We’re continuing to refine the raid progression paths in Cataclysm, and we’d like to share some of those changes with you today. Please enjoy!
The first of the refinements being made is that we’re combining all raid sizes and difficulties into a single lockout. Unlike today, 10- and 25-player modes of a single raid will share the same lockout. You can defeat each raid boss once per week per character. In other words, if you wanted to do both a 10- and 25-person raid in a single week, you’d need to do so on two different characters. Normal versus Heroic mode will be chosen on a per-boss basis in Cataclysm raids, the same way it works in Icecrown Citadel. Obviously the raid lockout change doesn’t apply in pure Icecrown terms though, as this change goes hand-in-hand with a few other changes to raid progression in Cataclysm.
We’re designing and balancing raids so that the difficulty between 10- and 25-player versions of each difficulty will be as close as possible to each other as we can achieve. That closeness in difficulty also means that we’ll have bosses dropping the same items in 10- and 25-player raids of each difficulty. They’ll have the same name and same stats; they are in fact the exact same items. Choosing Heroic mode will drop a scaled-up version of those items. Our hope is that players will be able to associate bosses with their loot tables and even associate specific artwork with specific item names to a far greater extent than today.
Dungeon Difficulty and Rewards
10- and 25-player (normal difficulty) — Very similar to one another in difficulty; drop the exact same items as each other.
10- and 25-player (Heroic difficulty) — Very similar to one another in difficulty; drop more powerful versions of the normal-difficulty items.
We of course recognize the logistical realities of organizing larger groups of people, so while the loot quality will not change, 25-player versions will drop a higher quantity of loot per player (items, but also badges, and even gold), making it a more efficient route if you’re able to gather the people. The raid designers are designing encounters with these changes in mind, and the class designers are making class changes to help make 10-person groups easier to build. Running 25-player raids will be a bit more lucrative, as should be expected, but if for a week or two you need to do 10s because half the guild is away on vacation, you can do that and not suffer a dramatic loss to your ability to get the items you want.
We recognize that very long raids can be a barrier for some players, but we also want to provide enough encounters for the experience to feel epic. For the first few raid tiers, our plan is to provide multiple smaller raids. Instead of one raid with eleven bosses, you might have a five-boss raid as well as a six-boss raid. All of these bosses would drop the same item level gear, but the dungeons themselves being different environments will provide some variety in location and visual style, as well as separate raid lockouts. Think of how you could raid Serpentshrine Cavern and Tempest Keep separately, but you might still want to hit both every week.
We do like how gating bosses over time allows the community to focus on individual encounters instead of just racing to the end boss, so we’re likely to keep that design moving forward. We don’t plan to impose attempt limitations again though, except maybe in cases of rare optional bosses (like Algalon). Heroic mode may not be open from day one, but will become available after defeating normal mode perhaps as little as once or twice.
In terms of tuning, we want groups to be able to jump into the first raids pretty quickly, but we also don’t want them to overshadow the Heroic 5-player dungeons and more powerful quest rewards. We’ll be designing the first few raid zones assuming that players have accumulated some blue gear from dungeons, crafted equipment, or quest rewards. In general, we want you and your guild members to participate in and enjoy the level up experience.
We design our raids to be accessible to a broad spectrum of players, so we want groups to be able to make the decision about whether to attempt the normal or Heroic versions of raids pretty quickly. The goal with all of these changes is to make it as much of a choice or effect of circumstance whether you raid as a group of 10 or as a group of 25 as possible. Whether you’re a big guild or a small guild the choice won’t be dependent on what items drop, but instead on what you enjoy the most.
We realize that with any changes to progression pathways there are going to be questions. We’re eagerly awaiting any that we may have left unanswered. To the comments!
(Source)
Personally I think everyone is jumping the gun here. If(and I do mean if) these changes were to take place, I would agree with the general consensus; Loot equalization = good, sharing lockout = bad…
However, you all are debating over something that will not happen for months, as happened with previous expos. This is preliminary as to ascertain the viability of such changes.
The story remains the same… QQ “I hate the new changes”… Look, play and enjoy the game for what it is or simply quit playing. In truth, most these “boycotters” may take a hiatus but will never truly quit, hence the disgust and disdain in their posts.
Fact: The game must ever evolve as to accommodate all players of all levels. Fact: Most changes come to be from some level of feedback from players like us. Fact: I(and most of you as well) will continue to play this game regardless of our disapproval of changes to be made.
Just play or don’t… It’s a game and meant to be fun… Lighten up…
Thought of the day: Never play leapfrog with a unicorn
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It’s been my experience that the most capable raiders have done raids as tank, healer, and dps. By sharing the lockouts it gives you a choice of either go outside to play or raid with an alt.
I have 3 lvl 80′s… tank/healer, tank/dps, dps only… so thats already 3 dlockouts I can spend raiding per week if I had the time and dedication.
However, I have a job, a family, and a life… So I take my Tankadin and the other 2 sit and rust. Cataclysm will change that because I enjoy raiding!
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my god if u don’t want to run wow any longer then just end it don’t make it so stupid that people cant have fun ur screwing up most classes now ur screwing up the raiding system i like being able to do both 10 and 25 man runs of the instance but u most definately need to make more drops on bosses 2-3 pieces in a 10 man means 7 people get nothing but repairs from a raid i know alot of people r tkin bout quiting after cat comes out due to the huge stupid changes like focus for hunters wtf r u thinking
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guido:
probably the best idea that i have heard in this thread…
the only thing that i would change is to get rid of GS altogether…. the GS add-on has perverted the whole concept of, and taken alot of the fun out of, pug raiding.
going back to the original points: i can see what bliz is trying to do, but if it ain’t broke, don’t fix it…
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Personally, I’m indifferent on this.
I DON’T like it because less raiding means it takes longer to get geared up.
I DO like it because class runs (1 per class 10mans) will definitely see a rise. And i’ve always loved class runs. That in turn can SPEED UP the gearing process…
IMHO it equals out.
I’m more worried about them providing the ability for a player to get all the pvp gear (ESPECIALLY WEAPONS) without arena. I can’t stand arena, it just isn’t fun, everyone takes it too seriously. But a BG? Blah.. me n my buds can hoot and holler and have a good ol’ time.
Right now, in order to obtain a weapon of any sort with ability for PvP, you first have to get one close to its value from RAIDING or get a mediocre one in a H Dungeon. Because you just AREN’T getting to 2.2k rating with a 1.8k gearscore quality weapon.
PvP =/= PvE. Fix it blizz.
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All empires fall sooner or later,at least blizz isnt shy about pushing sooner.
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IMO, there should be some kind of tie in utilizing the technology of failbot. If you fail in a raid, you shouldn’t be able to roll on any gear. That stops the true nature of the loot whore, you’d have to perform to get gear, or get more practice.
This becomes part of the problem with shared lockouts. Less practice, meaning more time to get gear, not necessesarily a bad thing in and of itself if there is a way to keep adding bosses to raids in phases i.e. VOA and ICC.
I’d really love to see older raids tweaked to scale the difficulty with the average gs of the players in the raid. This way, you practically eliminate the whole argument from both sides of this coin. Raids don’t lose relevance, loot would become less consequential, yet a group of newbs could walk in and still get geared and enjoy the raid.
Think of it like this. You could completely obviate the need to have a set 10/25 scheme doing this. You could set the raid up with say 17 guildies. Difficulty set by avg GS. You have 2 tanks with a third who can switch hit dps or heals, 6 healing classes, with 2-3 who can switch hit dps or tank. The rest pew pew. Then you have essentially wiped out the 10/25 arguement.
If you based the ability to get into more difficult raids on something like XP points or achievements earned, then gear issues are absolutely gone, and each raid stays important to the progression scheme. Then the only real way to LW a raid would be to take 7 or 8 really geared guildies in with 2 to 3 progressing toons, something I’m sure we would all avoid, except with those who just levelled up something and we know they completely know the fights and how to raid (yeah I know, I’m being rather trusty). In this sense, you could put a fail-safe of sorts to keep a certain xp spread between the highest and the lowest toons. (Problem solved)
Oh and Blizz, you spend less time in fast trac (expensive and buggy) development by making higher quality raids that don’t expire in 3 months ala Ulduar. If it were a requirement to actually down say Yogg in Ulduar before entering the citadel, how many people would be complaining right now and how many more people would still be pushing content in Uld?
Also, the need to push forward to Cata wouldn’t be nearly as intense, you could spend quality time in development with a smaller less expensive staff and really devote a thought process into the game instead of purely patching it as you go. Hell, you might even get to test your software before pushing it live. Sounds win/win to me. Get off of wow-heroes, and get back to WoW. Just take GS out of the picture so it’s just “something that happens”.
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The only people this really effects is people that a shared lock out really hurts is the Lootwhores,as they are not concerned about progress they just want some new Purples.
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This is actually an amazing idea on Blizzards part, and fits in entirely with “back to basics” feel of Cataclysm, remember in Vanilla you didn’t even have a 2nd Raid for X months let alone an oppotunity to do it twice in one week with a different amount of people.
If you actually think about and analyze it before the instant QQing, it is a way to please pretty much everyone, if of course it is implemented correctly.
If the difficulty level is scaled back up to the way it was in Vanilla, ie where it actually takes longer than 2 weeks for people to be able to start Pugging an instance then the single lock out is not going to be a problem if you are a Hardcore raider as you are gonna spend as many days as you do now just learning the fights and trying to progress.
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Yeah Kraz you’re probably right.
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if they make 10 and 25 man loots same this kills 25 man raids,noone bother to group up that much ppl for sure.small guilds will do 10 man and big guilds will do 3-4*10 mans but none 25 man.someone tell them if something works dont try to fix it!
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imo the shared raidlock is bawlsack. i mean… i’m in a guild, where icc 25 must be pugged with around 10-15 people, because there’s a high deficit of allies on my server, all good already taken. and if the raidlock will be shared, the 10man with my guild is okay, but puggin’ 25 man = gtfo? personally i think it’s a cheap shot, because shared raidlock – less raids – less server overwhelming – more cash in blizzard’s pocket, not to mind the fact that grinding items will take approximately 1,5 to 2 times longer, which equals in even MORE money for blizzard, because prepaid still has it’s time. maybe let’s go further and extend heroic lock to 2 or 3 days? balls.
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“this is just going to make wow easier to play for scrubs..simple..and will give WoW more income as more and more scrubs will join the game ”
agreed mate
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I’m pretty much on a wait and see approach with the loot thing… If it means they can bring out a new expansion a year after cataclysm I’m kool with that.
Also, it would be nice if they used it to better regulate raid difficulty vs. gear availability, so they don’t need to take away 20% of my dodge chance again just to keep my healers from getting bored.
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As I read through and digest the information, I find my self wondering why Blizzard is changing the lockouts concerning raids. I like the way it is now where I can run bot ICC 10 and ICC 25. Yes, it was noted that more raids will be available but i don’t beleive that is resolving anything. This change does not sit well with me and I would hope that Blizzard will rethink it. We should not be limitied in our ability to raid.
Thank you
Jackyor
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