Read the full interview after the break.
Posts with tag raids
Read the full interview after the break.
Game balance is a very frequent topic when it comes to WoW. With every nerf or buff, there comes a vast explanation from the player base as to why it was and was not justified. Perhaps one of the most common lamentations regarding a nerf that we see is when Blizzard "nerfs PvE for the sake of PvP." While Blizzard does make PvP damage adjustments from time to time, there are far more damage changes that are made due to PvE concerns than there ever has been for PvP. It's an easy fallback to take up; blaming the aspect of the game which you don't actively take part in, yet it would be far more accurate for PvP players to complain about PvE.
There's another trap that's easy to fall into: that PvE balance is easy to do. To be fair, balancing against Patchwerk encounters isn't that difficult, although you'll still never get it perfect, but WoW has only had a single Patchwerk encounter, and that was Patchwerk. For all the damage juggling that Blizzard does, the largest factor in game balance is always going to be the encounters themselves. Each fight has unique mechanics which mingles with the way specs operate and it is that which determines how a spec fairs just as much as any damage balancing on Blizzard's part.
Like it or not, there's one constant about raiding. No matter what your reason for raiding is, and no matter what joy you happen to get from it, there's only one thing that matters at the end of the day. Obviously, I'm talking about loot. Loot is the one thing that makes the raiding world go 'round. Sure, we raid for story, we raid for friends, we raid for challenges. All of that is well and good and makes for a nice, lovely, non-selfish story that we can tell the world. Who knows? It might even be true -- but there's no avoiding that loot is the result.
Maybe that's why raiding has popularity issues. Maybe it isn't the experience so much as it is the reward. I suppose we'll never know -- at least, not from this Ready Check. No, no, instead there's there one part of loot issues that I really want to get into, the problem that has been plaguing Blizzard for this entire expansion: the lack of loot.
Let's do a little bit of polling in my head, shall we? How many of you raided during vanilla? Not all that many, I'm sure, and not purely because not that many folks from that time are still around but also because a horridly low number of people who were around back then did raid. But let's say you did raid. How many actually got to clear through the original Naxx? Now, that's a small number of hands; after all, even Blizzard said that less than 1% of the player base so much as downed a single boss in the that instance. Moving on to The Burning Crusade, how many raided there? More hands that previously, I'm sure. Now how many of you progressed past Karazhan? How many cleared through Black Temple? Sunwell?
Let's keep getting more current, though. How many say Naxx in Wrath? Now how many saw ICC? OK, how many say any T11 content? How many of those saw Dragon Soul? Interesting! The number of hands gets progressively smaller as the raids within vanilla WoW and The Burning Crusade progress, yet it stays relatively the same throughout Wrath and Cataclysm. That's because in Wrath, Blizzard drastically changed its view on raiding -- far beyond merely making it easier.
Compare this to encounters where the primary difficulty is role-specific or even player-specific. Good DPSers pushed their output to the limit on Patchwerk, healers learned to anticipate damage during Malygos' Vortex while one or two people got good at yanking sparks into the raid, and tanks grew experienced with fast pick-ups on Kael'thas. But the average raid group, even when experienced, probably tripped over and over again on encounters like Teron Gorefiend or Anub'arak. When you can't control who gets targeted by Shadow of Death or Anub'arak's spikes and when the randomness limits the experience that any one player can get ... Well, it's easy to see how certain fights acquire the nightmare moniker.
Filed under: Analysis / Opinion
The whole sprawling scene plays out onscreen in the feature-length documentary Race to World First -- and you can watch it free right here at WoW Insider now through Feb. 3. (The film is also available at RacetoWorldFirst.com for a small fee.)
The Looking for Group Productions film, begun back in the day when clawing to a top spot on raiding progression charts was perhaps at its cut-throat peak, follows a handful of top-tier WoW guilds in their sprint to the top. Producers John Keating and Zachary Henderson conducted some of the early interviews for Race two years ago at BlizzCon 2010's WoW Insider reader meetup, including familiar faces like WI Editor Adam Holisky and GM/actress/huntress extraordinaire Michele Morrow.
Get a peek at this film for free while you can right here at WoW Insider. Who knows what in-game challenges you might feel up to tackling after seeing that much fiery motivation in action?
Welcome back again, raiders. Last session, we discussed those things that make a raid fun. Fun, as with many subjects, is a highly personal experience, and the simple matter is that not everyone finds even the concept of raiding itself very fun. This week, I want to continue with that discussion but in a different topic of course. Fun is merely a single part of raiding; another side of it is difficulty.
Difficulty comes in many shapes and sizes, not all of which are exclusive to one another. Further, difficulty often gets a rather tough rap in terms of how it influences a player's experience. Often, when we hear the word difficulty, we think of bosses that are just downright annoyingly hard. We envision these impossible encounters that act as roadblocks toward progression that end up only frustrating raiders. Nothing could be further from the truth.
Once you've finished the new patch 4.3 dungeons and gained a bit of loot from them, you may ask yourself: What's next? One of the most obvious answers is the Raid Finder tool. You'll get better loot and faster valor point gain, as well as some starting experience in the raid game if you ever get the desire or chance to join an organized raiding group.
Still, the idea of heading into a raid (even a simple one) can be a little daunting, so today I'd like to help allay your fears by giving you a quick look at the first of the Raid Finder scenarios, the Siege of Wyrmrest.
Before we get into the boss strategies, though, there are a few things you should get down.
- Make sure your gear's good enough. If you can, get it gemmed (with strength gems) and enchanted. While you can head into Raid Finder as low as ilevel 372, don't be afraid to pick up an extra piece of gear or two from the heroic dungeons. A good weapon upgrade, for example, will do wonders for your DPS.
- If you can afford them, consider grabbing some consumables. A Flask of Steelskin and some Lavascale Minestrone for tanks or a Flask of Titanic Strength and some Beer-Basted Crocolisk for DPS will put your performance at the next level, and for a good group, you'll only need one flask to face the whole dungeon. Morchok's easy enough that sometimes I save the flask until we engage the second boss, just to make sure it stretches.
- Follow your raid leader. A raid is only as good as its raid leader and its members' abilities to follow their raid leaders' instructions, even in Raid Finder. Use these boss strategies, but defer to your raid leader where you can. They don't always know what they're doing, but in Raid Finder, sometimes that doesn't matter; either way, the more everyone works together, the easier things become.
- Don't Panic and don't get uptight. This is a pickup group, so things will go wrong and people will randomly drop between groups. Just stay loose, have fun, and be prepared to wait a bit for replacements in between each boss. Griping just makes it less fun for everyone.
Loot drama rears its ugly head yet again this week.
Good morning Drama Mamas,
I was recently joined a guild run (not my guild) of Dragon Soul on my mage. I have never really had problems raiding on my alts. My main is in a semi hardcore raiding guild, and we were 8/8 in the first week of dragon soul. So on the off days I like to raid on my priest or mage. I really didn't think much of raiding with nine other people all from the same guild. It doesn't happen often, but guild runs typically go a lot smoother than complete PUGs.
When I joined the raid no clear loot rules were announced. I typically just wait till the first boss is killed to see how loot works. So we killed a boss and a piece of loot dropped that I could use (a wand), and the master looter in raid chat said main spec roll and linked the piece of loot. I ultimately rolled the highest; however, I got a bit suspicious how long it took for the master looter to award me the loot. The guild didn't say anything after they gave me the loot and I said thanks. I am pretty appreciative when I receive loot.
Whether you're a 10- or 25-man raid team, the holidays can put a dent in your progression and the willingness of raiders to put in those extra few hours or cut their raiding time close to family time. Here are a few tips and suggestions for dealing with holiday raiding and guild members who just don't have the fire during the coldest months. Don't let the holidays break up a good thing.
Be accommodating. Guilds and guild leaders need to be accommodating to players during the holidays. Many WoW players are college kids or younger and usually don't have a say where they are going for the holidays, what they are doing with their families, or what their schedules are going to be. If you're a guild that requires sign-outs or sign-ups for raids, make sure that people know early to post their holiday schedules or make it known when they won't be around.
Filed under: Raiding
Unlike the other encounters in Dragon Soul, Warlord Zon'ozz only requires a single tank. For cooldown purposes, it is possible to bring in a second tank; however, there isn't too much of a need to do so. Per usual, you will want to have around five to six healers. Switch your off tank for an additional healer if you feel that would help. Your DPS should be a solid mix of both ranged and melee; there does need to be a solid balance of both. Healers should be split among the DPS, with tank healers staying with the melee.
Zon'ozz doesn't have all that many abilities, but he's still a hands-on encounter. Most of your time will be spent watching the Void of Unmaking and bouncing it back and forth. Healers will focus more on clearing away Disrupting Shadows. For once, tanks probably have the easiest time on this encounter, only really having to watch out for a single ability that occurs about once per phase or so.
Greetings raiders, and welcome to WoW Insider's raid boss strategy guides! With the release of 4.3 and the new Dragon Soul raid, we're finally onto the last bastion of evil in this expansion. Finally we are given the chance to face down Deathwing himself and end his destructive madness. Before we can reach this cataclysmic destroyer, though, we'll first have to break the siege upon Wyrmrest Temple and battle our way through the most powerful minions the Destroyer has in his arsenal.
The first of this is Morchok, a giant earth elemental that is assaulting the front gates, as it were, of the Temple itself. Although not challenging for the first encounter of the raid, this pile of rocks isn't going down without a fight. Are you prepared to break yourselves upon his body? (Oh, wait ... that's a different encounter, isn't it?)
Many people are currently all in a tizzy over the recently released ability lists and talent trees for all of the classes in the next expansion. I suppose I too am no different in this respect. Yet while all others are in their throes of joy (or desperately pleading for changes), I am struck with a thought, a concern if you will, that leaves me slightly worried for the future of raiding. At some point in time, a great wise man once said that we are doomed to repeat history and all that jazz often if we fail to remember it. Sometimes I feel that he is only half right.
Much like Know Your Lore, this week is something of a tinfoil-hat deal, meaning that it's all speculation on my part. I could be wrong -- in fact, this time around I beg to be incorrect -- but I am merely reporting what it is that I see trending. Take it all with a grain of salt.
Last week, we talked about a few of the issues that are currently speculated for Blizzard's new Raid Finder tool that is being released within the next patch. Specifically, that discussion was about raid size and raid leadership; however, these are not the only concerns that people have. The Raid Finder is a rather charged topic within the community, for a wide variety of reasons, all depending on whom you ask.
This week, we will be wrapping up the discussion as best can be done as I attempt to address the remaining issues that people have put forward. Before we begin, let me say that, until this all goes live, we cannot accurately judge the success or failure of the tool. The Dungeon Finder, similarly, had a significant amount of backlash and down talk before it was released, yet most people now wouldn't play without it -- just to put everything in perspective.
These past few weeks have been quite the doozy here for Ready Check as we've discussed the future of raiding in Pandaria followed by the more current notion of raid accessibility, two seemingly different topics that are heavy intertwined. This week, we'll be brushing into another similar topic as we delve into the newest tool that Blizzard is releasing in order to increase raid accessibility across the board: the new Raid Finder.
Currently on the PTR, the Raid Finder has been running rather hit or miss with some of the playerbase at the moment. A few are avid PTR-goers, while others have only just now popped into the process. For either group, they certainly don't have a lack of being vocal on the forums. Despite what problems some players have been raising, I feel and have experienced that the Raid Finder tool will go over amazingly well. A lot of the complaints that we hear now are the exact same ones that were given for the Dungeon Finder when it was being released, and while not everything from 5-man content transitions to raids, both will have the same success.
Join me as I defend the single tool that I will probably never use in this game.
Filed under: Ready Check (Raiding)