Patch 4.1: Blizzard unveils dungeon finder Call to Arms

Dungeon Finder: Call to Arms
In patch 4.1 we'll be introducing Dungeon Finder: Call to Arms, a new system intended to lower queue times. Call to Arms will automatically detect which class role is currently the least represented in the queue, and offer them additional rewards for entering the Dungeon Finder queue and completing a random level-85 Heroic dungeon.
Any time the Dungeon Finder queue is longer than a few minutes for level-85 Heroics, the Call to Arms system kicks in and determines which role is the least represented. In the case of tanking being the least represented role, the "Call to Arms: Tanks" icon will display in the Dungeon Finder UI menu where class roles are selected, and will also display on the UI when the queue pops and you are selected to enter a dungeon. Regardless of your role, you'll always be able to see which role currently has been Called to Arms, if any.
Call to Arms is meant to lower wait times by offering additional rewards for queuing as the currently least represented role. To be eligible for the additional rewards you must solo queue for a random level-85 Heroic in the role that is currently being Called to Arms, and complete the dungeon by killing the final boss. Every time you hit these requirements (there is no daily limit) you'll receive a goodie bag that will contain some gold, a chance at a rare gem, a chance at a flask/elixir (determined by spec), a good chance of receiving a non-combat pet (including cross faction pets), and a very rare chance at receiving a mount. The pets offered come from a wide variety of sources, and include companions like the Razzashi Hatchling, Cockatiel, and Tiny Sporebat, but the mounts are those specifically only available through dungeons (not raids), like the Reins of the Raven Lord from Sethekk Halls, Swift White Hawkstrider from Magister's Terrace, and Deathcharger's Reins from Stratholme.
This system is meant to address the unacceptable queue times currently being experienced by those that queue for the DPS role at max level. The long queue times are, of course, caused by a very simple lack of representation in the Dungeon Finder by tanks, and to some extent healers. We don't feel the tanking and healing roles have any inherent issues that are causing the representation disparity, except that fulfilling them carries more responsibility. Understandably, players prefer to take on that responsibility in more organized situations than what the Dungeon Finder offers, but perhaps we can bribe them a little. While this system gives tanks and healers something extra, the incentive is being provided so that we can help players in the DPS role get into more dungeons, get better gear, and continue progressing.
While the gold, gems, flasks, and elixirs are OK incentives, we knew we needed something more substantial. We had briefly considered Valor Points and epics, but decided that wouldn't be working toward the goal of helping DPS players progress, and ultimately wouldn't keep tanks and healers in the Dungeon Finder system for very long. We settled on pets and dungeon-found mounts as they're cosmetic/achievement items that players tend to try to get on their own, so why not change that up and offer them a chance to get some of those elusive pets and mounts in a way that also helps other players? Even if they don't get a pet or mount, or get one they already have, the gold and other goodies still feel rewarding enough that it won't feel like a waste of effort.
We think it's a pretty solid incentive to get tanks and healers queuing, give max-level players another way to collect the pets and mounts they so desire, and above all, to improve wait times for DPS players sitting in queues. In the case of lower level dungeons, it's actually not uncommon for DPS to be the least represented role, and so if this new system works out and we're pleased with the results, we may consider applying this same mechanic to lower level dungeons as well.
Any time the Dungeon Finder queue is longer than a few minutes for level-85 Heroics, the Call to Arms system kicks in and determines which role is the least represented. In the case of tanking being the least represented role, the "Call to Arms: Tanks" icon will display in the Dungeon Finder UI menu where class roles are selected, and will also display on the UI when the queue pops and you are selected to enter a dungeon. Regardless of your role, you'll always be able to see which role currently has been Called to Arms, if any.
Call to Arms is meant to lower wait times by offering additional rewards for queuing as the currently least represented role. To be eligible for the additional rewards you must solo queue for a random level-85 Heroic in the role that is currently being Called to Arms, and complete the dungeon by killing the final boss. Every time you hit these requirements (there is no daily limit) you'll receive a goodie bag that will contain some gold, a chance at a rare gem, a chance at a flask/elixir (determined by spec), a good chance of receiving a non-combat pet (including cross faction pets), and a very rare chance at receiving a mount. The pets offered come from a wide variety of sources, and include companions like the Razzashi Hatchling, Cockatiel, and Tiny Sporebat, but the mounts are those specifically only available through dungeons (not raids), like the Reins of the Raven Lord from Sethekk Halls, Swift White Hawkstrider from Magister's Terrace, and Deathcharger's Reins from Stratholme.
This system is meant to address the unacceptable queue times currently being experienced by those that queue for the DPS role at max level. The long queue times are, of course, caused by a very simple lack of representation in the Dungeon Finder by tanks, and to some extent healers. We don't feel the tanking and healing roles have any inherent issues that are causing the representation disparity, except that fulfilling them carries more responsibility. Understandably, players prefer to take on that responsibility in more organized situations than what the Dungeon Finder offers, but perhaps we can bribe them a little. While this system gives tanks and healers something extra, the incentive is being provided so that we can help players in the DPS role get into more dungeons, get better gear, and continue progressing.
While the gold, gems, flasks, and elixirs are OK incentives, we knew we needed something more substantial. We had briefly considered Valor Points and epics, but decided that wouldn't be working toward the goal of helping DPS players progress, and ultimately wouldn't keep tanks and healers in the Dungeon Finder system for very long. We settled on pets and dungeon-found mounts as they're cosmetic/achievement items that players tend to try to get on their own, so why not change that up and offer them a chance to get some of those elusive pets and mounts in a way that also helps other players? Even if they don't get a pet or mount, or get one they already have, the gold and other goodies still feel rewarding enough that it won't feel like a waste of effort.
We think it's a pretty solid incentive to get tanks and healers queuing, give max-level players another way to collect the pets and mounts they so desire, and above all, to improve wait times for DPS players sitting in queues. In the case of lower level dungeons, it's actually not uncommon for DPS to be the least represented role, and so if this new system works out and we're pleased with the results, we may consider applying this same mechanic to lower level dungeons as well.
I am absolutely ecstatic about this idea, and hopefully, with new incentives to play healing and tanking roles, players will be more apt to take on these roles because of the extra rewards. DPS players are rewarded with faster queues and can always roll a tank or a healer to help the queue times out and get these rewards. Incentivizing playstyles is the best and frankly smoothest way of fixing queue times. Blizzard is going the right direction with this one, and much like how the random bag at the end of the Oculus helped out that dungeon, hopefully this new bag of goodies helps out random heroics in Cataclysm.
WoW Patch 4.1 is on the PTR, and WoW Insider has all the latest news for you -- from previews of the revamped Zul'Aman and Zul'Gurub to new valor point mechanics and new archaeology items.
Filed under: News items, Cataclysm
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Reader Comments (Page 2 of 22)
mjsheldon Apr 7th 2011 9:57AM
I couldn't agree more with the comments from other tanks. I too was a raid tank in Wrath and retired my paladin (arguably the easiest Cata tank class), not because its too hard, or challenging, or even because its not fun. I retired because of the horrible attitude of players in the LFD. I will only tank for guild runs now as well. I second all of the previous posters frustrations. The simple matter is we are all learning mechanics, and a tank miss on a mechanic means everyone wipes. DPS miss on a mechanic means little, sometimes they die, generally not a wipe. I feel for healers as they get a lot of the same problem. Not much call for my Holy/Prot paladin.
The game mechanics have changed to the point good solid players generally are not willing to sacrifice and hour or two to deal with the garbage and run guild runs only. Sure there are exceptions but the good players are done with LFD and what is left are mostly irritable soloists who have nothing better to do than make snide remarks and ruin your game play time. You just simply get so much more rewards and gratification doing a guild run. Fixing this isnt as easy as a grab bag.
Team work, patience and good character come from your guild or friends list, not from the anonymous random dungeon finder. It worked in wrath because the above 3 traits were not needed to accomplish the task. It simply does not work well now.
Scooter Apr 7th 2011 10:01AM
If I may make a counter argument. I agree that tanks get a bad rep for the stupidest of crap; however, I've also known tanks who were absolute gods at holding aggro and staying alive. Tanks who did not need healing from the healer even on heroic fights. Tanks who have solo'ed a solid 40% of a bosses health. These tanks weren't even using the high end raid gear. Tanks who have challenged the DPS to pull aggro and won every time. Tanks who enter a dungeon prepared and actually go after checking the healer has mana. I've even known one to accomplish this all in the same run.
So while **** does happen and peoples expectations are skewed. I have seen where these expectations can come from. Your opinions are valid but please remember just because there are a lot of jerky DPS it doesn't mean every tank is bringing their "A" game.
That being said I hope the DPS get some kind of reward from this as well.
Grovinofdarkhour Apr 7th 2011 10:50AM
News flash: tanking is not for everyone. Duh. If it were, there wouldn't be a shortage.
The idea that somehow Blizzard is "obligated" to expend any and all available resources trying to make sure tanking is equally as fun for everybody as DPSing is totally misguided, and indicative of an entitlement mentality.
If this is how they want to fix the shortage, it sounds good to me. Let's see how it goes.
Grovinofdarkhour Apr 7th 2011 10:57AM
I should have specified that the above was in response to ENOUGH!'s "see look Blizz admits they failed" post.
Snuzzle Apr 7th 2011 11:17AM
@loop_not_defined
I know. And that's the problem. Because you and I both know they're going to try. They're going to wipe the group. They're going to spew bile at the healer and probably try to kick the healer (and there's a good chance the kick will succeed. I've seen healers kicked for all kinds of horrible reasons, including one who AFK'd because her kid was crying and the tank ran in and pulled the boss anyway.) Or they're going to throw a tantrum and drop group, leaving the group to slowly dissolve because they don't want to wait for another tank. Or they're going to refuse to leave and get deserter, forcing us to disband unless we want to wipe over and over.
Bribes are not the way to get good, solid, well geared tanks. It's the way to attract the "gimme gimme" crowd who thinks tanking is easy and a quick spec hop is all they need to get sweet, sweet rewards.
Call me a pessimist, but I already see enough of this going on and the only reward for tanking right now is an instant queue. When you can get extra gold and goodies, it's going to attract the wrong kinds of tanks. It's going to create a lot more unpleasantness in the dungeon finder than there currently is. I really wonder if they thought this through at all.
jrblackyear Apr 7th 2011 12:48PM
I agree with most comments here that attitude is a big problem in LFD groups, and one of the main reasons why tanks/healers don't queue as frequently as DPS. Seriously, folks, what happened to manners and respect, logic and reason, kindness and support? These are the characteristics of quality WoW players, skill really has nothing to do with it. I've run with DPS of all sorts, and the percentage of "gogogo, I want lewtz" players is astounding. Just last night, while healing a random heroic, the hunter in the group was determined to spend as LITTLE time in the instance as possible: pulling trash before the group was ready, MD'ing onto the tank to save his own ass. People like that don't get my heals, and as soon I'm able, I vote-to-kick. It shocks me that common courtesy has gone the way of the dodo, because you would think that in a social, community-focused game, people would be supportive and respectful to everyone else. I for one will continue queuing for heroics, if only to stick it to the douche-bag players who think that they are all that, that they deserve fast loot because they were stuck in a queue for 45 minutes.
Now, that's not to say that tanks and healers NEVER act out, because they do. Maybe it's just that the chances are higher for DPS players because there are 3 DPS slots to every LFD group, I don't know for sure. I do know that people need to smarten up and act like human beings again because it would suck if these actions started to make their way into the real-world. More so than they already have, anyway ;)
DarkWalker Apr 7th 2011 1:26PM
My point of view regarding this thread:
- This is a good measure. More so if assigning the call to arms is done in an automated way, with completely objective criteria, as it appears to be, because the measure will turn itself off as soon as the role imbalance problem is corrected. But, of course, it's not a definitive way to solve the problem; more work needs to be done to draw players to tanking and healing roles.
- Tanking PUGs is a thankless job right now. PUG failure rates seem to be still to high, and the tank gets blamed for almost everything (the healer gets blamed for the rest). This, more than anything else, needs to change: if making the players more forgiving of the tank is not an option, devise a way to measure player skill and bar those that don't attain whichever skill level should be needed for Heroics from queuing for random heroics at all; better success rates, less errors, less blame flung on healers and tanks.
- Dungeons have one fairly bad problem: with a few rare exceptions, anyone's failures means the tank dies, either because some attack that should have been interrupted one-shots the tank, or because failing means the group takes more damage, making the healer go OOM and, thus, killing the tank though lack of heals.
Instead, dungeons should make the failing player die or, at least, suffer; 10s stun for not avoiding a boss charge, an incurable stacking debuff for standing on the fire, bosses that aim their interruptable skills at DPSers (in special those that have short cooldown, off the GCD interrupts) instead of tanks, and so on. Make the tank and healer suffer less for having fail DPSers on the group, and bad DPSers suffer more. That ought to balance things a bit.
Angus Apr 7th 2011 1:31PM
Loop: if I counter an argument about something with the same argument, I am not arguing, FYI. It's called agreeing and illustrating the point.
My big problem with this is that hardcore raiders likely don't give a crap about pets or mounts that aren't raid achievement awards. THOSE I see being shown off. Flasks, meh. Gold, meh.
So the incentive for the great tanks is not worth it. Add to the fact that I can't queue with any guildies and I see no reason to go and most tanks won't be willing to waste 30 minutes only to have a wipe end in a disbanded run.
Twill Apr 7th 2011 2:32PM
The amount of comments.
Holy S**t!
"We had briefly considered Valor Points and epics, but decided that wouldn't be working toward the goal of helping DPS players progress, and ultimately wouldn't keep tanks and healers in the Dungeon Finder system for very long. "
Yup. I have a Death Knight, Druid, and Paladin. Tanking on the Paladin and Death Knight is fun and engaging. They have strong threat and a good toolkit. I enjoy tanking on them. The Druid I tanked for short queues, got my gear ready to raid, and stopped.
With these changes, Blizz just got 3 more tanks to queue per day. Nicely done. (My Druid is the pet/mount collector.)
Karcharos Apr 6th 2011 9:42PM
SQUEEEEEEEEEEEEEEEEEEEEEEEEEEEE!
Karcharos Apr 6th 2011 9:46PM
Also, calling this now: the first tank toybox I open will have the [Reigns of the Ravenlord] inside, and I will LMFAO because I farmed Sethekk for the better part of 3 months after 4.01 dropped chasing that bird before I got it.
cyanea85 Apr 6th 2011 9:42PM
As a Paladin with both Holy and Prot spec and gear...
I approve :D
Tribunal Apr 6th 2011 11:00PM
I'm a paladin on my mount/pet collector, so I'm glad I have even any access to this, but really, I'm mostly sad the mounts I did hard work for are now less awesome, the rep I ground out for pets is now less awesome, and that I will have to pray for it to be healer or make a tank set because the two pets I don't want to pay AH price for will be in there.
Plus I feel bad for the mage main I live with :c
DjLionheart Apr 7th 2011 12:29AM
@ Tribunal
I hate statements like this. How does it make your things less awesome? Just because more people have something it doesn't diminish how it looks. Yes it becomes less rare, but if it seemed awesome before it should be the same.
Sky Apr 7th 2011 1:01AM
@Lionheart
The rarity of the item contributes to the value of the item. If you had something which is very common then it won't be worth much to a lot of people. If on the other hand you had something which only 200 people in the world had then you (and everyone else) would value that item a lot more. If you've ever collected anything that is rare or has gone out of print and you found out they were making more of those items, I'm sure you would be pissed too. Every collector will tell you that the thing that adds the most value to an item is its rarity. I don't know why it should be different for collecting mounts/pets.
Tribunal Apr 7th 2011 1:39AM
@DJ
Take for example Sporereggar rep... useful mostly for achievement/pet purposes.
Why have the rep at all if you've going to give the pet away? It sounds like it's not even that rare a chance for the pet.
So yeah, I farmed that pain in the bum rep for a pet. Now anyone who runs a dungeon can have it.
It's a little annoying. Is it the end of the world? No. Is the pet shitty now? No, it's still adorable. It's just a little less awesome, which is exactly why I put it that way.
theRaptor Apr 7th 2011 1:45AM
@Sky
Except with digital goods there is no such thing as real rarity. A 2007 phoenix mount is the same as a 2011 phoenix mount, while this is not true of physical goods. The limit on the number of rare mounts/pets etc is the number of people who can be bothered to grind for them, not the fact they stopped making them in 1961.
And also you are wrong. The thing that adds the most value to an item is the demand for that item in relation to its rarity. As most of these items are easy to grind out anyway the demand is simply not that high (ie if you cared that much you would already have been grinding for it).
Evelinda Apr 7th 2011 4:34AM
The fact that other people can get your pet easier than you did doesn't make it less awesome, it just sucks for you that you spent a bunch of time grinding it out. It's like you spent agesworking, and eventually after a great deal of effort, you saved up enough money to buy a lexus. a couple of years later, someone else won a competition, and the prize was a lexus. your lexus' are both still lexus', and just as awesome as eachother; it's just that you had to work hard for yours, and the other person didn't.
gamerunknown Apr 7th 2011 5:42AM
Actually digital items can increase or decrease in rarity according to the wishes of the people producing the game. Items which are no longer (such as the spectral tiger afaik) can rapidly become rarer than real world collector's items as they can't trade hands and once a player quits or is banned, the item effectively becomes scarcer (though the available stock hasn't changed).
For items still in the game the rarity gradually decreases depending on whether the drop rate (or whatever method is used to acquire it) is higher than the rate at which those obtaining the item disappear. However this figure isn't necessarily static: Blizzard nerfed the drop rate for the Battered Hilt for example, meaning it effectively became rarer after day 1 of it dropping. Likewise when they ban players for things like Arch automators, the relative scarcity of archaeology rares increases.
Grak Apr 7th 2011 7:00AM
If the only value you get from your "stuff" is whether or not someone else also has it; then you are in for endless disappointments in life.