If you raid, you should probably check it out. The full text is reproduced behind the break.
Filed under: Raiding
If you raid, you should probably check it out. The full text is reproduced behind the break.
So I started asking myself if it would be possible to release an expansion with little to no raiding content at all. Would players accept it? It's a cliche (and an overused one among the community) that Blizzard didn't do this or that 'because it would cost us a raid tier' but let's really consider -- what if we could have the expansion next month, but it wouldn't have any raids? Would that be an expansion people would be willing to play?
One of the reasons I consider this a more controversial question that it would have been at the end of Wrath is because now, raiding is far, far more accessible than it was even then. With the advent of LFR and the recent development of flexible raiding, it's never been easier to raid than it is. While Warlords of Draenor is changing the raid game, those changes will only make mythic raiding in any way more restrictive -- the rest of raiding will remain very accessible.
The article focuses primarily on difficulty levels and raiding. Watcher discusses in detail the problems inherent in the "10-man is easier, 25-man is harder" approach, as well as the ways that making 10- and 25-man raiding more equivalent in difficulty led to new problems that hadn't existed before. From there we learn about the origin of both the LFR and Flex raiding options from the perspective of how different raiding difficulties serve different portions of the WoW player population. If you've ever wondered about the thought processes that went into developing the different types of raid systems we see in the game today, this is an excellent article on exactly that.
Check out the full blue post after the break.
For many, these were the glory days of raiding and World of Warcraft alike, well, if you believe the forums at least. Watcher talks about the developers' aims to make raiding more accessible, and to improve the gameplay of groups by reducing them in size -- one healer in a group of fifteen healers can't have as big an impact as one healer in a group of five or two. He also discusses the introduction of varying difficulties in raiding, and looks back over all the patches of some of the game's greatest raids.
Hit the break for the full post.
In our brief time together, they told me some exciting info about garrisons, raiding, transmog, and the expansion's starting experience. They also provided insight into what a boosted level 90 will experience after the expansion launches.
Please note that mild spoilers about the early story of Warlords of Draenor will follow. Join me after the break for all the new info!
My gear is adequate - about ilevel 566, with quite a few heroic pieces - but it's still a learning curve and one that's sometimes fairly hard to adjust to, and not just for me. This is a raid we've been clearing weekly, and suddenly here's a new tank who doesn't know what's going on as well as the previous tanks did. Combine that with my general sense of perfectionism (I do not like making even the most understandable mistake) and it can be pretty stressful.
But sometimes it's necessary -- your group has all the healers it needs, and you volunteer to DPS. You've been playing a hunter, now you're on your priest healing instead. (Hi, Final.) You're a tank but you're burned out and you need a change of pace. So, how can you deal with this, both as a player and as a group with a player switch? While I'm not pretending to having any sort of universal answer, here's a few things I've noticed.
First up is the Weakened Armor debuff. Essentially, this is the old-school Sunder/Expose Armor affect. It's gone entirely. Rogues no longer have Expose Armor, warriors no longer have Sunder Armor and the Devastate prot warrior ability no longer applies Weakened Armor. In addition, the druid ability Faerie Fire now applies Physical Vulnerability instead, increasing all physical damage taken by its target by 4% for 30 seconds. This is because it was thought that having both Weakened Armor and Physical Vulnerability was excessive, since they did basically the same thing. What this means in terms of how we play? Almost nothing. If you're a rogue, you won't use Expose Armor anymore because it's gone. A warrior tank will hit Devastate the same as they always did. Druids are still going to use Faerie Fire to debuff things. Hunter pets that had similar abilities will no longer have them.
Next up is the Weakened Blows ability that almost all tanks had - it reduced incoming damage. The abilities that provided it still exist, they simply don't provide it anymore. Thunder Clap is an example of an ability that currently provides the debuff, but won't in Warlords. Since all tanks applied this debuff, it basically wasn't very meaningful, and instead monsters will simply be tuned to do less damage to compensate for its removal. What changes for players? Nothing. You won't apply the debuff, but you'll still use those abilities that did once apply it.
In addition to new stats, there are the abilities each tank will see affected by readiness to consider. There are also Draenor Perks for each tank spec, granted randomly as we level from 90 to 100. There are changes in what abilities exist, in what specs get them. Vengeance is gone, replaced with Resolve, buffing our self heals and absorbs. In short, while the basic idea remains the same - generate resources via attacks to spend on damage reduction in one fashion or another - how we go about it, how it interacts with us has so many changes that it's worth discussing in length. There's so much change coming in that I don't pretend I'll catch all of it, which is why we have comments, after all.
So what do I expect to see out of tanking coming 6.0? It should be noted, this discussion is based on the Warlords alpha patch notes and such datamining as I've looked over, and I freely admit I only tank on one class, so while these are general observations I may be missing key class specific factors.
@tomrom83 Garrosh heirlooms have "bad luck protection" - you should start to see more and more each week as you get more kills.- Watcher (@WatcherDev) April 10, 2014
@tomrom83 Yeah, separate items, so separate chances. You wouldn't want getting a Flex heirloom to hurt your Normal chance. Keep at it. Soon!- Watcher (@WatcherDev) April 10, 2014
I'd love to know a little more about how bad luck protection works, too. How unlucky do you have to be, does getting one drop completely reset its count no matter how long that drop took to happen? How's your luck? For clarity, these heirlooms only drop from Flex and above.
Filed under: Raiding
He also later added that this was not just applicable to Timeless Isle bosses, but to all of them. So presumably, that's every boss from Galleon and the Sha of Anger, through Nalak and Oondasta, right to the Celestials, and Ordos.
What this means is just as explained above -- if the opposite faction pulls a boss, you can punch it and still get credit and loot. You'd have to be a little brave or foolhardy to do so alone on a PvP server, unless you're a stealth class, but the opportunity remains. It'll be interesting to see whether this change has an impact on the use of the Raid Finder and oQueue for Celestials groups, or not. Given the convenience of those methods for finding a composed group, I suspect they'll prevail.
This was in part due to the nature of LFR. The only way to raid LFR level content is to queue for it through the raid finder interface -- you can't simply change the dropdown difficulty on a per-character basis, as you can with Normal and Heroic difficulties. Once you've passed the level threshold for Cataclysm content, the option to raid Dragon Soul LFR simply disappears from the raid finder interface. Ordinarily this wouldn't be a problem -- but transmogrification addicts everywhere have been looking for a solution to obtaining those older, uniquely colored items, and Lead Game Designer Ion "Watcher" Hazzikostas just tweeted that a solution may be on the way in patch 6.0.
Now, I don't do a lot of 10 man raiding - I've stayed 25 pretty much since I switched guilds back in Cataclysm - but I know from experience how it feels to have that stress on your guild, and I find the idea that Mythic raiding will be out of the reach of some players not because of their skill, but because of the numbers game a little sad. To hear players that have been doing heroic content for two or three expansions now say "I guess we're done with that kind of thing" seems a bit off to me. And it dovetails into another idea I have, namely this - not all fights work as a hard mode in the first place. Some fights feel epic and really different with the addition of new elements that we see in a harder mode (Firefighter from Ulduar comes to mind) but others just feel like the same fight with more damage and health - and those fights to my mind don't need to exist.
This has me wondering - do we need Mythic raiding at all? Going into Warlords of Draenor, we're looking at LFR, Normal, Heroic and Mythic raiding. Four raid sizes, each aimed at different kinds of raiders. Yet all four of them present the same basic content, simply scaled differently - the same boss fights, just on a different scale of difficulty and (in the case of Mythic) presumably some different mechanics. What we're seeing right now in Siege of Orgrimmar is that for some players, this is contributing to burnout - saying 'hey, go do heroic if you're bored' doesn't help when heroic is the exact same content, just harder. Do we need more of this?
@snochick_18 6.0. There will be a few weeks of 20-player Mythic SoO (along with flexible N/H) before Draenor unlocks.- Watcher (@WatcherDev) March 25, 2014
What this means is that we'll get a completely redesigned SoO with the class changes and other new systems in mind, but that older raids won't be changed, since they're considered trivial in comparison thanks to gear. It also means we know the 6.0 patch will be relatively shortly followed by Warlords of Draenor, and not well in advance of it, as some have speculated. So if you're wondering how your guild will fare with the change, patch 6.0 will be your test drive.
Being that I've been raiding so long, I sometimes see patterns. There's one I saw in BC, and repeated in Wrath and Cataclysm - the end of expansion lull. Once we get into the last tier of content, there's a surge of interest and everyone leaps to get in there and work on it... and that lasts a couple of months. After that, however, interest starts to wane. Players get burned out, stop playing, need to be replaced. Each player who needs to be replaced causes tension as the guild slows down due to the losses. Recruitment means bringing in people with less gear, less experience, and even if you manage to get a player with both the gear and the experience, it doesn't always mean they know how you do things. I was once recruited, after my Horde guild had killed all of Heroic Dragon Soul, by an Alliance guild that was on Spine. I took the jump because I wanted to play Alliance again - and even though I was geared as well or better than they were, I still had to relearn the fights based on their strats, and make suggestions based on my own experience that meant delays as they learned these new ideas.
This can lead to a feedback loop - players burn out, leave, this stresses the guild, more players get burned out. It's always present in raiding - churn is inevitable, recruitment must be continuous - but the promise of future content to come creates a counter pressure. You don't just raid to see the current content, you do it to be ready to get into the guts of the new stuff when it drops. But when you get into the last tier of raiding, there is no new content to keep you interested. And so, when that last raid tier takes months and months - sometimes, as in the case of ICC in Wrath, over a year - it becomes very difficult to keep guilds focused on progressing through it. Talking on twitter about all this after reading multiple posts on the issue, I started thinking about how it works out.