Рейдовые изменения в Cataclysm


В дополнении Cataclysm для World of Warcraft будут произведены некоторые изменения в рейдовой системе игры:

– Рейдовые подземелья для 10 и 25 человек будут на одном кулдауне.
– Сложность рейдовых подземелий на 10 и 25 человек будет почти одинаковой, разница будет скорее в количестве здоровья боссов.
– В рейдовых подземельях на 10 и 25 человек будут «выпадать» одни и те же вещи, но в версиях на 25 человек будет падать большее их количество.
– Нормальные и Героические режимы будут работать на основе «один режим на босса», так, как сейчас это реализовано в ЦЛК.
– Для получения tier-вещей более низких уровней можно будет ходить несколькими рейдами небольшого размера. Вместо того, чтобы идти в одном большом рейде на 11 боссов, можно будет сходить в составе одной команды на 5 боссов, а потом большим рейдом на оставшихся 6.

Более подробную информацию (на английском языке) вы можете получить по этой ссылке.

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Cataclysm Raid Progression Refinements

Update – Added clarifications at the end of the post.

Cataclysm Raid Progression Refinements
Cataclysm will change a couple of things to the raiding system apparently. "Too long didn't read" version:

  • 10-Man and 25-Man raids will share the same lockout.
  • 10-Man and 25-Man raids difficulty will be as close as possible to each other.
  • 10-Man and 25-Man raids will drop the exact same loot, but 25-man will drop a higher quantity of items.
  • Normal versus Heroic mode will be chosen on a per-boss basis in Cataclysm raids, the same way it works in Icecrown Citadel
  • 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.

Quote from: Nethaera (Source)
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!

Extra Information

Quote from: Zarhym (Source)
Here are some clarifications to a few common questions we're seeing.

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.

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.

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.

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.

AVR, Blue posts, MMO Report

Addon Spotlight – AVR
It's time for another spotlight! This time I would like to point out a fairly new addon called AVR (Augmented Virutal Reality) and AVR Encounters. This addon will let you draw markings on the 3D world anywhere and share it with anyone! This is incredibly useful for any raid leader, but it's not the only feature.

Some of these drawings can be automatized and triggered by spells and NPCs, this is how you get AVR Encounters! This submod adds warnings and very noticeable visual helps for for various boss abilities.

I know a lot of people will ask: this is JUST an addon and it doesn't use anything else than the Blizzard's API, you won't get banned for using that (but I cannot guarantee that Blizzard will not disable it at some point). For more information on the addon you can also check the following:

But it will probably be easier to understand how things work with a couple of screenshots and a video.

  • Draw range circles around you or someone else at any range
  • Clearly mark players close to you
  • Mark any location relative to player position and rotation, for example mage blink landing spot
  • Measure distances
  • Boss encounter warnings (using a separate addon)
  • Boss encounters
    AVR does not contain a built in boss encounters module anymore. They are now done by a separate addon. At the moment there are two options.

    • AVR Encounters adds AVR warnings for various boss abilities. It does not require any other boss encounter addon to work. It is not a replacement for traditional boss encounter addons as it does not do ability timers, sound warnings etc. It can be used with any traditional boss encounter addon such as BigWigs, DBM or DXE.
    • Raid Watch 2 is a full boss encounter addon much like BigWigs, DBM or DXE. It has built-in support for AVR and also does timer bars and other kinds of warnings.

    Whichever you choose to use, you will also need to install AVR.

    Limitations and known issues
    There are some fundamental limitations caused by what information is available to addons. These are mostly related to the exact position of camera and lack of unit Z coordinates. In particular you should note following:

    • Drawing works best on a flat surface (note that for example Dalaran has very uneven roads).
    • Camera getting stuck in a wall or ceiling will cause any markings to go out of sync with rest of the world.
    • Any kind of stairs/slopes and such cause troubles.
    • Jumping and other kinds of vertical movement causes the drawings to move with you.
    • Everything is drawn over the 3d world. This means that things that should be behind walls or units will appear in front of them.
    • Camera auto follow causes some problems.

    Some other known issues are:

    • All vehicles (like the ones at the start of Ulduar) are a bit problematic.
    • Lifts, moving platforms and in particular Gunships in Icercown Citadel raid have some problems.
    • Player map coordinates are unavailable in Icecrown Citadel raid on Lich King platform after the edges have collapsed. This means that any markings tied to zone coordinates or other players than yourself are unusable there. (Lana'Thel's room was fixed in 3.3.3 though the ramps leading there are still a bit odd.)

    Blue posts

    Quote from Blizzard staff
    Druid (Forums / Talent Calculator)
    Wild Growth cooldown change in Cataclysm
    This kind of thing comes up a lot, where players see us messing with cooldowns and assume it's a nerf instead of our trying to give them room to actually cast more spells.

    Raising the cooldown on spells like Wild Growth and Circle of Healing are good things for healers. It's one of the few* things that will buy you GCDs to actually cast other spells. With a 6 sec cooldown, you really only get to cast maybe 3-5 other spells before you need to hit that magic button again.

    Let me put it another way… if there was no cooldown on Wild Growth would you ever hit another button? The frequency with which druids use it today suggests the answer is: not often.

    * – an alternative is to make the mana cost so extreme that you're making a very bad decision any time you use Wild Growth or Circle and 5-6 targets aren't seriously injured. I'm not sure that would be any more fun though. You don't always have the precious seconds to analyze the situation and calculate how many players need instant healing. It's one thing to guess whether your fast or big heal is more appropriate on a target. It's a little trickier to do that for multiple targets at once.

    In before "It wouldn't be overpowered if we didn't do raid damage" and "Well we come to expect nerfs when all of our overpowered spells get nerfed." Smiley (Source)

    Warrior (Forums / Talent Calculator)
    Warrior tanking in Cataclysm
    I'll abstain from using actual quotes here, but these things were basically said above.

    Using Demo Shout to tank:

    — We don't like the feel of this. It hits for no damage and puts a debuff on the target that isn't visible and doesn't change the target's behavior at all.

    Getting a new tanking AE to use when SW and TC are on cooldown:

    — What's the point though? Why not just remove TC's cooldown rather than add yet another ability you're supposed to spam in rotation?

    On warriors losing Cleave:

    — You're not losing Cleave. You don't have infinite use of it, but you're not going to have infinite use of any of your abilities, because things will cost rage and if you spend rage unwisely you're going to starve yourself. Use Heroic Strike vs. single targets and Cleave against groups. Besides, I hardly see how Cleave is this panacea for the staggered adds scenario seeing as how it hits a grand total of one additional target (two if glyphed).

    On tab targeting:

    — We really don't want to see a scenario (for any tank) where you just stop using your single-target abilities completely. It's fine to supplement those with an AE attack, but not completely ignore them in group situations. (As an aside, the paladin doesn't really do this now because he uses the same rotation for both singles and groups. The druid doesn't do this now because Lacerate doesn't hit hard enough relative to Swipe. Both are easily fixable though.)

    […] Let's take four scenarios that cover the majority of encounters:

    1) If dozens of twilight whelps are streaming in, fine, just AE tank them and have the dps use Blizzard, Hurricane, Whirlwind, etc. I think you all know how to this by now. Smiley

    2) If you're doing a four pull and the mobs hit really hard, then CC one or two and dps the others down single target. You'll want to keep threat on all the loose mobs, but not by spamming an AE ability unless you can buy yourself plenty of room. I know everyone is scared of CC, but we actually made a pretty good spread of CC abilities in LK, and then sadly nobody ever got to use them. In Cataclysm we are making sure to spread abilities around even more.

    3) Now, if you're doing a four pull and you think you can get away without CC, then ideally you'd use your AE attacks but still…