Raid Progression in Cataclysm

thatbloke

Junior Administrator
Blizz have posted about some interesting changes regarding raiding for Cataclysm... Not sure I like this either way yet.

Taken from mmo-champion:

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!

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.
 

Haven

Administrator
Staff member
Meh nothing in there got me excited in the slightest, depends on how many raids they make available I suppose on the 10/25 lockouts. If there are lots then you've plenty of content and choice, if not then they just halved the raiding you can do each week.

Overall feels very cookie cutter raider'ish.
 

SgtFury

Junior Administrator
Staff member
Echo that.... don't like the fact you won't be doing a 10 man and a 25 man with the same char..... I only tend to play one char!
 
G

Gombol

Guest
Good that they share the same lockout, and drop the same loot. Means smaller guilds will still get the same gear as 25 man guilds, and the same progression in Theory.
 

Brighthorn

In Cryo Sleep
oh god where are the good ol' days where you've had to get together 40 reasonably geared and skilled people to wipe over and over again on bosses... now everybody will just yell in tralalaran or whatever - lf4m lolol i has epix achievemntz lulz whisp urz or u not get inv! -.- i get the philosophy of let's say increasing the availability of the content, but this kinda saddens me (honestly, without 10mans we would raid much either, but...)
 

Silk

Well-Known Member
As long as the 10 mans are equally difficult then everyone's a winner.

I understand there is an added challenge in rounding up more players for a 25 man, but if the content is just as hard as 10 man then it's fair for loot to be equal (but more volume in larger groups).

I've never been happy with the fact that bigger guilds get phatter epics (bear in mind I used to be in one, for 40 mans), and this will be great for us because it will mean we can experience very challenging content without needing to round up massive amounts of players.
 

SgtFury

Junior Administrator
Staff member
Trying to get 25 people to do the tactics is definetly harder then 10..... It almost feels relaxing going back to 10mans.

Sod 25 mans then..... might as well do 2 10 mans.... and not worry about getting those 2-3 people who never turn up :D.
 

Silk

Well-Known Member
Trying to get 25 people to do the tactics is definetly harder then 10..... It almost feels relaxing going back to 10mans.

Sod 25 mans then..... might as well do 2 10 mans.... and not worry about getting those 2-3 people who never turn up :D.

Well that's how it is now, yes! The 10 mans are intentionally easier :)

From reading the above it sounds like the difficulty will be the same regardless of number of people. Logically this is entirely possible, as a 25 man is typically one extra tank, 2-3 extra healers and a truckload extra dps.

In other words mainly more dps - so the 25 man mobs need only have extra HP over the 10 mans for difficulty to be the same (no one healer will have more targets to heal, no one tank will have more to tank).

If Blizzard achive this then it'll be great. But I wouldn't assume 10 mans will be anywhere near as "easy" as they are now.
 

Elincia

New Member
Nope, this doesn't make me really happy as well....
I like the different in 10 and 25 mans. Though this is probably good news for our guild since we usually do 10 mans and people with bad pc can still progress the same, I don't like it.
Ahh maybe it will rock my world when the game comes out, who knows!

*shrugs*
 

Angelic

Active Member
Not psyched. Love that you have separate lockouts for 10/25/10hc/25hc. More flexibility, more stuff to do. Unifying gear between 10/25 I'm not sure about yet, might be a good thing, might not.
 

Zaggu

In Cryo Sleep
Considering I tend to run out of valid lockouts, I'm not really sure I'm happy with that. Even if there is no tangible loss of badge gear over time, it is FUN for me to do different versions of a raid with my friends in the guild, so I really hope they have a truckload of content for us other than "run X number of Hc's".
 

Windzarko

Well-Known Member
Called it.

Said they should and likely would do this, and I'm so unbelievably happy that they did. Until ICC, where the 25-man encounters are often genuinely harder (anyone doubting this, just go look at Blood Queen Lana'thel's tactics), the 25-mans were EASIER and yet rewarded the better loot and caused people to drift away from guilds if they couldn't grab that many able bodies all the time to run them.

With 10s being as completely viable as 25s for maximum progression now? Means we have fewer problems keeping the ball rolling at the highest level possible, and we won't get anybody whining about not doing 25s anymore, since it'll be of no consequence.

People complaining about having less to do, perhaps you've forgotten about the fact that there'll be four raids on release, and more incentive to do multiple raids per week compared to now? And none of this one-boss-in-the-raid-dungeon bollocks we see now in the form of Sarthy and Malygos. Think they said we should expect some around 5-6 bosses (think somewhere between TK and SSC in scale) and some bigger ones (like BT or ICC). There'll be plenty to do, and if all you can do is cry about not being able to run the same bosses twice in a week, then I feel quite sorry for you...

Also, for those who haven't seen it:

Bashiok said:
We're continuing to refine the badge/emblem and PvP point systems in Cataclysm and we'd like to share some of those changes with you today. Please enjoy!

Our primary goal when approaching badges in Cataclysm is to address a lot of the confusion that comes with these currency systems. To that end we're changing badges to a more straightforward point system, similar to the ones we've used for a while for Arenas and Battlegrounds. There will be a total of four types of points you can earn in Cataclysm (two for PvE and two for PvP), and these will remain the same even as we introduce new content.

Here's the breakdown:

PvE

* Hero Points -- Low-tier, easier-to-get PVE points. Maximum cap to how many you can own, but no cap to how quickly you can earn them. Earned from most dungeons. (most like the current Emblem of Triumph)
* Valor Points -- High-tier, harder-to-get PvE points. Maximum cap to how many you can own, as well as a cap to how many you can earn per week. Earned from Dungeon Finder daily Heroic and from raids. (most like the current Emblem of Frost)


PvP

* Honor Points -- Low-tier, easier-to-get PVP points. There will be a maximum cap to how many you can own, but no cap to how quickly you can earn them. Earned from most PvP activities.
* Conquest Points -- High-tier, harder-to-get PvP points. There will be a maximum cap to how many you can own, and a cap to how many you can earn per week. Earned from winning Rated Battlegrounds or Arenas. (currently called Arena Points)


When a new tier of raiding gear is released or a new PvP season begins, your higher tier of points will be converted into the lower tier. For instance, if a new tier of raid gear is released, your Valor points will be converted to Hero points, and similarly if a new PvP season begins your Conquest points will be converted to Honor points. Of course that means with these new releases you'll always begin without any of the higher tier of points, and thus be unable to stockpile them.

As noted for Conquest points, the Rated Battlegrounds and Arenas will be sharing this same point type. Because of that, it will in fact be possible to get the best PvP items without setting foot in Arena; however, more powerful armor and weapons will of course require more Conquest points, so players who win their matches more often will still gear up faster. We're removing personal rating requirements on almost all items; they're definitely removed for weapons. We might offer a few items to the absolute best players based on personal rating, largely as cosmetic or 'bragging rights' type items. And you'll have the option of purchasing the previous season’s gear with the more readily available Honor points.

We do plan to have a way to convert Honor points (PvP) into Hero points (PvE), and vice versa, at a loss. The conversions will be possible, but it won't be a 1:1 rate, and you'll have fewer points after the conversion process. We won't allow the higher tiers to be exchanged for each other, however.

To explain the reasoning for the weekly cap on points for the higher tiers, this is to provide flexibility in how players choose to earn the points without feeling like they have to do all of the content as often as it is available. If your Valor income from raiding is sufficient, you may not feel the need to run Dungeon Finder every night, or perhaps even at all. Likewise, a PvP player could choose to participate in a lot of Rated Battlegrounds but no Arenas, or focus on both, and still be able to earn the points they want.

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!


Winsome... a system between the old BC heroic badges and the Wrath system of too many different badges, AND it means that if we're even half-awake on the raiding front, we won't be punished for not grinding the daily random heroic every single day!

All in all, I've yet to see anything in the PvE system changes that I find particularly negative...
 

Zaggu

In Cryo Sleep
Don't take "room for concern" as "cry about not running boss X twice", as it is not what I said - what I mean is that the projected content vs. the actually released one often differ (for a multitude of reasons), so let us hope they don't drop the ball on this one. I couldn't care less if I kill a boss 1, 2, or 3 times, for as long as I'm doing fun stuff with the guild. Period.
 

Zooggy

Junior Administrator
Staff member
Hoy, :)

Lith, I'm with you, tbh. :)

Also, I'm pretty much done with all my alts, as far as "stuff I want to do before Cataclysm hits" is concerned, which means, for the first time ever, I'm actually more or less looking forward to the expansion.

Now, to kill the Lich King and Alagalon before it hits! :D

Cheers,
J.
 

Windzarko

Well-Known Member
Sorry if I went a little OTT with what I said about "crying and whining"; I'd read the actual forum posts that both those announcements were in and saw the resulting crying and fallout from them, so I was already a little annoyed at that when I came to this thread and instantly perceived it here as further whining.

I'll point something out a little better this time round: we're getting four raids at release, and whilst one or two of those four may bigger, BT/ICC or even Naxx-sized raids, at least two of them will be smaller with 5-6 bosses. If we take five as the number for all four raids, that's twenty bosses each week; not exactly that much fewer than running a full ICC10 and 25 each week, and certainly more than we usually do each week with combined ToC and our current ICC progress on both 10 and 25 combined. Ultimately, it WILL work out as fewer bosses than if you do normal and Heroic of both 10 and 25 every week at the moment, but there is NOBODY in this guild that does that right now :p

Ultimately, though, I think it makes all the content we'll want to get at accessible to us regardless of whether or not all of our tanks, healers and DPS are off-work, not ill, and available on the night. Our current setup of two 10-mans will work wonderfully, and we can always then clump the two groups together and add a couple of extras to do 25-man if we wanted, but we'd never feel compelled to, we wouldn't be losing out by not doing it.

My only two reservations are that Heroic mode won't be separate (I like the idea of having a separate lockout to try the harder stuff; I DO like that we'll now be able to enable Heroic mode per-boss, but I prefer having a seperate lockout to mess around with that stuff), and that if we did decide to do a 25-man and it went horribly wrong after a boss had been downed, that's 25 people locked to the only lockout for the entire week. But tbh, I think they're just small problems compared to the gains.
 
G

Gombol

Guest
Called it.

Said they should and likely would do this, and I'm so unbelievably happy that they did. Until ICC, where the 25-man encounters are often genuinely harder (anyone doubting this, just go look at Blood Queen Lana'thel's tactics), the 25-mans were EASIER and yet rewarded the better loot and caused people to drift away from guilds if they couldn't grab that many able bodies all the time to run them.

With 10s being as completely viable as 25s for maximum progression now? Means we have fewer problems keeping the ball rolling at the highest level possible, and we won't get anybody whining about not doing 25s anymore, since it'll be of no consequence.

People complaining about having less to do, perhaps you've forgotten about the fact that there'll be four raids on release, and more incentive to do multiple raids per week compared to now? And none of this one-boss-in-the-raid-dungeon bollocks we see now in the form of Sarthy and Malygos. Think they said we should expect some around 5-6 bosses (think somewhere between TK and SSC in scale) and some bigger ones (like BT or ICC). There'll be plenty to do, and if all you can do is cry about not being able to run the same bosses twice in a week, then I feel quite sorry for you...

Also, for those who haven't seen it:




Winsome... a system between the old BC heroic badges and the Wrath system of too many different badges, AND it means that if we're even half-awake on the raiding front, we won't be punished for not grinding the daily random heroic every single day!

All in all, I've yet to see anything in the PvE system changes that I find particularly negative...


I accually agree with you, the more or less redundency of 25 mans means 10 mans are more viable, plus the 1 lockout per raid means no more nasty pugs 'cause you're guild can't / doesn't want to do 25 mans (Mine for example). And it means you wont get any eliteists going "Lol, 10 mans are for noobs" like I've seen some places.

And i majorly hope they keep the badge loot at the same quality (Maybe introducing a new one for much harder content?) or at least dont make it so you can go from fresh 80 to ICC 10 capable in a few days of heroics.
 

Angelic

Active Member
Riddle me this, though: what if my guild doesn´t do hard modes or 25mans, but I still want to try them as a guest in another guild or in a giant 25man pug? According to this new system, I am screwed.
 
G

Gombol

Guest
Riddle me this, though: what if my guild doesn´t do hard modes or 25mans, but I still want to try them as a guest in another guild or in a giant 25man pug? According to this new system, I am screwed.

The 25 man hard modes would be the same as 10 man hard modes.
 
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