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PostPosted: Mon Apr 26, 2010 11:18 am 
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http://blue.mmo-champion.com/t/24401856405/cataclysm-raid-progression-refinements/

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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!

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PostPosted: Mon Apr 26, 2010 12:01 pm 
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DO. NOT. WANT.

This will kill our guild 25 man raids. Why deal with the difficulty of 25's when you can get the same loot from 10's?

They say 25's will be more *lucrative*... It'd have to be a hell of a lot more lucrative than 10's are now, on a couple of orders of magnitude.

Say 10's drop 2 items and 2 badges and 30g per person. To be worthwhile, 25's will have to drop something like 6 items, 5-10 badges and 100g per person *if the loot is the same as in 10's*. ESPECIALLY if there's one lockout *per raid* instead of 4 (10N, 10H, 25N, 25H).

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PostPosted: Mon Apr 26, 2010 12:22 pm 
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Opposite of Müs, this is exactly what I want. I prefer the 10 man raid environment far more then I do the 25 man. It'll be nice to feel like we're not gimping ourselves because we prefer to keep a smaller group of players together. Much <3 for 10/25 having the same loot.

Though, each of them having the same lockout could suck for those who like both.


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PostPosted: Mon Apr 26, 2010 12:29 pm 
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The question becomes though... "Why do 25's if 10's give the same loot?"

And its not an elitist question at all. If there's no reward for something, why do it? Especially if you can get the same rewards for something *vastly* easier.

I like 10's generally better myself. But I can't help but think that this will be disastrous for 25M guilds.

Unless... You can do 10's for progression, and then go in after stuff's on farm and reap the 25 loot whirlwind on the same lockout. Take for example ICC.

Wing one, you do marrowgar, DW, Gunship, and DBS in 25, and then split... no wait, you'd have only one 10m from that, cause the other 15 guildies would be on the same tag... that doesn't work either.

Lame.

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PostPosted: Mon Apr 26, 2010 12:34 pm 
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I thought their point was that the difference between them won't be vastly different. They'll have equal difficulties.

25m = more loot, gold, emblems. = Faster gearing process?

10m = Same gear but less of it = slower gearing process?

I guess it all depends on whether or not they can follow through with saying they will be the same difficulty.


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PostPosted: Mon Apr 26, 2010 12:39 pm 
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Hmm, a couple thoughts.

I LOVE that 10's and 25's give the same loot quality. Frankly, the first 4 fights in ICC are easier IMHO on 25 man, than 10 man. As I prefer 10 mans in general, this is a nice change.

That said, what this really means is that it's going to take longer to get through raid content for a single toon. As instead of doing both 10 and 25 to get geared up, you can only do one or the other. Unless they radically change heroics, you can't really start doing heroics until you're pretty well geared from the normals. I'm torn on that, and will have to see how it works out.

As for why to do 25's? If you can assemble the people, this will be a much faster way to get your guild geared it sounds than doing 10's. While the loot is the primary reward, the other elements to look at are how quickly one can get that gear. It sounds like that will be faster on 25 man.


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PostPosted: Mon Apr 26, 2010 12:40 pm 
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I'd have to see their definition of "More Lucrative" before I passed total judgement.

Seeing as how in ICC, the 25's drop 3 pieces of loot, and the 10's drop 2 (albeit a lower iLvl), and only wing bosses of 25M drop tokens (at the expense of 2 pieces of loot...).

I get this sinking feeling that the 25M versions will be *4* pieces of loot, and an extra badge.

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PostPosted: Mon Apr 26, 2010 12:46 pm 
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Müs wrote:
I'd have to see their definition of "More Lucrative" before I passed total judgement.

Seeing as how in ICC, the 25's drop 3 pieces of loot, and the 10's drop 2 (albeit a lower iLvl), and only wing bosses of 25M drop tokens (at the expense of 2 pieces of loot...).

I get this sinking feeling that the 25M versions will be *4* pieces of loot, and an extra badge.


Well, if the loot quality is the same, they would have to drop 5 pieces of loot and 2 badges to be equal to 10 mans. So my guess is that they will drop 6-8 pieces of loot and maybe some extra badges.

What will be interesting to see is how they do the tokens. Will 10 mans now drop the upgrade tokens? That would be awesome IMHO.


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PostPosted: Mon Apr 26, 2010 1:06 pm 
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Aizle wrote:
Frankly, the first 4 fights in ICC are easier IMHO on 25 man, than 10 man.


Meh. Overall the 10M stuff is really pretty simple. 25M = 10M with more HP, and an additional annoyance mechanic.

Marrowgar = More HP, and a 3 man saber lash instead of 2.
DW = More HP, 2x the adds, and a MC!
Gunship = Loot Pinata. (either way. Its ridiculously fun though.)
DBS = More HP, and 5 beasts instead of 2!

etc.

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PostPosted: Mon Apr 26, 2010 2:00 pm 
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Uinan wrote:
I thought their point was that the difference between them won't be vastly different. They'll have equal difficulties.

25m = more loot, gold, emblems. = Faster gearing process?

10m = Same gear but less of it = slower gearing process?

I guess it all depends on whether or not they can follow through with saying they will be the same difficulty.


Yeah the problem is that in 25 man guilds you typically see, or at least in my experience there are people who are good players, people who are ok, and people who are simply carried through content. 10's you can typically have enough good/decent players to fill it out without carrying people. So if the content is equal, the 10's are still easier.

Not sure what my guild will do. We have a group of players who do 10's and have killed LK and moved on to Heroics while our 25 is languishing at Putricide. Will the 10's choose to stay in 10s and then use another character for 25s? I'm guessing that's what will happen but I dont know.

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PostPosted: Mon Apr 26, 2010 2:50 pm 
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I don't really see how they're going to pull this off and *not* kill 25's.

After reading through the announcement several times, I can't see a reason I would want to go into a 25M again unless bosses in a 25 dropped 8+ pieces of loot each.

Unless they throttle 10M to only drop one piece and a badge. Oh god that would be suck.

We raid 25 on Tues (And are stuck on PP), and have two 10 tags (one's on LK, and one's just getting past PP.) for wed, thurs. Then we have a 25 on Mon that's ToC and Ulduar for something to do.

With the proposed lockout changes, we'll have no more 25 tag, and 2.5 10 tags. As a guild, we won't be able to run 25's anymore because that would lock 10 of our guys out of the later 10's. Even if we wanted to continue raiding 25's, on wed and thurs, we could only have the one 10 tag go in because the other 10-15 people are locked to that one 25 man tag.

Oh god, this is going to be awful. :'(

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PostPosted: Mon Apr 26, 2010 2:55 pm 
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My concern going forward... what to do about our 25ish current people.

I'd rather do everything with 10s if this was coming off a blank slate, though. My current guild has never had 25 good players at any one time. We're stuck on Sindragosa in 25s (though admittedly, due to our ~5 hours of raiding a week we've only pulled her some 15 times) and judging by the raid's inability to alternate between right and left in P3, looks like we'll be there for a bit yet. I'm terrified of Defile with some of em. Meanwhile like in Dash's case, our 10 man team has gone into heroics, and there we've one shot Marrowgar, Deathwhisper, Gunship (har), Festergut, and Rotface. Dreamwalker was easy too. I was hoping for a one-shot on Queen but our dps haven't quite got it into their heads that Princes is not a race and a kinetic orb will slip through and usually wipe us. :( Though now that I think about it, maybe if a dps dies from that, our raid would be better off since they can be 100% orb watching... hmm... anyway I digress. :p

A lot of raiding-minded folks don't want to join a guild that only raids twice a week, so we're not exactly swamped by decent applicants, either. :p Booting all the slower folks is not an option if we want to raid at all.

I am thinking a bit on how they seem to plan to do multiple raids per tier, though, and how that may solve things. Using the SSC/TK example, our 25s could start pushing into SSC and learning that, while we have a team or two of 10s that do TK. That may be one solution.

It's somewhat curious reading these changes, since many of my 10 man team have some loose plans to reroll new chars on a new server just to run 10 mans without all the drama and people that can't tell left from right. It certain puts these plans in a new light...

It does sound like the sort of thing that can shake up a lot of guilds, but at this point I'm left wondering if any guild that gets shaken up by this doesn't simply prefer 10 mans to 25s anyway. At that point, wouldn't it be a good thing?


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PostPosted: Mon Apr 26, 2010 3:01 pm 
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This might get me back into WoW.


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PostPosted: Mon Apr 26, 2010 3:06 pm 
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I am thinking a bit on how they seem to plan to do multiple raids per tier, though, and how that may solve things. Using the SSC/TK example, our 25s could start pushing into SSC and learning that, while we have a team or two of 10s that do TK. That may be one solution.


More likely, they'll ship with 2 5 boss raids, that are gated for some asnine reason, like one or two bosses per raid open 6-8 weeks after launch. Imagine 2 ToC type raids (I'm thinking).

Unless the rewards are significantly more substantial in 25 than 10... why do 25? They just won't be worth the hassle unless loot literally rains from the sky.

Being a DPS, I fear for my position in the *good* 10M. We have a 10 that's really good, and one that's got a few good players, and a couple of 'bads'. If we were to field a third 10 because of the way the lockouts will work... Oh god. THis isn't going to cause anything but frustration for me and the raid leaders I think. :( It'll be like when GoD came out in EQ and reduced the raid limit from 72 to 54.

I won't even be able to pug a 10 if we do a 25 because I'll be locked out. Thank goodness I have 4 80's :(

Also, bring back the heroic activation from Ulduar. Flipping a switch from normal to heroic is dull and unimaginative.

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PostPosted: Mon Apr 26, 2010 3:32 pm 
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So my question for those up in arms over the 25 mans.

If the only reason you go to 25's is the better loot, then who cares? You'll now be able to get that loot from 10's. What's the big deal?

The bigger change IMHO is that this will slow down the speed at which toons progress through content as the really active players can't run both 10 and 25 for badges/loot. I'm torn on if I think that is a good thing or not.


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PostPosted: Mon Apr 26, 2010 3:33 pm 
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Here are some clarifications to a few common questions we're seeing.

Q u o t e:
Regarding how the raid dungeons will share the same lockout. This means that you cannot do separate instances in the same week. If you defeat an encounter in 10 player normal mode then you are locked to the 10 player mode of that dungeon for that week and can flip between 10 player normal and 10 player heroic on a per boss basis (assuming heroic is available). In this scenario you cannot do the 25 player version. Is this correct?

Correct. There should be no circumstances under which you kill a boss more than once per week on the same character. However, in the same way that you can decide on a per-boss basis whether to try normal vs. hard mode, we might allow you to change between 10 and 25 on a per-encounter basis for additional flexibility. If you started a raid in 25-player mode and then found that you couldn’t get everyone together later in the week, you might be able to downsize the next few bosses to 10-player.

Q u o t e:
Will legendary items be available through 10 player dungeons? How about special mounts like Invincible?

In some of these specific cases, the answer is that we just don’t know yet. We’re going to have to walk a fine line between dropping the same items in both 10- and 25-player modes, versus still offering something extra for the 25s. If we over-reward the 25s, then players who like 10-player raiding will still feel compelled to find more warm bodies. If we don’t provide any extra incentive for 25s, then some players may stop playing with their friends in order to avoid the extra organization required for a large raid.

Overall, our goal is that you make the decision between whether to raid with 10 players or 25 players based on what you find fun and not because of the reward structure.

For perspective, it might help to look back at how we changed lockouts and hard modes on every single raid tier of Wrath of the Lich King to see what felt right and try to fix problems that arose from previous tiers. After seeing the first tier of Cataclysm raiding, we may decide to adjust our design for the next tier.

Q u o t e:
How many pieces of loot will drop for 10 and 25 player modes respectively?

When we say “25 should drop more loot,” we’re just sharing a philosophy. You shouldn’t assume that this means that 10-player modes will drop 1 item or that 25-player modes will drop 6 items, or whatever. 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.

Q u o t e:
Will achievements be broken down by 10/25 modes? Will realm first achievements/titles be only for 25s? Will meta-achievement mounts be available for both versions still?

There will just be raid achievements, not 10- vs. 25-player versions in most cases. The achievement won’t care if you complete it in 10s or 25s. If we do meta-achievement mounts, it’s possible we’d still have different colors of mounts, or maybe even different mounts; but for some players that might mean that 25s feels mandatory again, which would be a potential problem. This is the kind of thing we’re going to have to consider carefully, and again, we might try a few different implementations before sticking with something we like.

We’re also not sure about realm first achievements or titles. We don’t want to encourage, say, 25-player focused guilds to run a 10-player raid instead because they think that will get them the ream first title faster. One potential solution is you can earn a realm first title in 10 or 25, but not both. These types of achievements also serve as great content for guild achievements.

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PostPosted: Mon Apr 26, 2010 3:37 pm 
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Aizle wrote:
So my question for those up in arms over the 25 mans.

If the only reason you go to 25's is the better loot, then who cares? You'll now be able to get that loot from 10's. What's the big deal?


I have more than 9 friends in guild and like to raid with them. These changes will ensure that our guild will no longer do the 25 man content, and some of my friends will be left out. Or, I'll get left out of raids for whatever reason. I *like* raiding. I don't like logging in and being told "Oh, we only have 17 on, and some will have to sit out because we only have 2 tanks."

Having one lockout for 10's and 25's will absolutely do this.

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PostPosted: Mon Apr 26, 2010 3:41 pm 
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I think the idea is that people should do 25s if they prefer to have the bigger raids. Plus, I have a feeling 25s will still be the harder and more prestigious. Blizzard tunes 10s now assuming only 10 man loot, and in Cataclysm they will essentially be tuning them towards what is now 25 man loot. This will cover the lion's share of the difficulty, but there are certain mechanics that are just tougher for a 25 man raid instead of a 10. Most of the "omg spread out" ones come to mind. Then again, I do think that Princes is easier on 25s than 10s, so perhaps that works both ways...

Speaking of things working both ways, any pretty decent 25 man guild now (let's say, one that has killed LK) would have no reason to do things on 10 man. They don't suffer from trying to keep a complete roster of capable raiders, so there's no benefit on that front, and they'd be missing out on whatever extra benefits 25s bring.

Keep in mind that with these shared lockouts between 25s and 10s, they probably can afford to make 25s drop a decent amount more loot than they do now. You'll get more loot per time spent than today, but today you get loot out of 10 mans to supplement what you get in 25s, so perhaps it balances out close to what you get now overall if you do both.

Still, I am a bit nervous of what the changes will do to my guild. This is one of those things where I like the plan on paper, but my current situation shall be made a bit awkward. If the guild folds, or maybe as attendance drops off during the "I only raid for loot and all this loot we wipe for will be useless in 1-2 months, so why raid" period in the twilight of WotLK we simply don't recruit anyone else, these will be painful periods that have a better end result for me. It's all so hard to tell this far off, however, especially given that I haven't talked to anyone else in my guild yet, so I really have no idea how things will go though. :p


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PostPosted: Mon Apr 26, 2010 4:18 pm 
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Müs wrote:
Aizle wrote:
So my question for those up in arms over the 25 mans.

If the only reason you go to 25's is the better loot, then who cares? You'll now be able to get that loot from 10's. What's the big deal?


I have more than 9 friends in guild and like to raid with them. These changes will ensure that our guild will no longer do the 25 man content, and some of my friends will be left out. Or, I'll get left out of raids for whatever reason. I *like* raiding. I don't like logging in and being told "Oh, we only have 17 on, and some will have to sit out because we only have 2 tanks."

Having one lockout for 10's and 25's will absolutely do this.


You had exactly this problem when they dropped down from 40 mans. And frankly it would be way easier to fill 3 slots to run 2 - 10 mans, than find 7 to fill out a 25.


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PostPosted: Mon Apr 26, 2010 4:25 pm 
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Aizle wrote:
Müs wrote:
Aizle wrote:
So my question for those up in arms over the 25 mans.

If the only reason you go to 25's is the better loot, then who cares? You'll now be able to get that loot from 10's. What's the big deal?


I have more than 9 friends in guild and like to raid with them. These changes will ensure that our guild will no longer do the 25 man content, and some of my friends will be left out. Or, I'll get left out of raids for whatever reason. I *like* raiding. I don't like logging in and being told "Oh, we only have 17 on, and some will have to sit out because we only have 2 tanks."

Having one lockout for 10's and 25's will absolutely do this.


You had exactly this problem when they dropped down from 40 mans. And frankly it would be way easier to fill 3 slots to run 2 - 10 mans, than find 7 to fill out a 25.


I wasn't around for 40 man.

Also, PUGs fail. Especially PUG tanks :p Either way though, it'll be moot, because the 17 that are on are saved to the 25 tag already. And if we can't run the 25... those 7 people that are on *can't* go do 10. Unless they go on an alt. Which is less than optimal for some.

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PostPosted: Mon Apr 26, 2010 4:39 pm 
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I suspect people who want more raiding will end up raiding more consistently on multiple characters.

Even on my rinky dink server we started to see raid guilds having multiple characters so they could get around the limited attempts.


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PostPosted: Mon Apr 26, 2010 4:44 pm 
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Q u o t e:
This change is likely to completely destroy my guild, which has been together since 2000, in the days of EverQuest. Over the years, we have grown/shrunk and changed with the times, but I don't think we will be able to weather this.

The way we currently work, we keep 25 mans on our DKP system, and people can run 10 mans whenever they want on off nights. With loot and lockouts the same between 25s and 10s, we will be forced to keep all loot and all raids on the same DKP system to remain fair.

I believe this will rip us to shreds. Here's why.

Our 25 man raids are traditionally way behind our 10 mans, progress-wise, because we have such a wide variety of more skilled and lesser skilled players. We have maintained our connections over the years primarily for social reasons, which means, frankly, that some of us just aren't as good at raiding or as invested in raiding as others of us. We have struggled, as a result, to find a healthy balance that pleases both our more casual, lesser skilled players, and our more hardcore players.

The solution we've fought to arrive at has basically resulted in the following: The more casual folks tend to raid 25 mans only. The hardcore folks tend to raid both 10s and 25s. Hardcore raiders like to raid in 10s on offnights to fill up their schedule as well as do some of the harder kills and heroics. Then they hit 25s for some of the better gear.

With this change, raiders will be forced to choose 10s or 25s, but won't be able to do both.

Queue the chain reaction.

Our 25 man crews will be gutted of a lot of quality players who, when forced to choose one or the other, would rather spend their time with the hardcore crews than with the casuals, which in turn will shaft our casual players who only raid 25s. Our 25 man raiding scene will collapse. Casuals who want to raid will have to go on 10s or not raid. The hardcore 10s will be pressured to bring casuals, making our hardcore raiders who want to progress faster unhappy. Our 10 man raiding scene will collapse as hardcore raiders are forced to leave to find another guild that is more suitable to their skill levels. Casuals will no longer be able to raid at all. Raiding is now dead in ER. ER dies.

Thanks, Blizzard, for what promises to destroy a decade of blood, sweat, and tears. Horrible, horrible change, imho.


Pulled this from the announcement thread. Sums up almost *exactly* the situation in our guild right now.

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PostPosted: Mon Apr 26, 2010 5:09 pm 
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Only thing I can think of is it seems like you can progress as far as you can on 25s then switch to 10 mans and do the rest. That might be an option?

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PostPosted: Mon Apr 26, 2010 5:17 pm 
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Dash wrote:
Only thing I can think of is it seems like you can progress as far as you can on 25s then switch to 10 mans and do the rest. That might be an option?


It doesn't look to be so. Progress as far as you can in 25, and then 10 people can go progress in 10m leaving the other 15 (in reality closer to 8 or so) are locked out and can't progress in 10 *or* 25.

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PostPosted: Mon Apr 26, 2010 5:27 pm 
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Unless they do something that allows raids to split and recombine.

Something like what EQ had- you get a lockout for the bosses you've done (not the instance), and the person with the most bosses down in the raid group determines what is spawned.

It's a much nicer way to do things- and it means that a bad PuG doesn't lock out out of the whole instance.

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