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Posts with tag raiding

Patch 5.3 and more with Ghostcrawler

Patch 53 and more with Ghostcrawler
In case you hadn't heard the news, patch 5.3 is set to hit live servers tomorrow. While 5.3 doesn't include a new raid, there are a host of different new activities, including four new scenarios, heroic scenarios, a ton of pet battle changes, and of course the advancement of Mists of Pandaria's storyline as the heat ramps up between Alliance, Horde, and an outlier faction of Horde rebels. It's back to the Barrens again -- and this time, Crossroads isn't the area of contention.

But on top of all of the new content comes a ton of different class and content changes as well. We sat down to chat with Greg "Ghostcrawler" Street about patch 5.3's changes, as well as some upcoming changes for patch 5.4, response to subscription losses, Vengeance changes, that big unannounced feature we've all been dying to hear more about, and much more.

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Filed under: Interviews, Mists of Pandaria

Ghostcrawler on Vengeance and patch 5.4

Ghostcrawler on Vengeance and patch 54
Yes, patch 5.3 isn't even out yet, and we're already looking towards patch 5.4. Thanks to Ghostcrawler, we have this to think about for the future, namely that Vengeance is getting capped at a significantly lower threshold in raids in the future. If you remember back at August of last year, Vengeance saw some significant changes that increased how fast it could ramp up in raids and also gave it a far larger maximum potential. It's been adjusted over time, but in general what GC said back last August has held true -- tank DPS in raiding really did go up. To the point where on some pulls it's not unusual to see tanks leading the DPS, sometimes by extremely large numbers.

Since this is a big change that will drastically lower tank damage output (25-man tanks with their 600,000 or more health buffed will lose roughly 300,000 AP on fights where Vengeance was capping at 100% of their health) I'm not surprise it won't be coming in 5.3 -- I am a little surprised it's happening at all, because we all knew Vengeance and tank damage would do exactly what it has done when it was changed. Still, I wait to observe if it has much practical difference since aside from AoE tanking where a multitude of hits can roll in a short window of time (that 20 second ramp up period) and the tanks can make effective use of all that AP I'm not sure it will matter. 5-mans and scenarios were not mentioned, so for now I'm assuming this is only for the raids mentioned.

Filed under: Druid, Paladin, Warrior, Analysis / Opinion, Raiding, Death Knight, Monk, Mists of Pandaria

Things that were harder before

Things that were harder before
I did a post this week about raiding in previous expansions and in vanilla WoW, and how people often say those raids were harder and my opinion that it is easily demonstrable that current raids are if anything more complicated than they have ever been. I frankly believe there is almost no room for comparison between the game at 60 and today in terms of raid complexity and difficulty. Part of this stems from the many different variations on what the word hard means in this context. Something can be harder because it is conceptually or executionally more complex (the difficulty can stem from how much is required to successfully complete its mechanics) or it can be hard because it is laborious and/or time consuming. Was raiding with 40 people in classic WoW more laborious? Absolutely it was. It wasn't mechanically harder, but it was more time consuming and took a great deal of effort to organize and plan. It's the difference between working out a complex multi-stage math problem and carrying five thousand pounds of rocks from point A to point B.

But there were some points worth addressing. It absolutely has never been easier to level, even without heirlooms, than it is right now. Vanilla leveling to 60 took more time and effort than leveling to 90 does today. Even without heirlooms, one can easily and without much stress reach level 20 in a few hours, level 40 in less than two days, and be level 60 within a day of that, and this isn't spending all day staring at the screen either. This is a fairly casual leveling pace. I leveled a blood elf warrior to 35 in two days of rather casual play, an hour on followed by a half hour reading websites or having a snack or even going for a long walk.

It's also far easier to do the following things:
  1. Get a dungeon group. You can queue for dungeons at level 15, and from that point on, all you ever have to do to run a dungeon is hit that queue. If you're playing in the tank or healing role you can effectively chain dungeons all day, and even leveling as DPS there are stretches where you don't even need to quest or do anything but dungeon.
  2. Run a battleground. While you could argue that doing well at BG running as you level up and at max level takes some time and effort, if you want to risk queueing in whatever gear you have, it's simplicity itself.
  3. Getting ready to raid at max level. The game now has catchup mechanisms in place for players who start later. If you just got your alt to 90 and are switching to it for raiding, deciding to give raiding a try for the first time, or what have you it's not the case that your raid group is compelled to run you through previous raids for attunements and keys, much less gearing you through older raids to get ready for the current content.
  4. Find something to do. You could even argue that there's too much to do, or that it feels too mandatory. But you can't argue you don't have options - if you don't want to run dungeons, raid, or PvP there are pet battles, daily quests and scenarios you can do.
So the question then becomes this: is it better or worse for the game that these things are easier? For that matter, are they easy enough?

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Filed under: Analysis / Opinion, Blizzard, The Burning Crusade, Wrath of the Lich King, Cataclysm, Mists of Pandaria

Officers' Quarters: The new burnout

Item upgrade guy
Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook.

Mists has delivered new content faster than any WoW expansion to date. The days of waiting six months, eight months, or more between major patches seem like a bad memory now. With patch 5.3 likely to drop in the next few weeks, that will mean we've had an average of one patch about every three months in the wake of 5.0.

In years past, officers had to steel their guild for long lulls, which always seemed to land in summertime. They had to make backup plans to account for long absences from players who just couldn't stand to run the same raid one more time. Guilds who couldn't find replacements sometimes found themselves closing shop instead.

In 2013, that age seems far behind us. However, the accelerated content has brought with it a new kind of burnout instead, and it's one that officers and raid leaders should keep in mind as we move deeper into Mists.

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Filed under: Officers' Quarters (Guild Leadership)

The useful distinction between casual and hardcore

The useful distinction between casual and hardcore
Earlier this week, WoW Insider's Matthew Rossi argued that there is no point in distinguishing between hardcore and casual players, and that doing so actually detracts from the game. I, however, don't agree and will be presenting a counterpoint in this article. So, if you haven't read Rossi's side yet, be sure to check it out first.

Now before I explain why I think the distinction between hardcore and casual is useful, I think it's necessary that we all be on the same page as far as what hardcore and casual actually are. I found Rossi's argument against the usage of these words particularly flawed because he was working around an assumed and rigid definition of what a hardcore player and a casual player are. Toward the end of his article he pointed out that the casual/hardcore metric doesn't work when you consider the various ways in which some players are engaging with the game. Not every player raids, he explained, but that doesn't mean they can't be hardcore.

Now, I agree with that for the most part, but I disagree with his understanding of hardcore and casual. You see, hardcore and casual are not and have never been part of any metric. It's actually impossible for them to have ever been since the definition of casual and hardcore is subjective. Ask any two people what kind of behavior distinguishes a casual player from a hardcore player and the answer will be different in some way ... And if the definition of something varies from person to person, it can't logically be used as a standard of measurement.

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Filed under: Analysis / Opinion, Raiding

The false memory of WoW's difficult past

The false memory of WoW past
Vanilla raiding was not mechanically more difficult than current raiding. In fact, in terms of encounter difficulty, raiding in World of Warcraft has never been as challenging to remember and execute as it is right now. Fights like Lei Shen, Twin Consorts, Iron Qon, and Durumu ask players to learn mechanics and execute awareness at a level rivaled only by fights like Mimiron's Firefighter mode. And I'm not even talking heroic difficulty for those fights. Yes, it was often harder to get 40 people together, I'm not disputing that. But that's not design difficulty, that's social difficulty. The argument that WoW was objectively harder back then is beyond absurd.

I was there for all of those raids. I've raided in vanilla, in BC, in Wrath, and in Cataclysm. I've done hard modes and heroic modes since they were introduced. I'm neither the cutting edge progression raider nor someone who raids occasionally for fun -- I've been everywhere from a raider pushing for realm firsts to one leading a semi-casual 10-man while tanking. One thing I can and will say with absolute certainty is this: every single expansion to World of Warcraft has increased the complexity of the raid design.

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Filed under: Analysis / Opinion, Raiding, The Burning Crusade, Wrath of the Lich King, Cataclysm, Mists of Pandaria

The useless distinction between casual and hardcore

The useless distinction between casual and hardcore
If the words 'casual' and 'hardcore' ever had a useful role in determining the differences between players in World of Warcraft, and I am not convinced they ever did, they no longer do. A player who wants to have an alt of every single class at max level and makes that happen is not playing the game casually even if she never raids. A player who collects several hundred pets and levels many of them through pet battles, or has a similarly high number of mounts, or determines to go out and get every cooking recipe in the game (including Dirge's Kickin' Chimeraok Chops which you can't even get anymore but somehow he finds a way) is playing the game very seriously indeed.

Quite frankly, despite the fact that I raid a set schedule, I often feel like I'm significantly more 'casual' than many players who never raid at all. I know I play a lot less - I definitely do not log on every day, I don't run LFR unless I missed a boss in normal (because I want a shot at my Secrets of the Empire off of that boss) and I don't do pet battles, farm, or even do daily quests anymore. So with my roughly fifteen hours of WoW a week, 12 of it spent inside a raid and the other three futzing about older raids for transmog gear, am I casual or hardcore? And does it matter?

Ordinarily I'd explore the answer in the paragraphs to come. But frankly, the answer is no. It doesn't matter. It is so far from mattering that the light from it mattering won't reach us for fifty thousand years. What matters is finding out what players want to do with their time and letting them do it.

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Filed under: Analysis / Opinion, Blizzard, Mists of Pandaria

Trouble filling those last few raid slots? Try the raid browser

Trouble filling those last few raid slots Try the raid browser
It's frustrating to lose time when you need to fill those last few raid spots, yet the Raid Finder isn't coming up with the players you need. Or maybe you're the one who's seeking a raid group, but nothing seems to be shaking loose that night. In a recent Breakfast Topic on in-game help tools, WoW Insider reader PaulLloyd offered up a strikingly simple suggestion that gives both types of seekers one more avenue of hope: the old-school Raid browser.

The wha...? PaulLloyd's not referring to the Raid Finder tab in the contemporary Dungeon Finder feature. This relic of olden raiding days, folks, is the previous system found tucked inside the Social tab. Writes PaulLloyd:

This is the "find a raid" system that pre-dates LFR. You would list your interest in a certain raid, and when a raid group is looking for a certain role to be filled, they would look them up on this list. It would've saved me cancelling many raids if people would use it. Sadly, it is hidden away, forcing RLs to use trade chat for missing slots, which relies on people sitting around a city and watching trade chat, which means a huge number of people missing the message.

For those wondering "what the hell is the raid browser?" Open the social tab (default 'O'). Select 'Raid' tab. Click 'Other Raids' Button. If you're announcing your availability to a raid, use the 'Choose Raid' tab. If you're looking for people, use the 'Browse' tab.

While nobody's advocating using this older system as a replacement for the Raid Finder, it makes a fine adjunct tool that could come through if enough players and raid leaders give it a try. PaulLloyd observes that the system is fairly useless on his realm because players simply don't use it, but other players seem hopeful that it could offer a helpful backup method of finding raiders and raids. What do you think? Seems worth a try!

Filed under: News items

Navigating the loot

Horridon
While perusing Wowhead's blue tracker the other day I stumbled across this thread on the EU forums about the LFR loot system, its frustrations, and potential alternatives. Community manager Draztal is pretty active in the thread, which is nice to see -- there is plenty of back-and-forth and, despite player accusations of just parroting Blizzard policy, Draztal has a lot of good points to make about the nature of effort and reward.

The truth is that WoW has never consistently rewarded players for running dungeons or raids. I still get a little involuntary curl to my lip anytime I think about Burning Crusade-era heroics, particularly Magister's Terrace, and how often I ran them trying to get some piece of gear, and how often my groups wiped and nothing I needed dropped anyway (and all those useless PvP gems).

I agree it's frustrating to run LFR and only get gold, though I did have to sit down and think about why, in particular. After all, I killed Saurfang in Icecrown for probably upwards of three months before I finally got the Mag'hari Chieftain's Staff. During all that time it never occurred to me that my failure to receive loot was an indication that the entire system needed an overhaul. After a couple minutes ruminating, though, I think the answer is pretty obvious: loot is the only real reason to run LFR (with the exception of just experiencing content, for those who may not have the opportunity to raid otherwise).

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Filed under: Breakfast Topics, Raiding

Depths of Uldaman: Why we should go back

Depths of Uldaman Why we should go back
I wrote a KYL this week talking about Uldaman, and one thing became clear to me very quickly - there's a ton of things we haven't done in Uldaman yet. We barely explore the place at all, really - the Map Room we find during the dungeon clearly shows many, many more buildings than the few we actually explore, and it's telling that the Reliquary dig and the Explorer's League digsite are half the length of the Badlands away from each other. Furthermore, the long Wrathion quest chain makes it clear that there was a lot going on in Uldaman - the Eye of the Watchers used to purify Wrathion's egg comes from Uldaman.

Uldaman is often referred to as one of three Titan cities along with Uldum and Ulduar, but unlike those two it has barely been explored due to its position buried beneath the Badlands. It's possible that the original Uldaman complex reaches as far as Khaz Modan (both Gnomeregan and Ironforge are settled by beings that would have traced their descent to Uldaman, and the troggs flooding into Gnomeregan are escaping from Titan vaults that are part of the Uldaman complex) which would mean that its size rivals the Storm Peaks Titan complexes that were part of the Forge of Wills inside Ulduar or the vast Uldum ruins.

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Filed under: Analysis / Opinion, Raiding, Lore, Mists of Pandaria

Bashiok clarifies changes to Durumu

Durumu the Forgotten
Last night, Blizzard released some hotfixes that mostly focused on the Durumu encounter in Throne of Thunder. Today on the general forums, community manager Bashiok has responded to a few player questions and clarified some of the rationale behind the changes, as well as announcing that another small hotfix to the encounter will be deployed later today. This newest change will see the death-beam during the maze phase dissipating slightly sooner than before, to balance against the fact that it now moves faster than it did prior to the hotfixes. The sum of these changes should help out those players who were struggling with the fight due to graphics and visuals.

Just wanted to follow up with some additional information, as we've seen a few questions since the changes.

In a hotfix yesterday, we changed two elements of the Durumu Eye Sore mechanic, or the "maze" as it's more commonly known. First off, we applied a small client patch to increase the visual fidelity of the fill graphic itself, giving the effect less vertical height and hopefully making it easier to see the safe spots as they appear. Feedback on this change has generally been positive. Separately, at the same time we made some adjustments to the logic of how the maze is drawn with respect to the movement of the Disintegration Beam. One of the less intuitive aspects of the original maze mechanic was how it would begin drawing behind you, and how the right thing to do was actually to turn around and back up, towards the approaching death beam, in order to safely enter the forming maze. Why would any sane person want to move closer to a death beam?!

We generally are extremely cautious about making gameplay adjustments to encounters once players have already learned them, but in this case the opening of the Halls of Flesh-Shaping LFR wing highlighted the fact that the mechanic was a particular source of confusion to many players, and the longer we waited to make any adjustment, the more disorienting it would be if we did change anything. So what we did was make the maze immediately begin drawing in front of the player as the beam activates, so that you never need to turn around and run towards the beam. This also effectively gives players a slight head-start on the beam as it begins to move. To maintain the same sense of urgency, the beam does move slightly more quickly now, so that it will, over the course of the phase, catch up to players and negate that head start. But the player movement required once you're actually running the maze should be unchanged. We have noted, however, that at the very end of the maze sequence, it can now feel like the fast-approaching death ray is going to reach you, making it feel like you're stuck between a rock and a hard place. To address that concern, we are making another adjustment today, which will cause the death ray to dissipate a few seconds earlier at the end of the maze.

Filed under: News items, Hotfixes, Mists of Pandaria

My most memorable experience in-game

hyppogriff flight
You know, I thought this question would be a lot easier to answer than it turned out. After six years of playing this game, I thought surely there would be an obvious stand-out moment, but as I sat down to write this post, I realized that wasn't exactly true. Lest you think I'm implying that I've experienced nothing memorable in WoW, rest assured, that isn't the case. It's more that I have the opposite problem: I've experienced too much that is memorable. I've had some really great times in this game, and it's turned out to be nigh impossible to point to one and say, "That's it, that was my most memorable moment." Instead, I've come up with a list of things that keep coming to mind whenever I think about the topic. They are in no particular order:

1. Killing Nathanos Blightcaller

Nathanos Blightcaller was, in ye olden days, a (potentially) 40-person outdoor raid boss for the Alliance. He was also a quest giver NPC for Horde, so attacking him flagged you for PvP. Considering both of these things, you can imagine how difficult it could be for Alliance raids to actually down him, especially on high-population servers.

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Filed under: Analysis / Opinion

Officers' Quarters: B teamed

Gnome with paper airplane
Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook.

This week's email comes from a player whose guild recently made the always-difficult, always-drama-fueling decision to form an A team out of their raiders. Is creating an A team the right move? When you wind up on the B team, what's next?

Hi Scott,

I'm a member of a medium-sized guild that has been running two raid teams simultaneously up until recently. These teams weren't fixed; group composition was mixed up every week. I rather enjoyed that, as it meant that I got to play and interact with lots of different guild members, and there was little room for cliquishness.

However, the other day guild leadership announced that this was all going to change. Going forward, most of the officers will be in a fixed "progression team" while the rest of us will be left to our own devices. There should still be enough of us left to form a second team, but we'd pretty much have to make it work ourselves.

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Filed under: Officers' Quarters (Guild Leadership)

Drama Mamas: Time to stop tanking?

Drama Mamas Lisa Poisso and Robin Torres are experienced gamers and real-life mamas -- and just as we don't want our precious babies to be the ones kicking and wailing on the floor of the checkout lane next to the candy, neither do we want you to become known as That Guy on your realm.

Our email address is having technical difficulties. If you would like to send us a letter to be answered in our column, please email to dramamamas@gmail.com for now. On to this week's letter.
Your recent article on Time Management has me considering if I need to change roles in the game.

I'm the main tank for my small 10 man guild. We raid two nights a week. We are currently working on Horridon one night, and going back to HoF/ToES the 2nd night to help some members get better gear. If I don't play, 9 other people don't get to have fun. I also feel a certain responsibility to my guild to have the best gear I can get which means putting in a ton of time into WoW on our non-Raid nights.

The thing is I love playing WoW. I love my guild. I love tanking. It's a blast and a great way to shake off the stresses of my day.

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Filed under: Analysis / Opinion, Drama Mamas

The beauty of classic WoW's Molten Core

Ragnaros
Back in the days of WoW's original release, Molten Core was, in many ways, the raid. It wasn't the only raid, and it certainly wasn't the only raid that left a lasting impression on the consciousness of WoW players. Nonetheless, if you were raiding in classic WoW, you started with Molten Core, and that experience inevitably shaped the way raiding has been perceived ever since. What was it exactly about Molten Core? Was it the sprawling, maze-like dungeon (which didn't have a map at the time)? Was it the memorable boss fights and quotes? Was it the iconic gear drops? Was it dealing with the reality of trying to organize 40 players into their different roles and individual responsibilities?

I'd say all of the above, to an extent. The first time you do anything new, be it visiting a city or raiding in a video game, there is a certain significance to the occasion that can never truly be replicated. As the first big raid most classic WoW players experienced, Molten Core has had a special place in our collective hearts for a long time now. Let's take a trip down memory lane with a look at some of the unique and fun aspects of Molten Core, many of which I miss but honestly would not want to have to deal with again.

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Filed under: Analysis / Opinion, Raiding

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