Take a look through these guides to get an edge on the LFR competition:
Posts with tag Raiding
Take a look through these guides to get an edge on the LFR competition:
Leveling through Draenor has been a blast, but as a player from classic WoW, a few things have struck me as incredibly strange. Triple-digit numbers in the guild panel. Sending NPCs to do quests on my behalf. And most of all, getting epic armor and weapons from solo leveling quests.
Many players in classic WoW (and not just raiders) opposed making epics more available to players. They called Blizzard's evolving attitude a slippery slope. "What's next," they argued, "epics for doing solo quests?" They never actually imagined that would happen. In 2005 it would have been unthinkable. Eight years later, here we are. But it's all been by design -- an evolving design with many steps along the way. Let's look at how we got here, one random drop at a time.
The few, the proud, the epic
In early classic WoW, only one path allowed you to deck out your character in purple items: 40-player raiding. Other raiding didn't cut it. Bosses in the 15-player (later 10-player) Upper Blackrock Spire dropped rares. Even bosses in the 20-player raids, Zul'Gurub and Ruins of Ahn'Qiraj, dropped mostly rares when they first opened their instance portals. Only their end bosses consistently dropped epic loot.
Outside of 40-man raids, a handful of bosses had a very small chance to drop an epic item. Emperor Thaurissan in Blackrock Depths had a tiny chance to drop Ironfoe. The "tribute run" chest from Dire Maul very rarely offered up Treant's Bane -- and I'll never forget the joy in my warrior friend's voice when it dropped for him, all those years ago. DM was also the source of the highly coveted tanking weapon Quel'Serrar, but the quest item to obtain it had an incredibly low drop rate.
Back then, even the recipes to craft epics (such as the awesome Force Reactive Disk) could only be obtained from 40-player raids.
Even if you were raiding with 39 of your closest online friends, earning purples was no picnic. With two drops per boss at first, odds of getting an item on any given run were slim. You could complete a full clear without a single drop for your class and spec. Each epic you equipped generally represented several weeks of endgame effort. When a player sauntered through Orgrimmar or Ironforge in head-to-toe purples, players knew this was a person who had spent many, many hours on that character.
Filed under: WoW Archivist
@goldman1337 New Mythic tiers will not be cross-realm; that restriction will be removed after some time, likely when the next tier arrives.- Watcher (@WatcherDev) September 30, 2014
What this means is that the newest Mythic raid will always be realm only, keeping the prestige of realm first chases alive, but as another tier is launched, that previous Mythic tier will hopefully become cross-realm, allowing you and your friends (or even just willing strangers, ala today's SoO pugs) to run the older content. Seems fairly reasonable to me.
Let me put it on the line - LFR and Flexible raid sizes are the most important raiding experiences currently available in World of Warcraft, and the upcoming Mythic 20 person raid difficulty is an atavism, barely even an appendix, that only a vanishing few players will experience when it is current. It exists for a sense of achievement and prestige that only a few players really have the time for anymore, and every year, that group of players gets smaller.
The reason for this is simple - as Tom Chilton put it, the demographic is getting older over time. People like me who played for the raid game back in classic are older. They have jobs, kids, schedules that don't permit the kind of time investment hard modes currently demand, the kind Mythic will demand. And it's not that you can't do cutting edge raiding in, say, six hours a week. I'm not arguing that you will have to put in 20 hours a week to do Mythic. I'm arguing that even scheduling one or two nights a week and being there reliably is actually really hard when you have other commitments that can often demand your time on a moment's notice - in essence. being able to go when you want/need to raid instead of when the group is scheduled to go is a huge boon to that aging demographic. For all the elitism, all the sneering, and all the slurs directed at the LFR player base, the feature allows people who love raiding but who can no longer commit to scheduled WoW play a place to do it.
You can ask if this is healthy for the game as a whole - whether or not your answer is yes or no, though, there is no escaping this simple fact. WoW is a decade old. Many of us playing it have been here for years now. Even players who started in Wrath or Cataclysm have now been playing for years. This is an aging game with aging players, this is the reality of the situation. And this means that more adaptive raiding solutions are going to keep presenting themselves.
What seems to be confusing people is that enchanting and gemming are getting a slim-down. There will be fewer enchant slots and gems on gear, but they're not going to be removed.
@Slootbag They're consolidated into fewer slots, so you can wear more gear instantly, but each enchant you do have is more impactful.- Watcher (@WatcherDev) July 8, 2014
Why the changes? Watcher hit the forums to explain, and to point out that the perks people normally associate with guilds aren't really going away entirely. Some of them, like Ride Like the Wind or Honorable Mention will just be rolled into the game as default behavior, rather than offered as a perk of any kind. So yes, while the perk is getting removed, we won't really see a change -- flight paths will simply go 25% faster by default. The Cash Flow perk, however, is being flat out removed, and Watcher had some really good points as to why this is being changed.
It's crazy how much more complex and difficult fights are now, and how much better we are as gamers.- Bashiok (@Bashiok) June 18, 2014
What I really took away from this discussion is, frankly, just how difficult it is to compare the difficulty of WoW's vanilla epoch and today's raiding (and raiding to come). There are at least two kinds of difficulty to discuss, when talking about raiding difficulty - the difficulty of putting together and keeping a raiding group going, and the difficulty of actually executing the content. These are wildly disparate.
What's interesting, however, is that the entire section was removed, including its header paragraph.
Why remove this entire paragraph, and the section as a whole, rather than simply remove the abilities that weren't in play? It's possible that testing has shown a flaw in this design paradigm - that some particular aspect of the design isn't working as desired. Whatever the reason, however, it does leave us wondering what we're going to see for healers in Warlords? Mana is the 'soft enrage' of a healer - it's as their tanks run empty that fights become unwinnable. They need some method to regenerate mana to keep in the fight. And clearly Celestalon is aware of this, based on today's forum posting.
Another part of the changes to healing is providing a way for them to better manage their mana. There are ways to spend more mana for more healing but we're also adding methods for healers to trade extra time, healing, or more mana to use later in a fight when they really need it.
It's this idea of raid difficulty making specific design choices acceptable that I find interesting, at least in the context of class abilities that might otherwise be seen as unbalancing. One specific mention was how Paladins could cheese tank swap mechanics, something that made them invaluable on fights like Heroic Horridon. Imagine that, in a hypothetical Mythic Horridon, the fight was designed for you to cheese tank swap mechanics, or the boss came with a huge AoE damage spell that was spell reflectable, justifying the inclusion of a warrior tank or a DPS warrior with Mass Spell Reflect. The cast could also be spellstolen, so mages would be a valuable addition.
These kinds of mechanics are seen (and rightfully so, in my opinion) as punitive to struggling small raid groups who only have so many combinations of classes and specs. If your raid doesn't have a mage or warrior, for example, then dealing with that hypothetical huge AoE damage attack becomes harder. But for Mythic difficulty, with its iron-clad 20 player limit, you can expect more diversity in raid makeup, and thus can design for it.
@DarkCainX Then you're misperceiving what "average" is; I assure you, if you were clearing 4.0 raids steadily, your group was above average.- Watcher (@WatcherDev) May 12, 2014
What Watcher is pointing out here is that for many of us, our group of peers is the game. We only see the game we play. Any assumptions we make about the game (such as, the difficulty of the raids, the quality of our fellow players) can be hampered by the assumption that what our group experiences is what all groups experience. The tweet that Watcher responded to argued that the Cataclysm launch raids weren't overtuned because his peer group, which he considered 'below average', was clearing them. Watcher's response points out that it can be difficult to define what the average is, much less whether or not you're there.
- First off, if you haven't gotten the Kor'kron War Wolf for the 'Ahead of the Curve" achievement, it will cease to be attainable once the patch drops.
- Garrosh Hellscream will no longer have a 100% chance to drop the Kor'kron Annihilator mount on the new Mythic difficulty, once you can level past level 90.
- If you have not already gotten an heirloom off of Garrosh Hellscream, you will have a 100% chance to get a specialization appropriate heirloom, and your chances to get an additional heirloom will be increased. But once you can level past 90, you will not be able to get heirlooms from Garrosh anymore.
- Group finder will be available.
The idea of making LFR a stepping stone to normal raiding via the incoming group finder is interesting to me. Since you won't be able to get tier gear, or scaled down versions of the same loot as in normal/heroic/mythic, LFR feels like it will simultaneously have less and more importance. The effort to elevate dungeons to a much more prominent role in endgame (especially challenge modes, which will actually reward gear) and make it so players have an incentive to try and make the jump from LFR to normal/heroic raids. It's an interesting shift in priorities, but what will it mean for players who currently use LFR as their endgame?
It's time for Blizzard to change the one thing that has stayed the same since The Burning Crusade: the "event patch" release cycle. In WoW today, every patch is a big deal. We get previews. We get a trailer. We get fancy artwork with the X.X numbers. The patch release is an event.
Every patch has tons of content for nearly every aspect of the game. It's exciting -- there's almost too much to do. When a new patch releases, we're in WoW heaven.
Then months go by and that content grows stale. Blizzard doesn't give us new content at that point, but peeks at future content. We're starving for a delicious content meal, but we can only look at pictures of the food.
It's a feast and famine cycle that has to end. It creates this massive gap between the final content patch of one expansion and the release of the next. We must cross it once again in 2014. Players put up with it because we know Blizzard will deliver, eventually, a tremendously fun experience. But should we have to endure this, still, after the game has been around for almost ten years?
It's time for Blizzard to rethink the way they release content.
Filed under: Analysis / Opinion
If you raid, you should probably check it out. The full text is reproduced behind the break.