Flexible raid locks in patch 4.0.1

- You are no longer locked to the raid upon zoning in, but to a specific boss kill.
- You are no longer locked to a specific raid size or group.
- Heroics have greater restrictions placed on them.
- All Wrath raids will use this system once Cataclysm releases.
- All Cataclysm raids will use this system.
- This only applies to raids and not to normal or heroic dungeons.
Almost six months ago we announced that Cataclysm raids were being redesigned to make both raid sizes the same difficulty, drop the same quality of loot, and exist in the same lockout. This evolution in raid philosophy is built on the belief that the size of your raiding group should be a choice based solely on what's more fun and enjoyable for you, and that you should not have to complete the same raiding content twice in a week to maximize your character's progression. These systems are the culmination of a great deal of design and player feedback from the last few years. With the release of the 4.0.1 patch, the new Flexible Raid Lock system will debut in Icecrown Citadel and The Ruby Sanctum.
With the Flexible Raid Lock system, instead of being locked to a specific raid size or raid group, each character will have the opportunity to defeat each raid encounter once a week. You could kill Lord Marrowgar and Lady Deathwhisper with a 10-player raid on Wednesday, join a 25-player raid to kill Festergut and Rotface on Thursday, and then lead a completely new 10-player raid to kill The Lich King on Friday. Every raid has a list of encounters associated with the zone. For example, Icecrown Citadel has twelve encounters. After you defeat Lord Marrowgar, you can open up your character's raid information dialog and see the list of encounters in Icecrown Citadel with Marrowgar marked as defeated. You may no longer fight Lord Marrowgar with any raid size or difficulty until the weekly raid reset for your region occurs.
Another key change is that if you join someone else's raid in progress, you are no longer locked to that raid after merely zoning in. Your raid status will only change when a boss is defeated, at which point it will be updated to reflect the state of the instance in which you are currently participating. So, let's say you have killed the first four bosses of Icecrown Citadel, and you then join a raid that has defeated the first four encounters, as well as Festergut and Rotface. The dialog that displays upon entering Icecrown Citadel will show that the raid has defeated 6 of 12 encounters. If you help them defeat Professor Putricide, then you would be marked as having defeated not only Professor Putricide for the week, but also Festergut and Rotface. If instead after joining the raid you then proceeded to wipe ten times to Professor Putricide, you could leave the raid with only the first four bosses marked as completed.
To help communicate to players which bosses are dead in the raid leader's raid, there is new functionality to link in chat a list of the encounters the raid has defeated. So before you join a raid, you can see what they've already defeated. If a raid leader advertises in chat that she needs another healer for an 8/12 Icecrown Citadel run, you can see precisely which bosses are still available to fight. If you were only looking for that one item from Queen Lana'thel that never drops for you and this raid already defeated her, you will know not to join that raid.
Let's look at another example of the Flexible Raid Lock system. A guild schedules three nights for 25-player Icecrown Citadel raiding on Wednesday, Thursday, and Saturday. On Wednesday, the raid defeats Lord Marrowgar, Lady Deathwhisper, Icecrown Gunship Battle, and Saurfang. On Thursday, five people cancel their raid attendance due to real life emergencies. The raid leader knows that if he cancels Thursday raiding, there's little chance they'll have enough time on Saturday to defeat the other eight bosses in Icecrown Citadel. So he splits the remaining 20 Thursday raiders into two 10-player raids. Each new raid enters Icecrown Citadel and defeats Rotface, Festergut, Blood Council, and Valithria Dreamwalker. The next Saturday with all 25 players online, they reform as a 25-player raid and enter Icecrown Citadel once more. Only Professor Putricide, Queen Lana'thel, Sindragosa, and The Lich King remain. After a tough fight, the Lich King falls and everybody celebrates. Without the Flexible Raid Lock system the entire raid probably would have missed out on a night of raiding, and likely would not have reached the Lich King.
While players can freely move between raids of different sizes in normal difficulty, there are some additional rules for Heroic difficulty. If a 10- or 25-player raid defeats a boss on Heroic difficulty, then those players may now only raid additional Heroic encounters with that specific raid. If your Heroic 25-player raid defeats the first four bosses of Icecrown Citadel on Heroic, then they may not split up into two 10-player raids and continue to fight in Heroic difficulty. You may also not join someone else's raid if they have defeated a Heroic encounter.
But let's say you are a member of a Heroic raid in Icecrown Citadel, and after killing Lord Marrowgar on Heroic you have Internet connection issues that prevent you from raiding for two nights. During those two nights, the rest of the raid kills everything. Without the Flexible Raid Lock system, you would be done with raiding Icecrown Citadel for the week. Ouch. With the Flexible Raid Lock system, you can join someone else's raid as long as they are doing Normal difficulty. This would at least give you the opportunity to earn your Justice Points for the week. If this raid attempted to switch to Heroic difficulty for Icecrown Gunship Battle with you in the raid, the raid leader would receive an error message stating that she cannot change to Heroic, because someone in the raid (i.e., you) is already locked to a different Heroic instance.
All of the new Cataclysm raids will feature the Flexible Raid Lock and Dynamic Difficulty systems, and when the Cataclysm occurs the other Wrath of the Lich King raids will also have these features. It's important to note that this system doesn't affect Heroic dungeons, they will work as they always have. We look forward to feedback for this new system after 4.0.1 is released. As a reminder, Icecrown Citadel and The Ruby Sanctum are the only two raids that support the Flexible Raid Lock until the Cataclysm occurs.
With the Flexible Raid Lock system, instead of being locked to a specific raid size or raid group, each character will have the opportunity to defeat each raid encounter once a week. You could kill Lord Marrowgar and Lady Deathwhisper with a 10-player raid on Wednesday, join a 25-player raid to kill Festergut and Rotface on Thursday, and then lead a completely new 10-player raid to kill The Lich King on Friday. Every raid has a list of encounters associated with the zone. For example, Icecrown Citadel has twelve encounters. After you defeat Lord Marrowgar, you can open up your character's raid information dialog and see the list of encounters in Icecrown Citadel with Marrowgar marked as defeated. You may no longer fight Lord Marrowgar with any raid size or difficulty until the weekly raid reset for your region occurs.
Another key change is that if you join someone else's raid in progress, you are no longer locked to that raid after merely zoning in. Your raid status will only change when a boss is defeated, at which point it will be updated to reflect the state of the instance in which you are currently participating. So, let's say you have killed the first four bosses of Icecrown Citadel, and you then join a raid that has defeated the first four encounters, as well as Festergut and Rotface. The dialog that displays upon entering Icecrown Citadel will show that the raid has defeated 6 of 12 encounters. If you help them defeat Professor Putricide, then you would be marked as having defeated not only Professor Putricide for the week, but also Festergut and Rotface. If instead after joining the raid you then proceeded to wipe ten times to Professor Putricide, you could leave the raid with only the first four bosses marked as completed.
To help communicate to players which bosses are dead in the raid leader's raid, there is new functionality to link in chat a list of the encounters the raid has defeated. So before you join a raid, you can see what they've already defeated. If a raid leader advertises in chat that she needs another healer for an 8/12 Icecrown Citadel run, you can see precisely which bosses are still available to fight. If you were only looking for that one item from Queen Lana'thel that never drops for you and this raid already defeated her, you will know not to join that raid.
Let's look at another example of the Flexible Raid Lock system. A guild schedules three nights for 25-player Icecrown Citadel raiding on Wednesday, Thursday, and Saturday. On Wednesday, the raid defeats Lord Marrowgar, Lady Deathwhisper, Icecrown Gunship Battle, and Saurfang. On Thursday, five people cancel their raid attendance due to real life emergencies. The raid leader knows that if he cancels Thursday raiding, there's little chance they'll have enough time on Saturday to defeat the other eight bosses in Icecrown Citadel. So he splits the remaining 20 Thursday raiders into two 10-player raids. Each new raid enters Icecrown Citadel and defeats Rotface, Festergut, Blood Council, and Valithria Dreamwalker. The next Saturday with all 25 players online, they reform as a 25-player raid and enter Icecrown Citadel once more. Only Professor Putricide, Queen Lana'thel, Sindragosa, and The Lich King remain. After a tough fight, the Lich King falls and everybody celebrates. Without the Flexible Raid Lock system the entire raid probably would have missed out on a night of raiding, and likely would not have reached the Lich King.
While players can freely move between raids of different sizes in normal difficulty, there are some additional rules for Heroic difficulty. If a 10- or 25-player raid defeats a boss on Heroic difficulty, then those players may now only raid additional Heroic encounters with that specific raid. If your Heroic 25-player raid defeats the first four bosses of Icecrown Citadel on Heroic, then they may not split up into two 10-player raids and continue to fight in Heroic difficulty. You may also not join someone else's raid if they have defeated a Heroic encounter.
But let's say you are a member of a Heroic raid in Icecrown Citadel, and after killing Lord Marrowgar on Heroic you have Internet connection issues that prevent you from raiding for two nights. During those two nights, the rest of the raid kills everything. Without the Flexible Raid Lock system, you would be done with raiding Icecrown Citadel for the week. Ouch. With the Flexible Raid Lock system, you can join someone else's raid as long as they are doing Normal difficulty. This would at least give you the opportunity to earn your Justice Points for the week. If this raid attempted to switch to Heroic difficulty for Icecrown Gunship Battle with you in the raid, the raid leader would receive an error message stating that she cannot change to Heroic, because someone in the raid (i.e., you) is already locked to a different Heroic instance.
All of the new Cataclysm raids will feature the Flexible Raid Lock and Dynamic Difficulty systems, and when the Cataclysm occurs the other Wrath of the Lich King raids will also have these features. It's important to note that this system doesn't affect Heroic dungeons, they will work as they always have. We look forward to feedback for this new system after 4.0.1 is released. As a reminder, Icecrown Citadel and The Ruby Sanctum are the only two raids that support the Flexible Raid Lock until the Cataclysm occurs.
Filed under: News items






Reader Comments (Page 3 of 9)
Boobah Oct 1st 2010 1:29PM
Yes, people with a heroic lock can return to normal mode. They had an example of just that in the blue post.
Angus Oct 1st 2010 2:40PM
It will take some adjusting to.
I wonder if we will have to adjust even more come cataclysm because this ia slightly different than what was originally announced.
The original announcement indicated you could NOT switch from 25 down to 10 and back up.
This can. So if you have people that can't handle certain fights or can't show up every night you can get going and bring them in later.
V Magius Oct 1st 2010 12:39PM
Maybe I can finally complete the Frozen Waste achievement. Been too self-conscious and lazy to run them. Also, kind of hard to take out a specific person if it's not one of the weeklies.
Also, it'll stop all the crying about getting a fail group.
Hal Oct 1st 2010 12:40PM
Very interesting. So what will keep you from fighting a boss that you're "locked out" of? Let's say you're 7/12 and invited into a raid that is 6/12 . . . will you be prevented from zoning in? Will you be unable to fight the next boss?
dodgeballer2005 Oct 1st 2010 1:15PM
Yes, but once the raid kills that boss, you're happy to join them then.
AltairAntares Oct 1st 2010 1:43PM
I wish they'd make it so that you just wouldn't get any benefit from killing a boss you were already locked for- I know they can't because people would abuse it, but it'd sure make life easier for smaller guilds, maybe if they only allowed 1 or 2 locked people.
ecwfrk Oct 1st 2010 8:19PM
I'm with you AltairAntares. I too would much prefer a system where you just can't get anything from a boss you've already downed during the lockout period. It'd make it a lot easier for guilds with things like 16 people to raid without leaving people out or having to bring in strangers to fill out a raid team.
But Blizzard is resistant to such a system because they fear people will do things like sell run-throughs of raid content for real world cash or just using the system to farm high level enchanting mats and such. And implementing a system that reduces the drops based on the percentage of people in the raid that haven't downed the boss yet or something similar would be very problematic to make it still be rewarding for those who should be eligible for loot while also making it so it wouldn't be exploitable. So I can understand why they won't implement such a system.
At least with the new system if you have a guild of 16 you'd only need to add 4 people to make 2 10 man teams to get the best loot available rather than needing to bring in 9 people to fill out a 25 man team. The downside of the system is, I just can't imagine many people doing 25 man raids unless they drop a significantly greater amount of loot per person or are like Naxx where the 25 man is easier to clear than the 10 man version. If there's no benefit to doing the 25 man version, they might as well just make raids 10 man across the board and not bother with the extra work of implementing and tuning a 25 man version.
Daedalus Oct 1st 2010 12:40PM
Okay, they had me (sort of) up until the part about heroics... Then, it started to seem a little convoluted.
Overall, the rules are a little complex, and I see some people getting burned because of that, but beyond that, I think this is a huge improvement.
Now, if they can just come up with a way to explain it in less than 8 paragraphs.
relmatos Oct 1st 2010 12:53PM
Ya. the Heroic part seems a bit confusing and unfair.
However I guess it's so that the heroic mode still stays "rare".
Sumanai Oct 1st 2010 12:41PM
What's the point in restricting heroic modes saves?
Other than that, this is a very good idea.
davehoehn970 Oct 1st 2010 1:16PM
Exactly. Take that "internet connection issues" scenario again. If you're going into a raid on heroic mode, it's likely for the drops, by now, not badges (justice points). Heroic drops are still better than regular drops and, for now, there is still a difference in ICC loot on 10 and 25. You're not likely to care for regular-mode loot, so you've killed Marrowgar, and now you're locked as the rest of the raid progresses and your connection is down.
From what the post says, you can re-join the same raid, but say they clear 8 more bosses while you're knocked out... you miss out on a lot of heroic drops, as your only choice is to run some other groups' regular-mode raid. Plus, in this scenario, another group, say one that's starting fresh, will probably want to do heroic Gunship... they can't with you in the raid, so they're either not going to pick you up, or they're going to drop you for Gunship.
Said more compactly, if you start a raid on heroic, then have some kind of issue (or if you're in a guild that utilizes a bench), you're *still* screwed. You can go somewhere else to still get justice points, but if you're doing heroic mode, you probably don't need them. Blizzard should lift that restriction, as well.
RndySasqatch Oct 1st 2010 2:01PM
Yes, I agree that the heroic modes shouldn't lock you out if you get disconnected. I don't get d/c'd much but I've seen it happen to my fellow raiders time and time again. The person will be gone for 1 fight or 2 and then come back. I'd hate to lose a great healer or tank to this issue.
Viator Oct 1st 2010 12:42PM
hurray for flexible raid locks for RS :S
Anyway, wouldve preferred if they waited with cata dungeons for this, now our raid schedule will be a bit messed up for the remainder of wotlk
bob Oct 1st 2010 12:42PM
Next step: dungeon finder will allow you to queue for individual bosses in raids.
Arghor Oct 1st 2010 2:55PM
That would be so lame =(
seso Oct 1st 2010 12:42PM
Wow. Thems a lot of words.
It seems like such a hassle though, what with the heroic difficulty being thrown into the mix. Generally, I like it though - this suits my raiding schedule absoultely perfectly :3
Ailuvan Oct 1st 2010 12:59PM
Translation:
Your raid lock ID now has the progression of the raid associated with it.
You may transfer yourself to a new raid lock ID, as long as your old raid progression matches the new raid progression.
oniryuujin Oct 1st 2010 12:42PM
This is awesome, but I see one major setback to this. I see more people leaving after a wipe or once they get a piece of gear from a boss leave, cause they know they can hop back in if they feel like it. It's not like "Hey I got to stick around to farm some frost badges/new justice points". So yeah the idea of replacing raid members possibly after every boss fight doesn't sound good.
Poltergeist Oct 1st 2010 12:53PM
The counterpoint to this is that if people leave at any point for personal reasons, then it becomes a lot easier to replace them.
Ice Oct 1st 2010 12:54PM
Theres always people who do that. But if you are pugging the thing is.. are you gonna ask on trade "LF ICC10 or 25 group that has done 4 bosses and rotface!"? Yeah, not gonna happen.
Leavers will leave. Changes for getting group that has killed same amount of bosses thro trade is preeetty slim.