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    Cataclysm Raid and Dungeons Bluepost Compilation (updated 6.5)

    Hello and welcome to the Raids and Dungeons part of the Cataclysm board.
    This is a compilation of all known changes concerning Raids and Dungeson in Cataclysm.
    If you find a bluepost, that I overlooked, feel free to either post it in the forum or send it to me by pm. Always post a source though, otherwise it can't be verified

    Changelog:
    6.5.10: First post.


    10 and 25 man raids are being homogenized.
    Originally Posted by Nethaera (Blue Tracker)
    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
    Originally Posted by Zarhym (Blue Tracker)
    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.

    Cataclysm Badge and PvP Point Changes
    Originally Posted by Bashiok (Blue Tracker)
    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!


    Cataclysm Badge and PvP Point Changes Clarifications
    Originally Posted by Zarhym (Blue Tracker)
    Here are some clarifications to some common concerns we're seeing:

    So this means that at some point I'm encouraged to stop playing because I know my current valor will convert to hero and I'll have a huge stockpile of points which I can then just use to buy the set I'd be after anyway.
    Our basic model throughout Wrath of the Lich King has been that you can get the shiny hotness now, or wait until it “goes on sale” next tier. In this example the set one would be after would be the old set and everyone else would be pursuing the new set.

    People should have to progress through more than just two tiers!
    They will, just not at the 4.0 stage. All we’re really doing with the badges is removing the need to keep adding new types every tier, which proved confusing.

    What is the valor total cap? (a little more than double the highest item point cost?)
    We haven’t made that determination yet. It will be something in line with how Honor works today; that is you can save up for expensive things but can’t have so many points that you can just rush out and get everything all at once and be done.

    What is the valor weekly cap?
    We haven’t made that determination yet. We want to pick a number such that you don’t feel compelled to complete all of the content every week just for points if you choose not to.

    What's the system/time between when a new raid is released and points are converted?
    Probably almost simultaneously. The points will be converted before new loot appears on the vendors.

    Why are rating requirements being removed?
    The current system has a touch of the rich-get-richer syndrome where players who lack the ratings can’t get the most competitive gear and feel like they have no hope of competing. Better players will still gear up much more quickly because they will have more points to spend. Rating requirements on, for example, weapons was pretty unpopular in the community.

    And won't this bring back the issues of people gearing weapons through PvP for raiding?
    PvP equipment spends a chunk of its budget on resilience so it’s always going to be sub-optimal for PvE compared to equivalent raiding gear. We don’t mind players using PvP gear in PvE (or vice versa) as long as it’s a stepping stone towards getting more appropriate gear.

    Why not have a 'heroic' equivalent for PvP gear?
    We are still tweaking item levels, but the basic concept is that there is the current season and there is the previous season. In this first season there is no previous season, so we also have to provide the “Honor gear.” That is supposed to be roughly equivalent to the pre-raiding tier that you’ll want for PvE before you begin raiding.

    Essentially all of the PvE changes together seem aimed to disincentivize 25s, is there some reasoning as to why 25s are no longer being encouraged?
    Our goal through Wrath of the Lich King was that players could choose 10 or 25 as a personal preference. We think we missed that mark though. Because 25s still provided more powerful rewards, it felt like that was the “real” raiding, and 10s were what you did on off-nights, or if you just couldn’t stomach the logistics of recruiting or pugging 10 more players. We know there are a lot of players out there who just prefer to raid 10s but felt like we didn’t deliver on our promise to let them just raid 10s. The Cataclysm model is to let players raid 10s or 25s as they see fit. There are advantages and disadvantages to both raid sizes. The larger raids can feel more epic, yet the smaller ones tend to have less loot drama because there is less competition per item that drops. The smaller raids in some sense are more hardcore, because there are fewer opportunities to include novice raiders or folks who just aren’t carrying their weight.

    We understand that changes like this can cause social upheaval and we didn’t make the decision lightly. The community was similarly concerned when we removed 40-player raids (and we literally did remove those; today we’re just offering an alternative to the larger raids). We think there is a non-trivial audience of players who prefer the 25-player raids and we’re going to continue to support them. We tried many different raiding models in Wrath of the Lich King with regard to Heroic modes and lockouts, and rest assured that if we don’t like how the 4.0 raiding game evolves that we will revisit it for 4.1.

    The term 'points' is not RP enough for PvE
    This is a legitimate concern and something we struggled with. On the other hand, one of the problems we kept running into with the current badges was granularity -- you can’t offer half a badge the way you can offer 1, 3 or 5 points. Depending on your perspective, you can argue that your character “earning”; valor for defeating an enemy makes more sense in the game world than the dragon having all of these badges on its corpse.


    5 mans and additional info
    Originally Posted by Blizzard Entertainment

    Old World Dungeons in Cataclysm (Stratholme, Scholomance, etc ...)
    Those dungeons (and more) will get some love. (Source)

    Originally Posted by Blizzard Entertainment
    AE'ing your way through instances
    Right. You shouldn't be AE'ing every pull in the Cataclysm version of Naxxramas, at least until the Cataclysm version of Ulduar is available.

    Players were wiping in the heroic dungeons more, up until they had all of their easy Naxx loot, at which point they could blast through the heroics.

    There will still be some AE pulls. AE pulls are fun and they give you a chance to use some different abilities. But what we want is variety so that you actually stop to think about whether the next pull requires single-target, CC or AE (or some mix) rather than doing the same thing every time. (Source)

    Originally Posted by Blizzard Entertainment

    Uldum / Larger 5-man Dungeons
    There's a level 85 five-player dungeon you might just learn about soon which holds seven bosses in a single instance. It's in a place you may have heard of before... Uldum. ^.^ (Source)
    Originally Posted by Blizzard Entertainment

    Q: Can you make crowd control in raids and 5-mans an important aspect of the PvE game again?
    A: An emphatic yes.

    Q: With more players raiding in Wrath of the Lich King than ever before, do you plan to raise the difficulty to accommodate our new skill/experience?
    A: The heroic difficulty is designed for the players looking for more of a challenge. One of the things we learned from Icecrown is that we unlocked the heroic modes so late that players had tons of practice on the encounters on normal mode, so the step up was smaller than it was in say Ulduar when players on hard mode were still learning some of the encounter basics. (In our defense though, because of the time of year we released Icecrown we made a conscious decision to not ask players to choose between holiday events and hard-mode raiding.)

    Q: Will Ragnaros have a new weapon in Cataclysm, considering that we stole and reforged his? I'm sure he's not happy about that either.
    A: Oh come on, it never actually dropped for you. Then again, is there really much demand for a Strength, Stamina, Fire resist, cosmetic Fireball proc weapon?
    Originally Posted by Blizzard Entertainment

    Encounter design and raid composition
    Encounter design will always favor someone over someone else. It's probably impossible to make things absolutely even across every class (or even every tank class) on encounters that are tuned this tightly. And really, we wouldn't put that kind of constraint on the encounter designers. It's tough enough coming up with mechanics that you guys aren't totally sick of seeing while still giving you enough flexibility to bring whoever you want.

    If we thought it was impossible or even really, really difficulty for some classes to tank some encounters, then that would cross the line for us. Death knights coming off of Sarth and going into Ulduar crossed the line because the advantages they had seemed like they were giving them an advantage on every fight. Blocking made too much of a difference on Anub, and we probably won't use that mechanic again. The Lich King hits so freaking hard on 25 heroic mode that a giant health pool is pretty useful. But the three guilds that have killed him now have used pretty different comps and even different tanks, so that seems pretty successful. So few guilds have anything approaching a reasonable shot of being able to handle that fight until the buff stack gets much higher that it seems a little silly to worry about it too much. (Props if you guys think you're close.) Meanwhile, you can do every other encounter in the game with the tank of your choice without being at a major disadvantage. Doesn't sound that bad overall. (Source)
    Originally Posted by Blizzard Entertainment

    Bloodlust/Heroism on more classes
    We do want to make sure that 10 player raids can get all of the major buffs a little easier. You should feel like most reasonable comps (3 warriors and 7 rogues is not what we'd consider reasonable) give you all of the major buffs and several of the more minor ones. There will be a little more consolidation than what we've described so far.

    We are scaling back the magnitude of some of the buffs, as we did with Sunder Armor. We want you to feel awesome when you have strong good synergy, but we don't want the buffs to overwhelm say your gear or skill. We're also planning on getting rid of any talent that buffs a buff. Any buff that is earned solely by talent needs to have a selfish component thrown in so that you don't feel like you should respec if someone else with that buff comes along.

    Obviously things like Rebirth can't just be handed to out to more classes unless we did something like a second exhaustion mechanic for battle rez or whatever. For now we're going to try the cooldown at 30 min again. In Icecrown's world of limited attempts, a 30 min cooldown likely meant you just cooled your heels until the cooldown was available again. In Cataclysm the hope is sometimes you'll have the benefit available but not every time, which scales back on how much of a game-changer it is. (Source)

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    Moderator Zao's Avatar
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    Re: Cataclysm Raid and Dungeons Bluepost Compilation (updated 6.5)

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    Unsticking since this is all live now.

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