agree with the person that feels that 25 mans should get unique rewards beyond more badges and gold. Just because you carry 15 more people with your core group does not mean you deserve better gear then I do, or anything for that matter.
I have 40 man raided, 20 man, 25, and 10. 10 man raids are the most fun in my experience, hell in many cases some of the 10 man fights are harder then their 25 man version. Less room for mistakes.
In the end, this is not going to kill 25 mans. This is going to open it up. Like 10 mans? raid 10 mans, like 25? Raid 25. If 25 mans do in fact die off, then it is pretty clear that the wow populace just prefers the smaller raid size.
Utakata Apr 29th 2010 12:52AM
I agree there, Oteo. If there are players out there like Anne Anne Stickney
for example...the changes are a good idea, in that is serves them some needed humble pie.
That being said, I don't think the 10's and 25's should share the same lock out, but still share the same loot with obviously with more loot rolls for the latter (as Rossi and Van Allen both pointed out on the first page). This is something I have been asking for since Vanilla. I understand Blizz's need to stagger the loot, but I am wondering if there's a better solution without potentially being too much a pain in the behiney to many players. :(
Finnicks Apr 29th 2010 1:05AM
@docp
Disagree to the implication that 25m lovers aren't gaining anything. You read the blue posts. 25mans will be dropping more loot per person. If 10m keeps dropping 2 pieces per boss (and I highly doubt this will change), expect 25m bosses to drop 6-8 pieces of loot per, up from the 3 they drop now.
The rate at which you gear up in 25-mans will at least double from what it is now, whereas the 10-man loot gain rate will likely stay the same.
I'm sorry but the naysayers who are bitching because now they won't be able to get extra loot from 10m to gear up faster just aren't considering the math.
MazokuRanma Apr 29th 2010 1:50AM
To some extent I have little sympathy for hardcore raiders, and I think that's based on having played some seriously hardcore MMOs. My first experiences were with UO, then onto Everquest, then EQ2 and FFXI, and finally WoW. I started out quite hardcore in those older games, all the way through the beginning of WoW, and finally starting to lapse to a more casual mindset throughout BC and Wrath. Having had all those experiences, it seems that anyone who is a truly hardcore person wouldn't be playing WoW... As much as I love this game, it can't even touch a game like FFXI in terms of true difficulty.
This isn't a troll post; what I'm hoping for is a response by some actual hardcore WoW raiders to explain why, if the true desire is to challenge oneself to the maximum, that they don't search out the games with punishing levels of difficulty. WoW is a great game, and truly casual friendly, but even back in Vanilla (with the possible exception of the initial impossible C'thun raid, oh was that ever fun...) WoW has never quite reached the same levels of challenge of some other games. I'm going to be here for some time to come; the current changes certainly fit my increasing lack of time to play as the real world has intruded. I just wonder why the truly hardcore haven't sought out something more challenging if the game has gotten so easy though.
Eisengel Apr 29th 2010 7:22AM
I find a curious disconnect in some of the arguments against the change. Take what Matt Low said, "I like the size and atmosphere of 25 man raiding compared to 10." This seems to be one of the reigning things cited. That's fine, if you like 25-man versions, no prob, I'm happy for you. Whenever I got the chance to sub into a 25-man I found it fun too. A lot of the people against the change also say, (as Matt Low does here) "...while I am intrinsically motivated to run 25s, not everyone else is going to feel the same way." This is the problem. He's saying he likes 25-mans, but he's going to lose his 25-man runs because the people who didn't like/want to run 25-mans, but were just doing it for the greater rewards, will leave.
...?
Sometimes you can't have your cake and eat it too. If playing the mode of the game you like requires people who don't want to do it, and only are doing it for the greater reward, do you really want them in your raid? Why do you need them to be forced to deal with 25-mans if they don't want to run them? I ran my 10 losses a week in BC Arena for my welfare gear, and I hated every second of it, but I had to do because I didn't have access to any other alternative for getting gear that good. Now Arena is freed up for only the people who want to run it, and I can stay well away from it. Instead of them being happy and me being miserable, we're both happy.
If 25-man raids require substantially more reward to get people to do them at all, apparently 25-man raids aren't really all that great. If you like them, awesome, if you can get together enough people to run them, more awesome, but making rewards exclusive to 25-man means that 25-man is the only source of those rewards, and if people want to progress to the top of the content chain in PvE, they can't unless they can raid 25-man.
If 25-man raiding really is more epic and more fun, there will still be players who want to do it. Yes, you may lose a lot of raiders, but you'll mostly be losing the lolzers who were just interested in the loot anyway, and your 25-man raids will likely get much smoother and fun as you find players actually interested in raiding 25-man for raiding 25-man's sake.
deweymaverick Apr 29th 2010 7:42AM
And thing about this that bothers me... is that there really isn't any solid argument that I can see against the change. May be I totally missed something but this what it looks like:
Reaction: There is no reason to run 25 mans
Why its wrong: yes, yes there is. There is every reason in the world to do so. Granted you don't get better loot, but that's what heroics are for (and you don't need it, because its scaled down) but you are rewarded with much more efficient runs. For people that read, Blizz has point out that 25 man runs will drop more loot, badges, and cash PER PLAYER than 10 mans - you can in fact get geared up faster in 25's than in 10's. FURTHER MORE if you combine this with the single lock out and a dash of commonsense, you realize something else that's really cool: with the upped drop rate per player (and the new lockout and other changes), instead of having to run both 10 and 25 man runs to be crazy competitive, you now ONLY need to run 25 mans. If you have a 25 man guild Blizz is effectively freeing you from running the same raid twice in one week. Which means for any normal person, less burnout or more time for alts!
Reaction: This will break up guilds.
Why its wrong: Only if you don't like your guild. You're given a lot of rewards for running 25's (see above)... and honestly, if you don't like 25's or your guild, why are you spending so much time with them? If they aren't fun, don't do it - plus thanks to all the changes, you really don't need to any more if its NOT FUN.
Reaction: It caters to casuals, by limiting rewards and having 1 lock out.
Why its wrong: This is... not a very smart reaction at all: there are already limits in place, the most frost badges you can get in a week now, currently is 83. THAT is a limit. We already have limits in place, so that's nothing new. The 1 lock out actually rewards 25's (see above) by making more efficient runs, and letting you gear faster than everyone else: hardcore players are seriously rewarded by being more efficient and getting gear a lot faster. The days where only hard cores were allowed access to specific content died at the beginning of Wrath - this change has nothing to do with that, and Blizz stated that they never again want to make content that only a small portion of the player base will ever see.
Reaction: Hard core players should be rewarded for the time. If I do more, I should be able to get more.
Why its wrong: That's 100% correct, but 25 man raids have nothing to do with that. Hard modes do. That's why they're HEROIC... its the whole point. Furthermore, if you're hard core, you will get to be l33t, just like now. If you bust you behind and run in a serious guild, you will gear up far faster than everyone else (see the other new changes) and can hang around the bank in Dal and show off your pimp new gear. Just like now. And if you're really cool, you can show off your Heroic gear that "terribads" will never get. Just like now. None of that changes.
I'm sorry, but I have seen one and only one complaint that hasn't been addressed in the very first Blue post about this (for anyone that has basic reading comprehension):
Reaction: this will kill pugs.
Why its (partially wrong): yes, yes it will HURT pugs but it will not end pugging. Just like now, everyone's guild has "that guy" in it that signs up for events and never shows, shows insanely late, or shows up drunk/high and can't play worth a crap. And just like now, people bring in pugs to fill in those slots. Yes, you won't be spending time in trade to fish for an extra 25 ICC run that week - but you won't need to thanks all the other changes made to the badge/emblem/point system and how 10/25 man raids work. So, yes, there will be fewer 100% pugged runs, but Blizz has stated (and very strongly implied) that they're ok with that. They want people in guilds, as its a MMO (part of the point is to be social) and you can't run a raid on your own, any way. With the new guild system, people are rewarded for being in a good stable guild and Blizz CREATED the new system that way. They understand that this will happen, and they're planning for it. (So, to me, personally, that's reason enough to no worry or at least adopt a "Wait and see" attitude.)
I'm sorry, but every single argument I've seen (even those by the wow.com writers on page 1) really seems like complaining for the sake of complaining... or just not understanding what the changes ARE. Honestly, if you just read the first blue post... and think (for like 2 seconds) and read it again... all those concerns are addressed.
waitwhat? Apr 29th 2010 9:45AM
*clap*
*clap*
*clap*
*clap*
_Very_ nice deconstruction dewey!
EZ Apr 29th 2010 1:07PM
the arguments for this change give no reasons as well. "well my guild is 10man so who cares about the 25man raiders"
DISCLAIMER: gonna make this post harsh and spiteful to match the tone of your "casual player shit-talking session". you guys ruined this game with this mentality that you deserve everything for no effort. your entitlement that your "time-challenged" 10man guild deserves everything that 25man guilds get reeks of entitlement and selfishness. if you believe real 25man guilds carry 10-15players then i will assume you've only raided entry level content with 25people. it may be possible in naxx, but in the higher tier raiding you need 25people working at 110%, and it's why pugs use the 10man format (notice any successful 25man pugs have very strict requirements and long time raiding player as a leader, where any 10 scrubs can clear 75% of icecrown).
i quit hardcore raiding, and guess what? i dont whine that i *deserve* legendaries, i don't bash players who are against this change, i don't make forum posts that my guild deserves BiS trinkets, and the wow.com casual circle-jerk makes me sick. if i could sum up the wow.com readers it would be this:
"a bunch of spoiled rotten brats who can't accept their place on the totem pole, and want the blizzard gods to put them at the top even though they are BAD"
instead of trying to pick apart the arguments of why people are against this change (for reasons a 10man guild, or a guild that cant clear lower spire with 30% buff, cant understand) why don't you come to terms with the fact that the reason you like this change is because it continues down the path of putting the horrible players on an even playing field with world top guilds. and top guilds hate it because it evens the playing field with whiny entitled scrubby guilds.
for the record, i'm OK with this change, because i have come to terms with the fact that wow isn't a game about competition. WoW has become a great game for grandparents and pre-school students, but not for people who want competition, because by definition competing just isn't fair enough for the wow playerbase, because goddamn those players with skill for getting to the top. i made this post for all the little personal jabs you casuals take at people just for having a different opinion from you. and on that note, please remove me from this awful excuse for a community.
anyway, hope you guys enjoy your watered down virtual pet collecting game. i wonder how badly the casuals would flip out if blizzard made all pets available to anyone who could collect 10friends and take a virtual tour through an instance for a couple hours. or maybe blizzard will move this mentality into starcraft 2 and give all copper players 50% more damage so they can compete with korean pro's! ...oh wait, casuals cant whine that "its my 15$ a month blizzard! you better change this game if you want my money!", so that wouldn't work.
if nothing else, wow will act like a containment-sphere for all the horrible casual gamers, who want to kill my past-time, and vote for zinga over valve in game company tournaments. ugh, this place is a pit, it's so frustrating reading the thoughts of the dark side.
deweymaverick Apr 29th 2010 2:01PM
@EZ
I'm sorry... who exactly are your comments directed towards? Myself?
If that's the case, you really need to check your assumptions. I am, in fact a member of guild that runs 25 man and 10 man content. I am, in fact, a person that run 40 mans in Vanilla.
And to counter your replies, every single person above me has stated arguments as to why its good. I apologize, but I didn't want a wall of text stating the exact same thing that people had said.
As to why its good -
1) It actually makes hard things for hardcore, serious players to do. Hard modes, heroic modes, or what have you, reward me for for being a better player. Titan's tears man, how is it that running the same raid over and over again shows that I'm actually good at the game (not that I care about that, but it doesn't). I can show off that I'm actually a better player by doing HARDER THINGS. If anyone should get credit for being awesome, it should be my GL for being able to get 25 people together to do something (for get herding cats, herding a band of stoners, morons, and busy people in to the same raid at the same time and performing says NOTHING of my ability - but it does for my GL).
2) The system just makes sense. Why in the world should I have to run the same raid twice, to get the same rewards? Furthermore, why should 25 man raids have ever dropped LESS loot per person than 10 mans? If anything, the current system is just stupid (as there are fewer rewards) and having them be equal would be totally reasonable. However, for people that complain that 25 is more serious (which it isn't for anyone but my GL, see above) the new system is objectively better - you are ,in fact REWARDED MORE. There is no rational way to argue otherwise, how can it not be the case that more rewards = more l33t (or whatever it is that you want to say).
3) The new system limits burnout. I'm not going to lie, I'm an adult. I have a full time job, a part time, job, I'm writing my dissertation for my Ph.D., and I have a kid on the way. (Hurray for me, but that's not the point). I have other stuff I want to do. Yeah, I guess it makes me a "causal" (but, you know, see above) but what rational reason is there for running the same raid 2 times in 1 week? To prove that I have a crap load of free time? To prove that I care more about WoW than my job or family? No thanks, I'll pass on that (seriously I care more about my kid than my epeen). But there's a reason why so mean people play for a month after a patch then drop until the next patch: they do the same thing, over, and over, and over, and over, and over, and over, and over, and over, for 3 weeks, get sick of it and quit until new stuff comes along. So what's wrong with Blizz making the content last? Do you really expect a new content patch every month? Who does that? Who has EVER done that? Ultima didn't. EQ didn't. And so far as I know EQ2 never did. There's a reason why people get the "same @#$!, different day" vibe - and its because it, its the same raid, over and over again. Blizz has come up a with a great way to limit that, and I, for one, applaud them for it.
4) The new system rewards 25 man guilds - We finally get a larger per person drop of loot, which makes sense, because you know, there's more people in a 25 than a 10 man raid.
5) It rewards smaller guilds: My little brother is in a 10 man guild and nearly always has been since you can run one. They raid all the time. ALL THE TIME - the even still run Naxx, weekly. Sir, they are more hardcore than you, I assure you, because they all have every single 10 man raid achieve on 10 man, and 10 heroic/hard mode (save the Lich King). They log every night at 7 server time, until midnight, every day of the week. No tell me why they shouldn't have the same gear as a terribad carried through a 25 man raid? THEY are dedicated, and they are amazing players (insane, and I don't agree with how they play, but that's not my business). They love the game, they put their hearts in to in, and they're best friends, since high school. They don't want 15 randoms in there, they want to continue D & D night, but across the country. And honestly, its about time they are rewarded for kicking so much ass. Explain to me exactly why 10 man players like that deserve less than a crappy 10 man, please.
Ralod Apr 29th 2010 6:18PM
@EZ
And this post made my point perfectly.
People like you are the only bad part of wow raiding. Hopefully this change will run off you and your ilk for good. There are many other MMO's that want to cater to the hardcore no lifers such as yourself. Go play them.
And by the way, I am the leader of a guild that runs both 10 and 25 man content, 5 nights a week. You can be a hardcore raider, and not be a total social reject as you seem to be sir.