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#27 Apr 26 2010 at 10:29 PM Rating: Good
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I actually really like the WOTLK system of multiple raid lockouts.

My guild is made up of semi casuals and we typically use the 10m raids to help teach new comers and learn fights.
This will reduce the frustrations when we do 25m content.
It also allows us to gear up abit before tackling the 25m raids.

With this change, I really dont see why anybody would want to bother with all the logistical hassle of getting so many warm bodies to work together.

Raiding is fun. Managing a huge pool of people/resources and trying coordinate time slots, taking in consideration real life constraints and breaks, etc. is no fun at all.


You confuse me. You say you like the shared lockouts, because it will let you gear up on 10 mans before doing 25 man raids.

But they'll be balanced to be equally difficult, so why would you be happy about this? You won't be able to use them as stepping stones anymore. You might as well just start with the 25m raids.

But then you say that you wouldn't want to bother with them at all?
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#28 Apr 26 2010 at 11:48 PM Rating: Decent
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idiggory wrote:
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I actually really like the WOTLK system of multiple raid lockouts.

My guild is made up of semi casuals and we typically use the 10m raids to help teach new comers and learn fights.
This will reduce the frustrations when we do 25m content.
It also allows us to gear up abit before tackling the 25m raids.

With this change, I really dont see why anybody would want to bother with all the logistical hassle of getting so many warm bodies to work together.

Raiding is fun. Managing a huge pool of people/resources and trying coordinate time slots, taking in consideration real life constraints and breaks, etc. is no fun at all.


You confuse me. You say you like the shared lockouts, because it will let you gear up on 10 mans before doing 25 man raids.

But they'll be balanced to be equally difficult, so why would you be happy about this? You won't be able to use them as stepping stones anymore. You might as well just start with the 25m raids.

But then you say that you wouldn't want to bother with them at all?


Sorry for the confusion.

I like the multiple lockouts in WOTLK. It allows us to learn/train on new content before doing it on 25m. Also allow the stepping stone in gearing for 25m content.

I also like the shared lockout proposed. Coz... if this is implemented, then I wouldn't bother with doing 25m raids anymore. Just focus on 10m. Much much easier to manage.

But.... given a choice, I prefer WOTLK system. (or even better, the TOC system, with 4xraid locks for the same encounter).
#29 Apr 26 2010 at 11:53 PM Rating: Good
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I think that at the individual level 10 mans are more challenging than 25 mans. In a 25 man you can get away with 1,2,3,4, even 5 dps under performing. You can have one or two healers who suck. And one of your tanks can be a little slow. In 10 man losing one healer in a 2 healer setup can be crippling (esp. if your group doesn't have a druid or the one who died WAS the druid).

Scheduling and administratively 25 man is a beast to put together. I've put on a few pugs and it was just a nightmare. You either have to play dictator and slave driver or nothing works. I remember walking away from 25 mans just totally spent. I'd sign off and go do something having nothing to do with the computer for a few hours.

I think that no penalization for running it in 10 man is fair. I don't have a problem with this because I really think that the only real challenge to 25 mans is getting 25 people to not be AFK or show up.


I don't like the raid lock out though. Its going to be downright hell I think for most. "I don't want to run 25 man because my guild needs me in 10" and vice versa. The separate lockouts between 10 and 25 is how it should be.


All-in-all I like the change. I like not being a second-class citizen because I don't have 25 guildies on at the same time even though we're still spending hours and hours and hours of effort clearing 10 man content. I like not having to hunt for Pugs just so I can get "the real" gear.
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#30 Apr 27 2010 at 12:12 AM Rating: Excellent
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waihwang wrote:
But.... given a choice, I prefer WOTLK system. (or even better, the TOC system, with 4xraid locks for the same encounter).
And hereby anything you say has lost any value.
ToC was the worst system ever created by Blizzard, by miles.
4x raid lockouts means that you almost had to run the same ******* raid four times on one character... That's not fun.
One single raid a week per instance is good, it makes it a little more valuable and it's up to Blizzard now to make sure that it's challenging enough to make it use up all our time.
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#31waihwang, Posted: Apr 27 2010 at 12:20 AM, Rating: Sub-Default, (Expand Post) Worst? Depends on which perspective you take.
#32 Apr 27 2010 at 12:48 AM Rating: Default
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bodhisattva wrote:
If the loot and rewards are equivalent, and you don't have to deal with the headache of organizing and maintaining a 25 man roster, why bother?


This. This change is FREAKING TERRIBLE. Sure I like big raids, they're fun, but I laugh and have many more memories from my 10 mans than I do my 25s. If loot is the exact same, and 10 man is easier (which it has to be simply based on the fact that you don't have full raid buffs, healer cooldowns, etc.) there is literally no point to doing 25 man.
#33 Apr 27 2010 at 2:08 AM Rating: Excellent
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waihwang wrote:
Worst? Depends on which perspective you take.

Point to note though, having 4 x raid lockout does not mean you have to do the same raid 4 times!
For any serious raider, it does.
Purely due to this:
Quote:
However, if you look at it from a game design point of view, I think it's bad because players gear almost 4 times as fast due to having access to 4 times the opportunity for loot! This would mean players will be in BiS and outgear the content or have little to fight for very quickly.

If you're serious about raiding you want to gear up as quickly as possible so you can beat bosses quicker which means you need to do those 4 raids each week on each character you take seriously.
It's a ******* pain in the *** and combined with how **** ToC is anyway made it the worst raid aside from Naxx.


And since I HATE repetition, I consider the change to lockouts to be ******* awesome.
Run a raid once a week, and make a conscious decision as to what you do instead of just doing them all.
The only thing they need to do now is make Hardmodes something for occasional bosses where it works (Like Sarth or FL and not it hits harder now hardmodes) and make the last boss of each raid equal to hardmodes, always.
You have to work for that last boss. Make it a real achievement, as in a feeling of accomplishment not silly points, to kill a final boss.
Which brings me to another thing, I don't think final bosses should drop the super leet weapons or higher ilevel gear.
They should drop something cool that allows you to show off that you killed the boss but which doesn't give you an in game advantage (Be it title, tabard, mount, non combat pet or whatever). Because once you've killed the boss you don't need more gear until the next tier of content, and I think letting that last boss hold all the superweapons places too much importance on that one boss.
I also think that the bosses aside from the one final boss should have a bit more involvement in the lore, so it feels like you're killing something/someone important and not just some random lackey of the final boss.

Ok.. I got a little distracted by my thought about how Blizzard wants players to not just focus the final boss in a raid.. Smiley: tongue
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#34 Apr 27 2010 at 4:40 AM Rating: Good
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I like this simply because it means I might be able to delay buying a new computer for a bit longer.

Also for guild runs.
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#35 Apr 27 2010 at 9:34 AM Rating: Good
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Bodhi wrote:
From years and years of experience, when a 25 man guild tries to run 2 "Ten Mans" it often works out as 1) A-Team that will go in crush content 2) The left overs who fail due to rotating attendance, poor synergy, and having to use the raids lesser players.

Which means, the guys who want it, take leadership roles and who push content will get together and tear content in half. The guys who don't will WHINE incessantly and try to implement some virtual equivalent of skill communism, or get sand in their vag and leave or just plain make things suck


Lmfao so true, so very true.
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#36 Apr 27 2010 at 10:20 AM Rating: Excellent
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, 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.


Hmm, I'm surprised the idea of getting something like 1 badge per boss on 10s versus 2 badges per boss on 25s would have attracted more people to do 25s. I mean with the current system it's like 2t11 versus 4t11. Though I guess it depends on how great your tier stuff is versus the zone drops. Some classes never wanting to do 25s, and others not wanting to do anything else till they get their badge gear? Smiley: lol
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#37 Apr 27 2010 at 10:25 AM Rating: Excellent
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And since I HATE repetition, I consider the change to lockouts to be @#%^ing awesome.

This right here. After a while, killing the same boss 2 or 4 times each week gets mind numbingly boring. I am all for these changes.
#38 Apr 27 2010 at 10:26 AM Rating: Good
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Blue wrote:
* 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.


I can understand both sides of the debate for the other details, but this one in particular I like alot.

This sounds easier to manage for "casual raiding" and pug groups, likely to leave folks in a better mood when they can finish the entire instance. Whereas now, in pugging ICC25 on my server, raid groups frequently fall apart after the first wing.

Plus, for even busier raiders, the "extra" raid ids provide more versatility in raid group composition creation, without necessarily swapping alts for certain fights, saving extra toons to the raid id, and other "annoyances" of that nature.

A "win" in my book.
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#39 Apr 27 2010 at 12:13 PM Rating: Good
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bodhisattva wrote:
I think all expansion we kind of joked "Man we should just be a 10 man raid guild", now that might just happen.


If the loot and rewards are equivalent, and you don't have to deal with the headache of organizing and maintaining a 25 man roster, why bother?


Yes, the items you can get are equivalent, but the drop rate will be higher, per person.

I guess they will tune the drop rates until some folks are doing 10-man and some 25-man.

So if no one is doing 25-man they will up the droprate in 25-mans until some people can be bothered to do so.
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#40 Apr 27 2010 at 4:45 PM Rating: Excellent
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yossarian wrote:
bodhisattva wrote:
I think all expansion we kind of joked "Man we should just be a 10 man raid guild", now that might just happen.


If the loot and rewards are equivalent, and you don't have to deal with the headache of organizing and maintaining a 25 man roster, why bother?


Yes, the items you can get are equivalent, but the drop rate will be higher, per person.

I guess they will tune the drop rates until some folks are doing 10-man and some 25-man.

So if no one is doing 25-man they will up the droprate in 25-mans until some people can be bothered to do so.


Here is the issue, if I have the reasonable expectation that I can clear "Normal" mode content with little to no farming of gear out of "current" content, and I am splitting a loot table with only 9 other people and there is proportionately less competition for gear slots, say 2 cloth casters instead of 5-8, then once again is it a big enough hit that I am going to stick soley to 25 man?

Especially if I tend to clear out content and have it on farm early in its life cycle which means ample time to get BiS, without needing BiS to get bosses down?
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#41 Apr 27 2010 at 5:05 PM Rating: Good
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My biggest problem with this is that it appears to be moving toward more strict lockouts. Assuming that at any given time there are two tiers of raid content - (ICC & TOC or TOC & Uld or Uld & Naxx)... Then I currently have 4 possible options for my Guild raids and personal (PuG) time. *ICC might be the current tier, but I think most people reasonably can step back 1 tier to TOC. However I don't think it's reasonable to say that Naxx is a current option - it's literally 4 tiers behind...

With this change - And assuming we have 2 "Current" tiers of raids - I only get the option of attempting 2 raids in a given week. I think that I will be less likely to join a PuG. I mean if I hop into an ICC 10 man pug I know that I'm actually burning my 25 man 'save'.


IMO - this is the opposite of what they've done in the past. Think of the change to the 2Hr potions. They saw that 2hrs was just too long an inefficent. So they made you get Two Pots - for 1 hr....

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#42 Apr 27 2010 at 6:53 PM Rating: Decent
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bodhisattva wrote:


Here is the issue, if I have the reasonable expectation that I can clear "Normal" mode content with little to no farming of gear out of "current" content, and I am splitting a loot table with only 9 other people and there is proportionately less competition for gear slots, say 2 cloth casters instead of 5-8, then once again is it a big enough hit that I am going to stick soley to 25 man?

Especially if I tend to clear out content and have it on farm early in its life cycle which means ample time to get BiS, without needing BiS to get bosses down?


Forgive me but I do not raid and can only comment on the math Bliz can do - not what actually happens in raiding.

If you are a cloth caster in a 10-man and there would normally be about 2 of you, Bliz is ensuring* that you will be better off in a 25-man with 2.5 times as many cloth casters, which in this case is 5. They are not saying how much better off you will be. You might be better off in 25-man with 6-8 casters competing for the same gear. You might not. It depends on how large the bonus they are putting in.

I'm sorry I have absolutely no basis to guess how large they would make this bonus. If they increase the drop rate by 10% (meaning, multiply the drop rate per character by 1.1, not adding 10% to the rate of a particular drop, which of course is tiny) then you are better off if there are 5.5 cloth casters in your 25 man then in your 10 man. That is not much of a bonus. However, they could double the droprate (per toon) which means you're better off with 10 cloth casters in 25 then 2 in a 10 man. That seems large to me, but it is a pain to gather 25 people. I don't know.

As for BiS: let's pretend there is only ONE item you need from this raid. Bliz is ensuring* you will see this drop more then 2.5 times more often in 25-man then in 10-man. I have no idea how raid gear is distributed. Perhaps you can pass on all the stuff you won't need and gain "credit" to buy the one you do - if this is the case I think you are even better off in 25-man (assuming you are the top dog - the other cloth casters would spend their "credit" buying up the stuff you don't need improving the odds you get it).

*ensuring, well I should say intending. They could make a mistake.
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#43 Apr 27 2010 at 7:31 PM Rating: Decent
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Man I been looking over some old FOH posts like: ******************************************************************************************************************************************* I can't imagine the he ll of doing 80+ person raids. reading though a lot of old posts it seem like people weren't having fun doing it. I remember my own experince of raiding in FFXI and 25+ Wow and yea it was a pita to get things goin with high number of people.
#44 Apr 27 2010 at 7:37 PM Rating: Good
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Blizz wrote:
We haven’t finalized how much loot will drop, but our general goal is that 25s should drop more to help make up for some of the logistical cost.



Semantics at this point since we don't know what the ratio is.

But that being said the biggest deal would be badges, and mainly luck on what drops. 4 pieces drop 25 man, and items don't duplicate you are still rolling against 8 casters on a trinket, that only drops randomly and could theoretically go 7 times not getting it, if it drops 7 times in a contents life cycle. 10 man you would only need 2.
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#45 Apr 27 2010 at 9:39 PM Rating: Good
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Plus, in a 10 man environment, you are far less likely to have repeat class+spec combos. So class-specific drops are less contested.

So, when the Resto Shaman gets ALL the Resto Shaman gear, it's rather nice. Even if the item is 50% more likely to drop in 25 man, if you have another Resto Shaman in the raid, your chances of actually getting that item in a specific are lower than in the 10 man.
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#46 Apr 27 2010 at 11:40 PM Rating: Excellent
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If this change causes 25-mans to die, isn't that a good sign that they deserve to do so? If you can only field 15 people after the change, it means that before the change you were dragging along 10 blokes who didn't like being there.

As somebody in a small guild I like the change. I am tired of being told things are "easy" because the people steamrolling them are effectively a tier higher in gear. I am tired of people using a standard of badges per week based on killing each boss twice and mocking me for still needing frost emblems. I am tired of looking forward to heroic bosses (Sindragosa should die this week (down to 5% tonight) and then we'll see how Arthas goes), and facing the truth that the only reward I get from them is on par with what can be earned facerolling 25-man Marrowgar.

I am in a small guild by choice, but we like to push ourselves to the limit (that limit being constrained by just-out-of-college, real-life-and-kids-come-first difficulties, but still a limit). I am tired of our achievements being overshadowed by bigger guilds purely because they're bigger. Some us us have started running 25s with other guilds and are reaching bosses where WE teach THEM strategy, but we're viewed as the newbies because they have a bigger sword.

Edited, Apr 27th 2010 10:41pm by selebrin
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#47 Apr 28 2010 at 8:37 AM Rating: Good
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If this change causes 25-mans to die, isn't that a good sign that they deserve to do so? If you can only field 15 people after the change, it means that before the change you were dragging along 10 blokes who didn't like being there.


So, in your world, people are only allowed to like one type of thing?

We're saying people won't do 25 mans because they take more effort for no additional reward. When they actually had higher rewards for the invested effort, this wasn't a problem. But now that you can do the comparably "easier" 10 man (slightly easier due to balancing for buffs, with the added ease of being way simpler to organize) for those same rewards.

You might love 25 man raids. You probably will still end up doing 10 man ones, and just organizing 25s for Achieve runs.
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#48 Apr 28 2010 at 10:09 AM Rating: Good
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So, in your world, people are only allowed to like one type of thing?

We're saying people won't do 25 mans because they take more effort for no additional reward. When they actually had higher rewards for the invested effort, this wasn't a problem. But now that you can do the comparably "easier" 10 man (slightly easier due to balancing for buffs, with the added ease of being way simpler to organize) for those same rewards.

You might love 25 man raids. You probably will still end up doing 10 man ones, and just organizing 25s for Achieve runs.

I can make the same argument work vice versa, though. I love 10-mans. All through WOTLK I've been forced into doing 25-mans to get the good rewards.

Regardless of what happens, I doubt that even in a worse case scenario, 10-mans would be so much easier to run than 25-mans that people would stop doing them all together. Which means that if you really love 25-mans, you'll be willing to bridge that little gap of getting a little less loot than if you did 10-mans. Which, like I mentioned up there, isn't anything severe - it just means that this expansion, the 25-manners will be on the dunce-hat "special" raids rather than 10-manners.
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#49 Apr 28 2010 at 2:28 PM Rating: Good
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I really think the only difficulty between 10 and 25 is the administrative aspect of arranging and finding 25 good players as opposed to 10. When you compare the individual difficulty between 10 and 25 you find that a single individual in 10 man content is expected to perform more flawlessly than a single player in 25 man content.

I'm not saying people shouldn't be able to run 25. I'm saying guilds shouldn't be rewarded for having 25 people. But I feel the current system is disproportionate to the effort of the individual.

Finding 10 good players may be easier than finding 25. But from the individuals perspective, if you're not the raid leader, 10 man requires more of you than 25 man. This is of course not considering hard-modes. I've never done hard modes either way so I couldn't comment. But I do no that going from healing 10 man to 25 man, 25 is far more relaxed.
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#50 Apr 28 2010 at 3:08 PM Rating: Decent
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idiggory wrote:
Plus, in a 10 man environment, you are far less likely to have repeat class+spec combos. So class-specific drops are less contested.

So, when the Resto Shaman gets ALL the Resto Shaman gear, it's rather nice. Even if the item is 50% more likely to drop in 25 man, if you have another Resto Shaman in the raid, your chances of actually getting that item in a specific are lower than in the 10 man.


Keep in mind that some specs (resto/elem, resto/boomkin, enhancement/hunters(?)) will be fully sharing gear set itemization in Cata, as opposed to situational upgrade sharing atm.

Also, this allows a significantly longer span before drops start getting sharded.
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#51 Apr 29 2010 at 11:41 AM Rating: Default
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idiggory wrote:
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If this change causes 25-mans to die, isn't that a good sign that they deserve to do so? If you can only field 15 people after the change, it means that before the change you were dragging along 10 blokes who didn't like being there.


So, in your world, people are only allowed to like one type of thing?

We're saying people won't do 25 mans because they take more effort for no additional reward. When they actually had higher rewards for the invested effort, this wasn't a problem. But now that you can do the comparably "easier" 10 man (slightly easier due to balancing for buffs, with the added ease of being way simpler to organize) for those same rewards.

You might love 25 man raids. You probably will still end up doing 10 man ones, and just organizing 25s for Achieve runs.


I totally agree - why would anyone bother organizing a 25 man run if there's no additional reward for it? The process of even sending out the invites wouldn't be worth it. The loot changes will effectively remove 25s from the game, which, IMO, is disgusting. WTF is "epic" about a 10 man run?

Just another change to make the game "more available" to the lowest common denominator.

Cue the ratedowns.
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