Ask the Devs Round 8 answers your Firelands questions

Blizzard answers some pretty good questions this time around and even addresses the melee DPS problem in many of the tier 11 raid fights. Some answers are a bit cryptic, however. When discussing the planned Abyssal Maw dungeon (we thought it would be a 5-man, but apparently, raid fights would have taken place there as well), Blizzard says that it believes that the Neptulon story is wrapped up fine with Throne of the Tides but doesn't make mention of the Abyssal Maw dungeons making a return. They only mention "for now," so hopefully the complete Neptulon story will be told in the depths of Vashj'ir.
Another interesting point that the devs make is that they don't really understand the complaint that some aspects of the raid game are too easy, when they look at the number of people who have completed the 25-man heroic encounters in relation to the normal content modes. Also, the devs wanted to stress that they were not trying to turn 25-man raiding guilds into 10-man raiding guilds and actively tried to make the 10- and 25-man versions of encounters similar in order to stress that point.
I am very excited for a new Lady Vashj bridge in the Firelands, though. WoW always has the coolest bridges. Read the full Q&A after the jump.
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Q: What happened with the Abyssal Maw dungeon that was supposed to come with Firelands? – Maryjanee (EU-EN), Espiritu (NA)
Q: What happened with the Abyssal Maw dungeon that was supposed to come with Firelands? – Maryjanee (EU-EN), Espiritu (NA)
A: Our initial plan for this raid tier was to have fewer bosses in Firelands and a small number of bosses in the Abyssal Maw. As we looked more closely at Firelands, though, we realized that it deserved more bosses. We also got excited about designing item art (and set bonuses!) that were very fiery in nature, and the Molten Front questing area was turning out to be really cool, so we ended up piling more resources into Firelands. That led to the decision to focus on one strong theme (fire), rather than a more diluted fire-and-water theme.
The case for Abyssal Maw pitch was that we could reuse a lot of existing assets (the fights were to take place in a giant shelled demigod like Nespirah), and while we are willing to do that, we thought Abyssal Maw would just pale in comparison to the magnificence of the Firelands. So, we put all of our eggs into that one basket. We've decided for now that the Vashj'ir quest line along with the Throne of the Tides dungeon does a pretty good job of finishing the Neptulon story.
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Q: A majority of the fights in T11 favored having little or no Melee DPS. Are there plans to fix this? – Merissa (NA), Espiritu (NA)
Q: A majority of the fights in T11 favored having little or no Melee DPS. Are there plans to fix this? – Merissa (NA), Espiritu (NA)
A: We view this more of a class problem than an encounter problem. It used to be the case that casters really suffered whenever they had to move, which was the penalty they paid in order to make up for the fact that melee took a lot of extra damage. Nowadays, melee classes don't really take that much extra damage, and we've also given casters a number of movement-oriented tools designed to keep their DPS from dropping as much as it used to when they are asked to shoot-and-scoot.
Whenever there are situations in an encounter that encourage grouping, the ranged often move into melee (with the occasional exception for hunters), but melee never move to ranged. Any of the fights that punish clumping also tend to punish melee more. We recognize all of these problems, as do many players, but it's challenging to address them quickly. For example, without compensation, casters would suffer a lot in PvP if their movement tools were suddenly stripped away.
In the meantime, we don't want to over-constrain encounter design, or worse, make it feel very formulaic by getting to the point where players expect the "melee fight" to be followed by the "adds fight," followed by the "Patchwerk fight," then the "ranged fight." We're making sure that melee have some fights where they can shine in Firelands. To use just one example, the Sons of Flame on Ragnaros tend to be better handled by melee than ranged.
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Q: When Tier 11 content was first launched, the majority of fights in 25-person were explicitly easier than the 10-person version, such as Nefarian and almost every Heroic encounter. Do you have plans to make content for 25 players more appealing in patch 4.2? – Wynter (EU-DE), Nisana (EU-FR), Espiritu (NA)
Q: When Tier 11 content was first launched, the majority of fights in 25-person were explicitly easier than the 10-person version, such as Nefarian and almost every Heroic encounter. Do you have plans to make content for 25 players more appealing in patch 4.2? – Wynter (EU-DE), Nisana (EU-FR), Espiritu (NA)
A: The supposition that easier content is less appealing in the question is a bit puzzling given how few guilds have been able to finish the heroic 25 encounters. In any event, it wasn't that we set out to make sure 10s and 25s were different. If anything, we wanted to make sure that 25s weren't significantly harder, since many of the 25-player guilds were convinced we were trying to force them to become 10-player raiding guilds.
There were some fights at launch where 10s were too challenging (and some fights where the opposite was true), but we view those as nails in a board that need to be either beat down or pried up until they are more even with everything else. Progress in NA and EU on the 25-player content was faster than on the 10-player content, but this was probably largely because most progression oriented guilds in those regions were already focused on 25-player raids. This is also a regional difference. In Korea for example, there are a lot of hardcore raiding guilds focused on heroic 10-player content.
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Q: Will we see anything of a sympathetic view of why Fandral Staghelm changed allegiances before he meets his demise? – Lorinall (NA)
Q: Will we see anything of a sympathetic view of why Fandral Staghelm changed allegiances before he meets his demise? – Lorinall (NA)
A: Not every villain in World of Warcraft gets a chance at redemption. In Firelands, the new majordomo will show you no mercy, so we don't recommend holding back. However, one of the final quest rewards available from the Leyara quest line in the Molten Front daily quest area will give you a chance to see another side of the former archdruid.
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Q: It can be anticipated that mana regeneration and maximum mana will increase from gearing up with the new Firelands equipment. Isn't there a possibility that healers can spam big heals again (and more quick heals) just like in WotLK? If so, is there any plan to handle this without class nerfs? – Whitewnd (KR)
Q: It can be anticipated that mana regeneration and maximum mana will increase from gearing up with the new Firelands equipment. Isn't there a possibility that healers can spam big heals again (and more quick heals) just like in WotLK? If so, is there any plan to handle this without class nerfs? – Whitewnd (KR)
A: As damage increases, healers will need to use their largest, most inefficient heals more regularly to keep up. That's fine and was all part of the design. We just didn't want players to opt out of mana regeneration too early in the content because then Spirit (and mana-related procs) on gear wouldn't be attractive, and because we'd have to balance difficulty by making the tanks die in a couple of GCDs if not healed continually. Most progression-oriented healers still want large amounts of Spirit, often in every single slot. As they get more comfortable with their mana, they'll be able to replace some of that Spirit with other stats, but the Spirit will still be valuable; more Spirit on a set piece for example might mean being able to use a different enchant or reforge on another piece.
This is still a much better place to be than we were with Lich King content, where mana stopped mattering in the first raid tier. Aside from the mana changes we've already made to Innervate, Mana Tide Totem and paladin heals, we don't think an overall regen nerf is necessary.
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Q: Do we have any plans to include events similar to the Wrath Gate? – Mushik (LA), ??? (KR)
Q: Do we have any plans to include events similar to the Wrath Gate? – Mushik (LA), ??? (KR)
A: We have a short cinematic or two, but nothing on the scale of the Wrath Gate cinematic for 4.2. We enjoy that kind of epic spectacle and we'll do it when it makes sense; however, we also received plenty of feedback from the Cataclysm questing experience that we occasionally took control away from players too often, especially in Uldum, in order to tell the story, so we want to be very careful when we do that in the future. That said, there are some very cinematic moments in 4.2 such as watching the druid trees on the Molten Front grow or seeing the bridge form to Sulfuron Keep.
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Q: Will there be weekly missions in the Firelands similar to Icecrown Citadel in where the players were required to alter the dynamics of each encounter in order to complete them and receive rewards such as promordial saronite and gold? – Orisai (LA)
Q: Will there be weekly missions in the Firelands similar to Icecrown Citadel in where the players were required to alter the dynamics of each encounter in order to complete them and receive rewards such as promordial saronite and gold? – Orisai (LA)
A: We aren't doing these types of quests for the Firelands raid, but that doesn't rule out us doing them again in some future tier of content.
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Q: In Cataclysm, it has been hard to find unique raid mounts such as Siege Engines in Ulduar or Drakes in The Eye of Eternity. Can we expect to see battles using unique mounts or other objects among the Firelands raids? – ?????? (KR)
Q: In Cataclysm, it has been hard to find unique raid mounts such as Siege Engines in Ulduar or Drakes in The Eye of Eternity. Can we expect to see battles using unique mounts or other objects among the Firelands raids? – ?????? (KR)
A: We were worried players might be suffering from a little bit of encounter vehicle fatigue. We'll do it when it makes sense for an encounter, but we don't want players to get sick of seeing fights on vehicles.
There are several fight mechanics in Firelands that depart from usual "don't stand in the fire" or "interrupt important spells" routine. For example, you can fly during part of the Alysrazor encounter, you climb webs during the Beth'tilac encounter, and you steer Lord Rhyolith around in a manner very different from standard kiting. (http://eu.battle.net/wow/en/blog/2219880)
Check out our coverage of the previous Ask the Devs Q&A sessions:
- Ask the Devs Round 1: Questions and Answers
- Ask the Devs Round 2: PvP
- Ask the Devs Round 3: UI and macros
- Ask the Devs Round 4: Weapons and armor
- Ask the Devs Round 5: Achievements
- Ask the Devs Round 6: Guild Advancement
- Ask the Devs Round 7: Professions
The news is already rolling out for the upcoming WoW Patch 4.2! Preview the new Firelands raid, marvel at the new legendary staff, and get the inside scoop on new quest hubs -- plus new Tier 12 armor!





Reader Comments (Page 1 of 3)
Tomaj May 25th 2011 1:32PM
So, what, Neptulon has no opinion about Ragnaros or Al'akir and their alliance with Deathwing? Shoddy, poor excuse for an answer. Neptulon deserves a little more (especially since Therazane is such a prominent figure for now).
Daedalus May 25th 2011 3:39PM
My guess is they're saving that for a bigger piece; either a whole undersea/maelstrom content patch, or possibly even another expansion the Naga figure in majorly.
Usually, "we're think it's in a good place for now" is Blizzard code for "we're planning to do something supremely awesome with that, but we can't talk about it yet."
Just look back to anytime they got a Deathwing question before Cat details leaked; it always came down to "no, we didn't forget about it."
Hob May 25th 2011 7:46PM
They're saving that content for the expansion where we get playable murlocs (Alliance) and naga (Horde).
~Hbbgrglurgl (Hob, for short)
Blayze May 25th 2011 7:52PM
The same reason Al'Akir has no opinions regarding or qualms about working alongside Ragnaros, despite the latter killing the former's son Thunderaan.
That reason? Lorelol.
Tomaj May 25th 2011 8:45PM
It seemed pretty clear to me that they were perfectly content with the storyline ending then and there. I mean, if/when we get an expansion with Azshara, sure, Neptulon will make a return (it'd be extremely stupid for them not to), but even Therazane has opinions regarding Deathwing, even if it doesn't entirely have to do with the breaking of the World Pillar (in fact, until the Earthen Ring quest chains, Therazane had NO opinion about the World Pillar, and was only ticked off because there were "fleshlings" in her domain destroying things - which were Twilight's Hammer and Deathwing causing issues).
Never mind that half the time you still can't finish the quest chain because the last quest is broken more often than not. It really just doesn't seem a reasonable way to end Neptulon's involvement.
Tomaj May 25th 2011 9:15PM
Also, @Blayze, regarding Al'akir, we don't actually know that. Most of what we see in Uldum is actually regarding Siamat (Vortex Pinnacle), and very little regarding Al'akir himself, short of the very brief quest chain in the Orsis sub-zone of Uldum. We know Al'akir is aligned with Deathwing, however, which is why we go and kill him. But there's little to no plot regarding this. I also wouldn't put Al'akir and Ragnaros in collectively. Besides, we have plenty of instances of people working together that normally wouldn't otherwise - see the Horde as a whole. One can dislike their colleagues and still work with them. "The enemy of my enemy is my friend" and all that.
jealouspirate May 25th 2011 1:40PM
interesting. Based on their response, it seems like the Abyssal Maw dungeon was scrapped, not delayed.
pirate-king1 May 25th 2011 1:45PM
are you kidding me!,BEING TAKEN AT THE END OF THRON OF TIDES,WITH NO EXPLANATION OF WHY THE NAGA WANT HIM DEAD,IS NOT A SUITABLE ENDING!
Léona May 25th 2011 1:52PM
My thoughts exactly.
Iirdan May 25th 2011 2:30PM
I'm pretty sure I read somewhere that the Naga want him dead in order to have greater control over the seas.
That said, it is by no means a suitable ending.
Finnicks May 25th 2011 6:08PM
While I fully agree with your view on this...
Did anyone make you aware that spaces typically following commas and other punctuation?
Pyromelter May 25th 2011 6:42PM
Finnicks, if you are going to be a grammar nazi, it would help if your own sentence was grammatically correct, in terms of using the correct conjugation for the verb "follow."
Lowlight May 25th 2011 1:53PM
I can't believe some toolbag actually ASKED for more vehicle fights..
kaminari May 25th 2011 2:47PM
yeah, i mean,you don't like them so no one else can like them right?
The Dewd May 25th 2011 2:50PM
Some people did like vehicle fights. Unnecessarily calling someone a "toolbag" is just rude. I'm surprised anyone voted you up when you're acting like a jerk.
The problem in Wrath is that there were too many vehicle fights. There was Oculus, Ulduar, and more than just a few quests here and there. I'm sure I'm forgetting some, too. Vehicle fights are a nice way to let folks do something different for a short period of time - as long as Blizzard doesn't overuse them. I'm fairly certain they learned their lesson on that one with all the complaints they heard.
And for the record, I don't really care one way or the other on vehicle fights. I'd rather play AS my class more often than not but, hey, launching giant flaming balls at a machine gone mad was pretty fun. (Launching giant mad-dps level shadow priests at it was fun, too.)
Scooter May 25th 2011 3:06PM
You do realize that due to his incredible size Deathwing will likely be at least partially a vehicle fight?
Sally Bowls May 25th 2011 3:13PM
Vehicle fights are clearly unpopular with a large segment of the playerbase. Many of us who hate them, really really hate them. It is a shame to subject everyone to them. An occasional optional single boss raid like EoE is not a bad solution, allbeit a bit wasteful of developer resources. I can just ignore it while those that prefer vehicles to playing their class can go enjoy. It's a reasonable thing to do at the end of an expansion to keep people from unsubbing.
Jack Mynock May 25th 2011 3:37PM
Malygos ruined me on vehicle fights forever.
zanshato9000 May 25th 2011 4:33PM
I think part of the problem with vehicle fights is that they lack varity- Okay everyone, now its time to jump on our dragons.....
How about having roles and niches with vehicles. Like 2 people on dragons and 2 people on glaive throwers, while others get to play their class. Each unit would have its own specific role for that encounter. By adding a mixture of roles to the vehicles it adds variety AND allows people to do what they want to do ;)
nwowfrulz May 25th 2011 1:59PM
now if I could just actually get to the point where I'm supposed to be in the throne of tides....stupid bugged defending the rift quest.