Mar 20th 2012 11:31AM Q4tQ - They didn't seem to talk about raiding much at the press event from what I can tell and much of what they did say felt cryptic. Any thoughts/speculations on that?
Mar 20th 2012 12:53AM A little more words on possible raiding changes.
JAB:We also have a new raiding philosophy that we haven’t finished designing yet and haven’t really talked about. How lockouts are gonna work, how are valor point caps going to work, that type of stuff. We haven’t really spent all the time we need to really figure out what that’s going to be for this expansion yet.
TS: So you are in discussions about possibly changing how the raid lockouts work?
JAB: Sure. I think we’re gonna look at how the 10/25 person lockout worked as a shared cooldown. Was that the right decision, or do we want to do something different? I don’t really know what the right answer is yet. We haven’t decided.
Mar 20th 2012 12:39AM The idea that raiding could be changing a good bit seems to me the most interesting thing I haven't seen covered much so far.
Gameplanet: Throughout Cataclysm it's been noticeably harder to maintain 25-man raid teams. Using Oceania as an example, many guilds with a lot of history have folded, and now out of the top hundred raiding groups only around eight are purely 25-man. At what point will you decide that 25-man raids are unsustainable, and switch development to only focus on 10-man?
Brack: That's a really good question. We actually have not decided what our raiding philosophy, our raiding design will be. We have a lot of different ideas in terms of where we're going to end up, but I really can't say because we basically haven't decided just yet. But we have changed our raiding philosophy very significantly with every single expansion, and I don't expect this expansion to be any different, so we'll have a lot of thought, and a big write-up, and a blog will go out when we've decided how it will all work, and the forums will explode and it'll be amazing! [laughs] Then we'll enter beta and make all these tweaks based on how it should work according to what we've been thinking of. It's a complicated, complicated problem that has a lot of different opinions and different facets.
Mar 13th 2012 5:38PM From Neth's post "The queue systems are a substitute for when you don’t have enough friends (or even enough friends online at the moment) to participate in that content."
The thing is, as a few other people have pointed out, it doesn't function currently as a substitute.
Let's say you formed a group on your own of guildies and went to the instance portal directly. This is playing with friends and getting out into the world. You have given up any chance at valor points since its not using the tool. You do not get the buff. Travel time will make it take a little longer. There is in fact a penalty to playing with people of your choosing. Part of this can be gotten around by just queueing in the tool with five people, but even then the out in the world aspect is lost. I'm not asking for the removal of the LFD tool. It's fantastic for what it is. Just give us a reason to do it without the tool. More valor for pre-made or portal using. More loot drops. Special achievements. Something. Anything.
As for the LFR, my only complaint so far is that at times I've felt I've needed to get gear from there in order to progress in my normal mode raid, which has just lead to burnout. The valor reward is fine, and you're helping that in Mists by giving more ways to get valor, but the gear upgrade for people in normal Firelands gear feels a bit much. I'd rather LFR has the same ilvl gear as the previous normal raid, so that it's less useful for those up to date with normal raiding, while still providing a good way to catch up.
Feb 18th 2012 12:17AM Agreed. Tyler mentioned it with this line "even disregarding the horridly short raiding tiers we've had in comparison to past expansions," but I think disregarding the short tiers is a mistake. I've got a feeling most of the gear "design" this expansion came about purely as a result of less bosses per tier. No room for cloaks? Make it a rep item. No room for off hands? Put it on trash. And so on.
Feb 17th 2012 12:06PM The debate reminds me a lot of the following - "Have you ever noticed that anybody driving slower than you is an idiot, and anyone going faster than you is a maniac?" George Carlin
Feb 16th 2012 12:05AM First of all, kudos on the Friends reference.
As to the tier bonus, the big thing, as someone mentioned above, is pulling of the shadowfiend, mind spike, mind blast thing when you can. Makes a big difference. See research here - http://www.howtopriest.com/viewtopic.php?f=21&t=1176
Also, a good handy guide for handling the weight of tier bonuses is the following list from Kilee.
"Tier 11 2p - adds 150pp
Tier 11 4p - adds 70pp
Tier 12 2p - adds 288pp, increases Crit by .03pp
Tier 12 4p - adds 170pp
Tier 13 2p - adds 170pp
Tier 13 4p - adds 194pp, increases Mastery by .05pp"
(This does not take into account the SF, MS, MB rotation change. Tier 13 4p is worth more if you do that, jumping to like 500pp.)
More details in this guide - http://howtopriest.com/viewtopic.php?f=19&t=340
It is interesting to see how much more dps you can pull off my dancing around a bit though I have a feeling most of us might screw up our rotation enough trying to make that work that it's not worth doing in practice. Curious to try it.
Feb 11th 2012 12:55AM What's weird about the MMO expansion model, and the accessible raid model more so, is how much content it obsoletes. In BC, even after Sunwell was released, all the raids were "worthwhile" to run for a certain percentage of people. Post Ulduar, that's not the case.
Is there a way to make the older raids relevant while also making the current raid accessible? If not all raids ever, at least the ones within an expansion?
Feb 11th 2012 12:42AM Excellent article. Thanks for writing it. There are pros and cons to both approaches. I've certainly benefited from the current accessible system, and I've been able to play with more friends because of it, so its hard for me to want it to go back to the way it was, especially having also been in one of those feeder guilds, but I can certainly see the problems.
As you say, I think it's not as much of an issue if there are lots of bosses per raid tier, even more so if some of them are optional. The lack of raid bosses in Cata in T12 and T13 is quite surprising considering the history of previous expansion raiding.
As to people mentioning LFR as the planned solution to this, I'm not so sure. First off, I'm not sure they expected it to be as successful as it's been, and I wondering if they have enough time in MoP to completely account for it's success. Secondly, its another raid tier to design, so I can't see that giving us raid tiers with more bosses. Finally, maybe it's just me, but I'm not sure anyone is learning about raiding in the LFR. It's a great feature and a fun way to see the content, but I don't think it prepares you for normal mode raiding really.
May 17th 2009 2:52AM Guild name: Chaotic Precision
Server: Frostmane (US)
Raid/active time*: Thurs 9-12, Sun 8-12 (server, CST)
Accomplishments: Nax10, OS10, Ulduar 10 through hodir
Goals: casual, efficient raiding. Our goal is to figure out the fights without resorting to guides and to make progress as a team.
What we're looking for: Logistically we need another tank and a healer or two. Pallies/shamans/druids that are willing and able to bounce between specs would fit in well. More important than the class, however, is the player. We want to succeed and believe that who you are playing with greatly impacts our ability to succeed and subsequent enjoyment of that success.