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08/11/06, 10:00 PM
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#31
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Bald Bull
Tauren Warrior
Kil'Jaeden
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Its the closest thing we have to compare to. What would a 25 man ever offer that a 40 man could not? Certainly it cannot offer as much potential... maybe for people who are upset at weaker players - but those will only be exaggerated. ZG and AQ20 are good examples of raid design of lower capped isntances.
This reminds me of LDoN... lower caps and difficulty scaling... and socketted gear!
All this helps is casual and lag situations.
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08/11/06, 10:00 PM
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#32
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Von Kaiser
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Originally Posted by Arawethion
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Originally Posted by Mist
All the 20 man content they have put in the game so far was beaten the day it was released. I have a hard time believing that adding 5 more people will somehow make the content challenging enough to compare to the current 40 mans. Are we just going to see every zone defeated in the first week?
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I think they're capable of consciously making the new 25-man encounters more like the previous 40-man encounters than the previous 20-man ones.
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I disagree entirely. The great thing about the current encounters in naxx is that in most of them there are multiple different aspects to deal with (ex. Maexxna - heavy incoming damage on the tank, adds, periodic raid-wide damage, cacooning of raid members, etc...). There's no way to physically do this if there's only 25 people in the raid because the raid would either not be able to cope with it or it would be completely trivial to deal with.
This is a bad thing for those players that enjoyed the challenge of 40man raids.
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08/11/06, 10:07 PM
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#33
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Great Tiger
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I'm giddy right now thinking about this. The only way this will hurt your guild is if you literally have 50 people with 90%+ attendance. In which case, super. You recruit 5-10 more and you're set. If you really look at it like an A and B team scenario, then perhaps the people on the B team didn't really belong in your old 40-man raiding guild in the first place.
Personally, for my guild it will be a a 80%+ attendance raiding group and a 50%+ attendance group. I'll get a chance to play with people again who are otherwise thinking about quitting because they can't maintain the required attendance standard, but play like gods when they do show up. And it's not like you can't gear up the "B" team. Just schedule 2 nights in Naxx once a week and suit them up in T3, and they're good to go. This will actually improve loot distribution for guilds, and solve old DKP problems like the ever-widening DKP gap between the old school and the new guys.
As for the pvp changes, THANK GOD.
I've been calling for a token reward, linear pvp system for months now, similar to DOTA games. Can't raid? Log in for an hour or two and slowly accumulate points till you can finally purchase that nice shiny purple sword. It won't affect the raider/casual loot disparity in any negative way. The casual complaint isn't so much that they can't compete against us (they can't), it's that they don't have access to the stuff in the first place. Well, here you go, little Timmy.
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08/11/06, 10:08 PM
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#34
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<Druid Trainer>
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Originally Posted by niss
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Originally Posted by Arawethion
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Originally Posted by Mist
All the 20 man content they have put in the game so far was beaten the day it was released. I have a hard time believing that adding 5 more people will somehow make the content challenging enough to compare to the current 40 mans. Are we just going to see every zone defeated in the first week?
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I think they're capable of consciously making the new 25-man encounters more like the previous 40-man encounters than the previous 20-man ones.
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I disagree entirely. The great thing about the current encounters in naxx is that in most of them there are multiple different aspects to deal with (ex. Maexxna - heavy incoming damage on the tank, adds, periodic raid-wide damage, cacooning of raid members, etc...). There's no way to physically do this if there's only 25 people in the raid because the raid would either not be able to cope with it or it would be completely trivial to deal with.
This is a bad thing for those players that enjoyed the challenge of 40man raids.
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I won't say I'm without concern. Practically everyone on this forum very much enjoys the complexity offered by raid encounters in WoW, which has only increased with every passing zone. But I've always been impressed with their potential for creative encounter design. I anticipate, as a player, having to handle just as much in those encounters as I do these, and that's what matters.
Perhaps I would have been happier with 30. The idea of only 2 people of a certain class doesn't sit right--it's too coarsely-grained. I like yelling "Warriors!" in a raid, and knowing that I'm talking to a team of people. Amongst that unit of people, things will get tanked, or whatever needs to be done. You can try to allow yourself to abstract away the inner workings of that group sometimes, and it feels kind of neat. That may not be as possible with only two of a class.
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08/11/06, 10:08 PM
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#35
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Von Kaiser
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With this announcement, and the planned announcements about the pvp changes, it's starting to really look like they're trying to shift the focus of their competitive gaming more towards PvP then PvE. They are finally addressing the PvP concerns, which is nice. The devs have said all along that they want to try to cater to every gaming type, but I just don't see how cutting the current hardest, possibly most competitive type out accomplishes much. It's really dissapointing because they proposed changes to PvP look so great. I'm extremely excited about them. But then to be told that what myself, and a lot of other people have been doing for the past 18 months is being cut out just really hurts.
I'm really not too certain how our guild will fare. According to our numbers, we get almost 50 people out each night, and that would indicate that we might be able to keep two groups going, but class balance might be a problem.
I hope that the current competitiveness isn't completely cut out of the game, but my hopes are low.
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08/11/06, 10:10 PM
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#36
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Piston Honda
Night Elf Warrior
Blackrock
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I think it's likely there will still be 40 man instances, it seems like a big loss for blizzard to just remove them. Providing content with a spread of raid sizes is a good idea, but for the feeling of something epic, and a really huge ass boss that hits for an asston, you just cannot simulate that in smaller instances.
I think what a majority of guilds will do is use this as a way to trim off loose ends. Guilds where they have a good core of 25 people and a bunch of 15 in each raid who are just fillers - bottom dps in their class, not dispelling/decursing, letting their tank die, etc. These are the people who will get cut out as a guild tries to progress.
Making an A raid and a B raid is only going to end in tears. The leader of the first raid picks up the good players, gets some good progress. The leader of the second raid who wasn't online when the first one got run, gets to pick from the few good people who weren't online for the first raid, and the rest of the people who are already pissed off that they didn't getp icked for the first raid. The second raid has a lower overall quality and is less likely to succeed, and just pisses them off even more.
It's going to be hard picking 25 people from a raid of 40 to take though.
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08/11/06, 10:10 PM
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#37
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Don Flamenco
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Originally Posted by Dozer
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Originally Posted by Brilliance
Even with a guild with 50~ raiders, your gonna be forced to cut 20 people.
Dunno about you guys, but I dont want to say goodbye to 20 of my guildmates who I have been raiding with for 2+ years.
Edit: Or be cut from raiding myself :/
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This really hurts close, smallish guilds such as DnT; do you cut 20 people or recruit 15 and have an "A" team and a "B" team? And deal witht he drama/hurt feelings that is going to result in? :|
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Prolly got 10-15 and just form a A-Team Guild. Gonna suck to lose friends or get cut, if thats what we are going to have to look at, I guess thats what we are going to do.
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08/11/06, 10:11 PM
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#38
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Soda Popinski
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Originally Posted by Eyonix
It's true, the plan is for five-player capped grouped dungeons. Ten-player capped raid dungeons. As well as Twenty-five-player capped epic raid dungeons. We wanted to focus on smaller raid environments, primarily to allow for greater individual player contribution. Also, in these smaller environments, hybrid classes have more opportunity to shine.
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It makes sense to me. Hybrids have no place in 40 man raids normally, especially if you plan on Min-Maxing. I hope my guild doesn't break up on this but it would be nice to be able to shift forms and not get called out for it.
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Originally Posted by missiletoad
I get enjoyment out of constructing buildings out of my fries and demolishing them with my chicken nugget army as I make monster noises. But you people. You people are FREAKS.
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08/11/06, 10:15 PM
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#39
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Piston Honda
Undead Priest
Al'Akir (EU)
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I don't know what to think about this. The 2 team raiding is going to cause bitterness between the teams and effectively might create 2 guilds within one, and cutting half of the people off is not an option. Saying that "well, maybe they didn't belong there in the first place" just does not work unless you have a very performance-centric guild running philosophy.
Managing this is going to be a nightmare. We have 60 people in our raiding roster at the moment, but no idea whatsoever who are going to continue on to the expansion. I really don't know, this could devastate the guild.
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08/11/06, 10:15 PM
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#40
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Bald Bull
Undead Death Knight
Twisting Nether (EU)
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I like the idea of having less people in raids. Hell I'm sure if I played a healer, I'd like that even more(weee, less screenspace waste by health bars).
Even tho they're heading that way with encounters that can't be recovered from if you have a few deaths, I never liked the whole MC/BWL thing, where you could very well kill bosses with 5afk or very bad players. You could get shadowflamed on the pull, lose 14people, and still kill ebonroc because he's so fucking easy. And yes, that was with t1/t2 gear, not stuff you have now. Lately tho, in some encounters like chtun, I liked how you couldn't afford having stupid people in your raid. It was a double edged sword tho, as you found out some people were worse than you thought, and making it hard to fill a raid with people able to see a giant eye turning black and facing you. Sadly, they introduced the combat dropping thing during the transition, so now chtun is a joke, even if you lose 12people to dark glares.
On the other hand, small mistakes had a bigger impact in small instances. People dieing on ossirian would make the fight last longer and open you to shitty luck with bad timed aggro switch during crystal clicking, or just bad crystal spawns. Having someone underperform on jindo, or go afk usually resulted in a wipe. The 20man always looked more involved to me, like, there's more stuff to do, because the mobs aren't immune to everything(wow you can actually stun and disarm stuff), or the fights can't be cheapened by stacking certain classes.
As I said tho, naxx is somewhat going that way, I guess they saw their mistakes and tried to fix them. Most fights involve every class in a particular way, especially on fights like heigan(dance baby dance), and you just don't sit there pressing your one button over and over(well that might still be true for warlocks :( ).
Now, I like the idea of having 25people raid instead of 40. But it sure has issues too. First, most guilds currently are made to sustain 40man raids everynight. But most also don't have enough people to sustain 2x 25 every night. That means either mass recruiting or mass kicking, most likely mass recruiting.
Another problem is the A-team B-team concept. In a guild, there's always a better tank, always better priests or shamans. How do you split them, make a perfect team and have everyone else in the other, even tho that means the 2nd team might lag behind on content clearing, which means they'll have less gear, and just totally get lost, and might as well disband and form their own guild? Have the teams mixed, even tho it means you have to learn to play with more than 1team?
What about class balance, do you want to stack the classes the most efficient for specific encounters, leaving the other team dry of some classes(hi raiding without mages ^^); worse, what happens when you only have priests for 1efficient team. Do you gimp both or only go with one, while 20people play with their wee wee. And even if you try to be fair, how fair is it in the end, for people who don't have the most geared main tank. Who will want to go to that raid instead of the one with the "real" main tank of the guild. It's a really tough problem imo.
But well I guess we'll see how it plays, I always thought 40 was too much, and thought 25 or 30 would have been better. The fact we were used to play with 40 for so long might cause problems, especially to small tight guilds, that will have to recruit more new faces, but with the addition of the new class, that's like 6-7new people you would have to recruit right there(or rerolls but then you'd need people to replace them). Can also bet BC will bring new people to the game, to mmorpgs in general. I mean, I know a few people IRL that didn't want to start playing WoW cause there's so many 60s and stuff, and they'd be too much behind. Told them to start on a new server, but they said too many people on these new servers are actually experienced players rerolling and they wouldn't take them in their guilds. Guess they're right too, so BC, since it offers a new level cap and somewhat acts like a big fat eraser on previous content(yea yea tier3 will still be decent but whatever), will probably bring a decent number of new people.
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08/11/06, 10:16 PM
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#41
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Bald Bull
Tauren Warrior
Kil'Jaeden
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The people with dream scenarios of perfect 25 man rosters cause your'e picking the 25 best are ignoring the fact that every roster has turnover, and as you go from 40 to 20, 1 mistake is twice as bad, even if theres half as many of the mistakes... it all evens out.
2 team situations rarely work... you're going to have to cut 15 people, and you might want to consider if you are one of those 15 people.
Edit: and Pyros, when you're talking about 40 man raids, you forgot to mention Naxxramas... I'd like to see some of the bosses there killed with 5 people AFK. They certainly have pushed the difficulty and expectation limit there.
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08/11/06, 10:17 PM
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#42
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Von Kaiser
Blood Elf Warrior
Blackhand
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While I enjoy the idea of being able to "trim the fat" in order to get a strong 25 man raid, if a guild leader isn't willing to gkick obvious noobs and coattail riders now, they probably won't be willing to after BC. I assume a lot of guilds will just ignore the issue and wait for people to get frustrated and leave.
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08/11/06, 10:24 PM
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#43
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Glass Joe
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You can't have an A and a B team. When learning new content I can only begin to imagine the horror of days with low attendance yet members of one team with a raid-id stuck to a different instance. The drama from having an A and B team alone is terrible. You can easily divide up the core members and create two equally incapable teams each fighting with each other.
Basically they are destroying the social foundation of all the raiding gameplay previous to the expansion.
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08/11/06, 10:27 PM
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#44
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Piston Honda
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I'm personally very unhappy about this, not in any way due to Raiding perspective, since I assume they will manage to make it fun, but because what this will do with the guild, and for most people, I assume thats where the rub is. The pvp changes looked very nice though, for those who care about that stuff. We had a _very_ bad experience back just before world first Rag kill with the 2 raid group setup, but I dont want to wish that people leave either. The best from my view would probably be a more fluid solution for 50ish people guilds, so that who you clear it with change from week to week, so you dont get a segregated guild, but still a cohesive whole.
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My name is Ozymandias, King of Kings,
Look on my Works ye Mighty, and despair!
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08/11/06, 10:31 PM
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#45
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Thoroughly Inebriated
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I am very, very concerned about both the social aspect that's built up around 40-man raids(which I enjoy a great deal) and the challenge aspect. A more limited number of variables in an encounter(necessitated by the smaller number) means less freedom for improvisation, more vulnerability to class stacking, and in general more narrowness.
I'm willing to give them the benefit of the doubt that they put a great deal of thought into this change, but I am very, very worried about it.
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