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Posts with tag raid-design

Patch 5.4, flexible raids, dailies and more with Tom Chilton

Patch 5.4 is nearing completion, and soon we'll see the Siege of Orgrimmar and the fate of Garrosh Hellscream on live servers. But 5.4 has much more to offer than the raid itself -- we'll have plenty of other content to play through as well. Featuring new pets, new mounts, a new raid difficulty and much, much more, patch 5.4 is shaping up to be a substantial addition to an already massive expansion.

We had the opportunity to chat with Lead Game Designer Tom Chilton regarding all of the above, as well as plenty of other topics of contention in regards to both patch 5.4 and Mists of Pandaria as an expansion. Read on to hear what he had to say about Flexible raiding, the upcoming Connected Realms feature, the future of daily quests and the challenges of creating a raid out of a capital city.

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Filed under: Interviews, Mists of Pandaria

Blizzard's post-mortem on Cataclysm dungeons and raids

Blizzard recently released a blog from Dave "Fargo" Kosak that acted as a post-mortem for Cataclysm's quest design. Following on its heels is this entry from Scott "Daelo" Mercer, the lead encounter designer for World of Warcraft. In it, Scott talks successes (Dungeon Journal, Raid Finder) and failures (difficulty level of launch heroics) in the dungeons and raids portion of the game's third expansion and shares what he's looking forward to with the release of Mists of Pandaria. I'm definitely with him in anticipating challenge modes and PvE scenarios.

Read the full interview after the break.

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Filed under: Blizzard, Cataclysm, Mists of Pandaria

Patch 4.2: Eight raid bosses confirmed [updated]

In a post on the official Blizzard forums today, Community Manager Bashiok confirmed the existence of eight total raid bosses in patch 4.2 -- six seven in the Firelands, and one new boss in Baradin Hold, all with unique models, animations, and effects. (No word yet on how many will have stubby little feet.) Further, it has been confirmed that Firelands, in Bashiok's own words, "is the raid in 4.2," and will be available for testing soon as part of the "aggressive development cycle":

That it?
Yes, Firelands is the raid in 4.2, and 7 is the total number of bosses.

We think 7 is our current ideal for number of bosses in a raid. (We launched Cataclysm with two full raids of 4-6 bosses each.) We're also spending a lot of time making the Firelands bosses as awesome as possible - - creating unique models, animations, effects, sounds, etc. etc. Previously a lot of bosses were larger versions of existing models, which was fine, but that tradeoff is made somewhere. We shift to making fewer but more epic boss fights and there's a tradeoff somewhere. We're concentrating our efforts into a smaller number of fights so that each fight is bigger and better, they're still obviously going to be extremely challenging, but once it is on farm you're not having to spend two, three, maybe four nights just to clear it because the raid is so huge.

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Filed under: Raiding

The evolution of raid design in Cataclysm

There is a plethora (and yes, I look for places to use plethora) of interesting information about how raids and raid lockouts will be designed in Cataclysm and how they've learned from what worked and didn't work in Wrath in this forum thread. Ghostcrawler exposits:
  • The developers believe that current raid design (separate 10/25 man lockouts) effectively asks raiders to raid twice as much if they want to maximize their emblem gain, which helps cause player burnout and boredom.
  • The ability to kill a boss in separate 10/25 man lockouts is 'nothing sacred' in terms of changing the design, since before Wrath it wasn't even possible.
  • Current design accounts for maximum emblem gain per week, because many players will attempt to gain the maximum of emblems per week. Changing the raid lockout means that this design can be altered.
  • ToC's four lockouts was far too many.
  • The designers expect more gearing up from quests and heroics (as well as crafted items) before people start raiding in Cataclysm.
  • The feeling is that the burnout caused 'in some of our most dedicated raiders' from feeling forced to run both 10/25 man content every week to stay competitive is a compelling reason to change the design away from allowing that.

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Filed under: Analysis / Opinion, News items, Raiding, Cataclysm

[1.Local]: The theory, debate, controversy and scandal edition

Reader comments – ahh, yes, the juicy goodness following a meaty post. [1.Local] ducks past the swinging doors to see what readers have been chatting about in the back room over the past week.

The [1.Local] PuG was in rare form this week, postulating theories and pontificating on issues ranging from the Martin Fury scandal to whether or not Ulduar difficulty and loot is on target. We highlight not one but two in-depth posts on the lore behind the Horde/Alliance relationship, each with extensive reader reaction.

This edition of [1.Local] also spotlights fresh reaction from Karatechop, the player at the epicenter of the Martin Fury brouhaha. What does he think about all the hullabaloo over his banning in the wake of his use of a GM-only item that came into the hands of a guildmate? Karatechop responds to the pages of comments on our exclusive interview with him about the incident. All this and more, after the break.

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Filed under: Analysis / Opinion, Cheats, Features, Raiding, Interviews, [1.Local]

Ready Check: Thou hath no raid spot

Ready Check is a weekly column focusing on successful raiding for the serious raider. Hardcore or casual, Kara or BT, everyone can get in on the action and down them some bosses. Sometimes I forget that WoW is set in a Medieval time period, so here's a little of that flavor...

So it's about 5 minutes until raid invites shoot out to the masses. You're sitting there, stacks of flasks and food in-bag, durability at 100%, waiting by the meeting stone until you have raid buddies to summon. You worked all day yesterday to gather the enchanting mats for your new weapon and are itching to try it out on something more than dailies. You're amped. You're stoked. You're ready to roll.

The clock ticks to raid invite time. You wait for the invite window to pop up. The guildie next to you starts firing up a summoning portal. People start populating the area around you. Still nothing. Over your class channel, the call goes out to see if anyone needs anything from the first 3 bosses. Well, crap. You don't. Things aren't looking good, and your status is confirmed when the radi leader puts out the notice to whisper so-and-so to get on the standby list.

What did you do wrong? How can you ensure a raid spot in the future? You may not like the answers.

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Filed under: Analysis / Opinion, Tips, How-tos, Raiding, Guides, Classes, Ready Check (Raiding)

Raid Rx: Basic healer raid design

Raid Rx is designed to encapsulate and cure the shock and horror that is 25-man raid healing. Ok, so it's mostly horror... Anyways, if you're a big fan of X-TREME Whack-A-Mole (or are being forced into it against your will) this is the column for you. Last week I promised you pink tutu's and syncronized healing moves. See that picture? That's all you're getting. Merry Christmas. Being a healer is about living with dissapointment (at the dps), ok?

So anyways... You have 25-people chomping at the bit to see more than just Karahzan/ZA. W00t! But from a healing standpoint, who do you invite and how many? I'm here to help.

Basic Raid Design
You have 25 slots. About 6-8 of them will be healers, which is roughly the same ratio that you had in Karahzan and even old school 40-mans, if you can remember back that far. The rest of the raid will be a couple of tanks, some off-tanks, and loads of dps. On average, you'll have 7 healers, so that's going to be my basis.

The key to Burning Crusade raiding is variety. Straight off, you're going to need one of each of the healing classes like I've said before. No joke. If you are missing a class, you're missing their utility. Yes, of course you can fake it for a while, but trust me - you will hit trick fights where each class becomes the critical one. /cough Hydross /end cough Start recruiting now to fill any gaps.

Well, that's easy. Slap 4 people in raid slots and you're 57.1% done. The real question becomes what to do with the remaining 3 slots? Well, I'm not just here to look pretty in a pink skirt. Let's examine each healing class and what balance you should aim for.

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Filed under: Druid, Paladin, Priest, Shaman, Tips, How-tos, Raiding, Buffs, Raid Rx (Raid Healing)

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