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The Future of WoW Raiding

#1 User is offline   WoRBot Icon

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Posted 08 July 2009 - 02:57 PM

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While patch 3.2 is shaping up to focus heavily on improving the leveling experience, there is also what may arguably be the largest shift in design philosophy for raids since Blizzard chose to drop the 40-player format in favor of smaller 25- and later 10-player raids. I'm of course talking about Crusaders' Coliseum, which uses a new multi-difficulty format -- purportedly Blizzard's compromise to designing content for both casual and hardcore raiders. From the new normal and heroic formats, to the ability to extend your lockout timer at will, the changes are going to have a far-reaching impact on the raiding experience in World of Warcraft.

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It's fairly easy to look back at the design flaws of Wrath raiding so far, from tier 7's extremely easy 25-player content to Ulduar -- quite possibly the worst tuned instance at its release since Blackwing Lair -- but there was a light at the end of the tunnel. While many were hesitant to accept hard modes as the future of raiding for hardcore players, it turned out that Blizzard was actually able to design content that's still challenging and isn't beaten within the first three days. Even the theoretically impossible hard modes were beaten, some through unconventional means, and others through sheer perseverence. So to that end hard modes were a success, and it looks like we can expect to see an instance full of decent challenges, based on the Crusaders' Coliseum boss encounter preview; Lord Jaraxxus and the Val'kyr Twins look especially fun.

The major question still up in the air is how itemization is going to be handled with Crusaders' Coliseum. We've seen 10-player loot evolve since Wrath of the Lich King released, and in almost every case the hard mode-10 loot was better than 25-normal in Ulduar. Will that continue on in Crusaders' Coliseum? PTR build 10072 added to the confusion with this, as the tier 9 vendors were changed again. The ilevel 258 version requires a Regalia, while the ilevel 245 version requires Emblems of Triumph and a new Trophy of the Crusade, with the ilevel 232 version only requiring Emblems of Triumph. We'll have to wait until testing begins to know for sure, but this could mean one of three things:

  • 258 is for both heroics, 245 is for normal, and 232 is meant to be filler / something people running dungeon heroics can get eventually
  • 258 is for heroic-25, 245 is for normal-25 and heroic-10, and 232 is for normal-10
  • There's no real rhyme or reason to the system yet since the instance isn't open

What this does mean, however, is that progression-focused guilds will be able to more easily gear up specific classes such as tanks or DPS, since each boss will drop a Regalia usable for any set piece, rather than a specific item. The Regalia are still limited to certain classes for each, but this is definitely a step in the right direction.

While I'm not particularly thrilled about a one-room instance with five encounters, I'm pretty excited about what the future holds for World of Warcraft raiding in 3.3 and beyond with these changes. It's nice to see that even though the hardcore audience is very small, Blizzard recognizes that they're a valuable audience for the game. My only real disappointment with Crusaders' Coliseum is that it's not Azjol-Nerub, but I guess we'll all have to settle for fighting Anub'arak in a Kael'thas-esque scenario.


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#2 User is offline   Deployed Icon

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Posted 08 July 2009 - 03:28 PM

To be fair, it's a reverse Keal'thasesque encounter. He's actually gotten stronger after death. Nice contrast considering the theme.
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#3 User is online   Kody Icon

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Posted 08 July 2009 - 03:32 PM

Deployed said:

To be fair, it's a reverse Keal'thasesque encounter. He's actually gotten stronger after death. Nice contrast considering the theme.


This is true. It's nice to see that he gets his chance to be something more than a dungeon boss. :)
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#4 User is offline   Brakkyn Icon

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Posted 08 July 2009 - 03:58 PM

Let's face it, Blizzard has about two choices: create a totally new boss with next to zero lore behind it, or reuse an old boss with lore behind it. It's a double-edged sword--either way, they're going to get cut by some swing-happy player with a bone to pick.

By the by, players have three choices: pay and play, skip it and sulk, or cancel and cry.
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#5 User is offline   JonnieLaw Icon

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Posted 08 July 2009 - 04:07 PM

we actually get to fight in two rooms, not one.

i'm all for blizz slapping together something so close to a large content patch while we wait for the big brawl in Icecrown. it's kinda like a simple mid-course that teases you before your entree.
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#6 User is online   Kody Icon

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Posted 08 July 2009 - 04:30 PM

JonnieLaw said:

we actually get to fight in two rooms, not one.

i'm all for blizz slapping together something so close to a large content patch while we wait for the big brawl in Icecrown. it's kinda like a simple mid-course that teases you before your entree.


Yeah I wanted to mention Anub'arak's area but felt the article was getting a little wordy already. :P
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#7 User is offline   Jaymz Icon

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Posted 08 July 2009 - 05:09 PM

I think, difficulty has a lot to do with whether an instance is "epic" or just "normal".

Just remember back in the old days - every point of an instance had a history. Remember the difficult trash at Temple of Ahn'Qiraj beyond the Twin Emperors? Or maybe the annoying "penis tunnel" in Blackwing Lair? People had to learn the whole instance, not just the bossfights and this made the whole thing "epic".

Since LK, this kind of PvE progression has faded. Tanking and healing has become very trivial and DPS was spreaded to many many classes. There are no trash packs, where you may wipe your entire raid, the bosses are mostly reduced to Tank&Spank and various difficulty levels have been added to the game.

I think it is up to you if you are willing to beat the hard content just after a patch release and wipe many hours or just relax 3-4 weeks and enjoy the whole instance with your friends. These items don't last long enough as it used to be, so it is very difficult to forecast which instances shall be fully cleared. I guess Colliseum is just another filler, Icecrown will mark the end of this addon and give us some superior items which will be probably replaced by leveling items -_-
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#8 User is offline   rhorle Icon

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Posted 08 July 2009 - 05:22 PM

I'm fine with a boss being re-used, why? Because it fits with what arthas is. All of arthas and the scourge is about re-using things. When something dies, bring it back more powerful. We saw it with SFK and grizzly hills, we saw it with UP and etc etc. In this case re-using fits, not like kael'thas where it seemed more like after thought.

It fits with why the scourge and arthas are so powerful, you kill them once they rise up again. You kill the twice and now your dead are rising with the original attackers.
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#9 User is offline   Xentropy Icon

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Posted 08 July 2009 - 08:47 PM

rhorle said:

I'm fine with a boss being re-used, why? Because it fits with what arthas is. All of arthas and the scourge is about re-using things. When something dies, bring it back more powerful. We saw it with SFK and grizzly hills, we saw it with UP and etc etc. In this case re-using fits, not like kael'thas where it seemed more like after thought.


Considering the very first Kael kill, long before the Sunwell patch, ended in turning in an item in Shat where it was revealed he was only playing dead in the first place, it was far from an after-thought. It was planned that he was still alive after Tempest Keep from the start. That he was reused as a 5-man boss instead of showing up in Sunwell as a raid boss again may be a disappointment, but it wasn't an afterthought.
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#10 User is offline   Arcano30 Icon

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Posted 09 July 2009 - 10:30 AM

I like the idea that you use a token for all 5 tier pieces, but they should get rid off the class specific token once and for all, its an out dated mechanic. since RNG is not doing any good for guilds...
an example is my guild, last week we cleared Ulduar as usual and get only 1 conqueror token, we run naxx on sunday and not a single conqueror nor protector. so far this week we are only missing gen, yoggy, mimi and thorim. and we only got 1 conqueror.
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#11 User is offline   awktane Icon

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Posted 09 July 2009 - 04:29 PM

Arcano - Although that would be lovely I highly doubt that'll happen any time soon. They have to have some mechanic in the game to slow us down from gearing up too quickly and staying interested until they release something else. The only other possibility is make tier easier to get but then make gear that's better than tier. Doesn't end up fixing anything.
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#12 User is offline   Kys Icon

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Posted 11 July 2009 - 04:40 PM

It would just be plain boring Arcano, a rpg needs some random things in it, they are removing it from way too many things already in my opinion.
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#13 User is offline   unknownhero Icon

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Posted 15 July 2009 - 09:35 PM

I think this is a good idea but I prefer raids like uld and naxx, where theres a variety of trach and 14 bosses, I'm hoping that Icecrown Citidel won't be just a single fight against the Lich King I wanna see other bosses, maybe some unknown characters and Frostmourn
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