http://delerius.wordpress.com/2010/04/29/raiders-vs-raids/ – good read. Not your typical wall of text.
I will agree with Del, I do not see anything in his post that I disagree with. WoW is a game and why play a game if it is not fun. Once it becomes not fun, un-fun, boring etc. it maybe time to move on. However, until we get to that point, why do we still play even at max level, and upper tier gear? Del hit is right on the head we play/raid – for our friends. In SR people are willing to cut gems, look for mats on alts etc.
Disclaimer: I do not believe in the below. I am super nice asian dude!~
However, I do understand and see there are reasons for others to play/raid in this game still. Lets take some of the upper world guilds. Sure they may make friends etc. But at that point the driving point is not fun or friendship, it maybe for the sponsorship dollars, presssure to be world first, and the desire to be the best at ANY cost. That is greed, inflating the ego, and memememememememe.
They may work together to achieve, but how many are wondering…I hope that loot drops, oooo when we get this more money, more fame, more epeen? At that point, from an outsider looking in, it appears to be more of a job then a game or hobby. At that point do we care more about our own fame and development rather then the guild a whole organism? Or are we only concerned enough about it for the fame such a tag shall garner?
When in the game/raid…what do we think about? Loot? Fame? Thrill/Challenge? There is nothing wrong with those, deep down inside we all want that…human nature dictates we look out for ourselves. Self preservation is the name of the game. Look at the numerous posts about X ninja’d this, omfg this person looted a gbank and ran, and trade trolls….I think you see my point, we want what other have.
Very rarely does one hear anything good about the happenings in WoW…we like to focus on the negative and with morbid curiosity watch/read it. /popcorn. Sure we have those individuals who level’d non stop for charity…and that is great…but what about the players who griefed them on the way….
Who wants to hear about the nice when we can see who ninja’ed what…that makes for much more fun. We are drawn to the bad more then we would like to admit. Like slowing down to glance at a car accident.
Also the fake bravado being on the internet brings tends to bring out the worst in people. Makes us do and say things we would not normally do in real life. /ethug mode engage!
Why be nice when I can get away with things I normally cannot?? /ponder
Now you may disagree with me but the average WoW player is going to be somewhere in between the members of my guild (For the greater good!) and a douche bag guild (not going to name a certain guild). Scratch that I am going to assume the worst…if chat troll, ninja looters, rage quitters, hackers, gold sellers/byuers are within WoW’s population, I am going to make the conclusion, many people raid/play WoW for themselves only.
I know everyone likes to read strats and watch videos!!! Well i do at least.
Kae over at Dreambound has an awesome way to comprehend the madness of the intial phases of the Lich King encounter. Enjoy…I know i did, and I cannot wait for part 2.
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.
Interesting….10 and 25 share the same lockout…but that makes sense when coming to the next section.
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.
Woot! About time….makes NO sense that one would drop better gear of the other. The 25 man should just drop more gear, gold etc, Which appears they are going to do. No more herding extra kittens if you do not want to.
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.
Good idea. Make the lower tier of raids smaller, and the larger ones larger. I like…visiting numerous locations would help to break up looking at the same zone over and over again…lower spire anyone…/puke.
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.
Not sure about this…is gating ever a good idea???
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.
Spamming 5 man heroics again? Making them feel epic and decent quest rewards?? I missed that experience as I was behind when i started to play a lot. I will enjoy it when cata comes around.
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.
Edit: The QQ from all the comments about this annoucement is killer…nerdrage to the extreme…f’ing hilarious. The tears are so delicious.
Ok as you have seen from Ari’s blog http://clearcasting.wordpress.com/2010/04/22/cue-the-music/ and Koala’s blog http://dotsandhots.wordpress.com/2010/04/22/of-birthdays-laps-and-warlock-tears/ it is now SR vs LK. Who will win….though it might take some time…SR will win. Hey the good guys always win! AMIRITE!!! HELL YEAH! I cannot wait to kill him and the heroics!!!! MOAR LOOOOTTTTT lolololol.
But what then….? Sure there are heroics modes to look foward to. Also there is still the 25 man versions. But in my opinion, they will not have the same thrill of killing a boss for the 1st time.
Also after killing LK and moving on to heroics and eventually learning those fights….what does guilds/players have to look foward to??? Sure there is going to be the Ruby Sanctum…but if the OS is any indication, it will be short and sweet for the most part.
Man I am real negative lately😛
!st this pic rocks!!
2nd – Guilds, Content, and WoW.
I know I may have touched on this before, but I really wonder how Blizzard is going to keep people happy till Cata. One little sanctum instance is not going to keep people happy. Well its to late now…but Blizzard should have had something in place to extend the life of ICC perhaps, but not with artificial lock….that is lame. More wings etc?
ICC its supposed to be some massive fortress, but it did not feel epic in scope. Especially when one compares it to Kara, or even Ulduar. Where are all of Arthas’ soldiers…ICC is pretty empty…oh wait they are all on the outside having a BBQ.
With such easy access to “endgame” what exactly does a guild provide in game?
Read Lissanna’s post!
It has some very nice points and overall an awesome blog to read.
Getting back on point – I do agree with Lissanna’s idea of making 10 and 20 man raids rather then 25. 25 is an awkward number. 5 less kittens to herd into a box…err raid. 5 less people to worry about standing in bad, 5 less people to deal with when handing out loot. 5 less people afking at bad times. 5 less people to umm…
I will have to disagree with the Guild Level idea. I think it will help bring guilds back to the fore front of being a “need” to raid. If they do it well the benefits to being in a guild that is lvl’d up should shine.
I know some may disagree with me – but I don’t like this, lets PuG this or PuG that…the system in place is like a “loot pinata”. With that system in place…anyone and their momma can get epics. This hurts guilds and recruiting. This is one of the reasons that it took me so long to play wow seriously….the ease of obtaining loot. I hate going back to an old game, but in FFXI every piece was earned and no so easily thrown out 3 months later. Each piece of loot was earned and well deserved.
Maybe Blizzard needs to look into some items that need to be required to be farmed to pop a boss, have a item with a high cost that needs to be purchased or something. It’s kind of sad a new 80 after grinding out a few days of heroics can be quite well geared. (although that is how my priest did it.)
Cata. changes…ok Blizzard…take your designers and you may want to hit them with whiffle bats will they bleed. Lifegrip…Wild Mushroom…wall of fog….why….if you wanted people to worry about things..you sure succeeded. But it is still early and things may change.
Wow….ok I am going to boast a bit….
RAWR 14!!! /flex
Must be doing something right!
Ok done with bragging. This could not have been done without my fellow guildmates. Their high lvl of skill enables us to get thru these areas with relative ease. Thanks once gain to my awesome guild.
Also noteworthy is Sorak is no longer the guild loot whore….that title now goes to our Goddess of Death Lyssi….Sorak…you need to SIU.
New Priest Spells
Heal (available at level 16): While priests already have a spell called Heal, the existing version becomes obsolete at higher levels, which is something we intend to change in Cataclysm. Introduced at a low level, the “new” Heal spell will functionally work much like a down-ranked Greater Heal did in the past, adding more granularity to your direct-healing arsenal. If you need to heal someone a moderate amount and efficiency is an issue (making Flash Heal the incorrect spell for the job), then Heal is what you want to use. Heal is intended to be the priest’s go-to direct-healing spell unless they need something bigger (Greater Heal) or faster (Flash Heal). We will be following a similar philosophy with all the healing classes.
Wait we have a spell called heal?…oh yeah I dumped that a long time ago…..sounds like a cop out Blizzard. -100 pts for lack of creativity here.
Mind Spike (level 81): Deals Shadowfrost damage and puts a debuff on the target that improves subsequent Mind Spike damage. The intent of Mind Spike is to fill a niche missing in Shadow DPS, though it may be occasionally useful for healers as well. Mind Spike provides a quick nuke to use in situations where the priest doesn’t have time to set up the normal rotation, such as when adds are dying too fast or you have to swap targets a lot. Spamming Mind Spike will do about as much damage as casting Mind Flay on a target afflicted with Shadow Word: Pain. The idea behind the debuff is that when you cast Mind Spike, we expect you to cast a lot of them; we don’t intend you to fit it into an already full Shadow rotation. It also provides Shadow with a spell to cast when locked out of the Shadow school. (School lockouts will no longer affect both schools for multi-school spells.) 1.5-second cast. 30-yard range. No cooldown.
I don’t pew pew…so…moving on.
Inner Will (level 83): Increases movement speed by 12% and reduces the mana cost of instant-cast spells by 10%. This buff will be exclusive with Inner Fire, meaning you can’t have both up at once. Inner Fire provides a spell power and Armor buff; Inner Will should be useful on a more situational basis.
Leap of Faith (level 85): Pull a party or raid member to your location. Leap of Faith (or “Life Grip”) is intended to give priests a tool to help rescue fellow players who have pulled aggro, are being focused on in PvP, or just can’t seem to get out of the fire in time. Instant. 30-yard range. 45-second cooldown.
……once again…why…..PvP can see why it maybe useful. PVE…melee takes aggro..they are probably going be dead before you can “yank” them back…even if you did…you may bring a whole bunch of trouble you did not want near you in the 1st place. As far as people who are too slow moving out of a fire….need lrn2move from fire.
- All HoTs and DoTs will benefit from Haste and Crit innately. Hasted HoTs and DoTs will not have a shorter duration, just a shorter period in between ticks (meaning they will gain extra ticks to fill in the duration as appropriate).
Ghetto Druid incoming!!!!!!!
- While we want to keep the priest’s role as a well-rounded healer, we also want to make sure the class is a viable tank healer, which is something priests moved away from a little in Wrath of the Lich King. Greater Heal will probably be the tank-healing spell of choice, though we’ve also discussed giving Discipline a second shield so that they have a small shield to cast on lots of different targets, and a big, more expensive shield to cast on a tank or anyone else taking a ton of damage.
More bubbles??? Sure ok!
New Talents and Talent Changes
- We want to improve Discipline’s single-target healing capacity. One key is to make sure shielding isn’t always a more attractive option than healing.
Does not compute…..
- Discipline will finally be getting Power Word: Barrier as a talented ability. Think of it like a group Power Word: Shield.
This will not see the light of day. This will be put down so fast…like Old Yeller with rabies.
- We want to make Holy a little bit more interesting to play. One new talent will push the Holy priest into an improved healing state when he or she casts Prayer of Healing, Heal, or Renew three times in a row. The empowered state varies depending on the heals cast.
interesting…doubt it will make it to the light of day as well. Anything fun must be taken out of the game!!
Mastery Passive Talent Tree Bonuses
Absorption: Improves the strength of shields such as Power Word: Shield, Divine Aegis, and Power Word: Barrier. WIN!
Radiance: Your direct heals add a small heal-over-time component to the target. – meh
- Spell damage
- Spell Crit
- Shadow Orbs
Shadow Orbs: Casting spells grants a chance for Shadow Orbs to be created that fly around you and increase your shadow damage. This will help lower-level characters feel more like “Shadow priests” before they obtain Shadowform. Do not care….DPS wut?