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Old 05/11/10, 6:46 AM   #301
Axanor
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Tauren Druid
 
Area 52
Originally Posted by Tuftears View Post
I suspect it's the reverse: 25s will certainly be able to have multiple drops of the same items. We've seen this in the past where double set items would drop from Ragnaros. It's most likely going to be something like 'X drops from table A, Y drops from table B' where X and Y would be 1 for a 10-man raid, and 2/4 or 3/3 for a 25-man raid.

That's not to say they might not decide to make a boss that just drops one trinket, and five random armor items. They could do that. I'm just saying that it's unlikely they're going to make a loot algorithm that looks to see what already dropped and eliminates duplicates.
If the loot table for a non-token boss has say, 12 items, and he drops 6/12 with no duplicates in the 25 man version but only 2/12 in the regular version, the massive decrease in variance in the 25 man would definitely be a positive incentive to do the 25 man version, as a 1 in 2 chance of seeing a drop each week is much nicer than a 1 in 6.

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Old 05/11/10, 9:55 AM   #302
Vaccine
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6 items per boss still seems absolutely ludicrous amounts to me, especially as they are on record saying they probably pushed too many drops per boss in Nax 2.0. 3 or 4 in 25s seems a more sane number with 1 drop per boss in 10s and cut down loot tables to single digit figures given the continuation of their homogenisation program along with badges.

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Old 05/11/10, 10:36 AM   #303
Kephri
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Undead Death Knight
 
Tanaris
On the subject of drops going to waste, remember that they are trying to introduce "re-forging" in Cataclysm. This won't make every drop viable for someone in your raid, but much less should go to waste, at least in the beginning.

I feel that there are several options to make 25s viable (or at least desirable). Bosses can drop more, stuff, not just equipment. They can drop crafting materials/recipes, maybe even epic gems. They can drop raid materials (flasks/herbs/enchanting material/primals/eternals etc...) or other items that help a guild out logistically. These aren't direct upgrades, however it could help a raid function better.

Also they can have the 25 man trash drop items that help out, but not necessarily items/upgrades. Again, epic gems, crafting materials or even something similar to the Marks of the Illidari. Something useful and helpful to a raid, without giving away mountains of purples.

There are a lot of good options listed in this thread, and all of these could be further improved by the guild talents.

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Old 05/11/10, 11:05 AM   #304
Jorth
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Balnazzar (EU)
Whilst we don't know much about the Guild Leveling process, or how level 80 characters will contribute. Could it be a safe assumption that a 25 man boss kill will contribute more to the leveling up process than a 10 man? This would function as another incentive.

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Old 05/11/10, 11:14 AM   #305
Tinwhisker
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Originally Posted by Jorth View Post
Whilst we don't know much about the Guild Leveling process, or how level 80 characters will contribute. Could it be a safe assumption that a 25 man boss kill will contribute more to the leveling up process than a 10 man? This would function as another incentive.
Blizzard has said that larger guilds will not have an advantage over smaller guilds in the guild leveling process. Now when they said that they were referencing the fact that only the top performers (20 I think) from each guild would have their points counted so we don't know for sure if that applies to all aspects of the process. But with their intention of putting both paths on equal ground it's probably safe to assume that a 10man kill and a 25man kill will be worth the same amount.

As for the "top 20" presenting a disadvantage for a 10man raid guild I don't think that's necessarily the case. If only a single boss kill is counter per week it only takes a few alts doing dailies and a couple dungeons to make up the additional points a 10man raid group would need outside their 13-14 raiders. Certainly though the 25man guilds will have a lot more leeway in the guild leveling system because of the higher pool of point earners to pull from.

Once a guild has finished leveling though the whole thing becomes a non-issue.

Last edited by Tinwhisker : 05/11/10 at 11:19 AM.


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Old 05/11/10, 11:27 AM   #306
Douglas
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Originally Posted by Doroteasenjk View Post
- 10-mans will have to compete harder for tanks, because there will be more tanks needed.
There is a potential flip side to this.

In 5-man instances, you need 1 tank. In 10-man, you need 2. That's 20% in either case. The ratio remains consistent. In 25-man, the ratio of tank:healer:DPS is not consistent with both 5-mans and 10-mans.

I personally know several people who would like to tank, but know they won't get into the less-than-20% pool of people who get to tank for 25-man raids. These folks know they'll never get the 25-man tanking gear, and get depressed, and give up.

Some of them might not give up, if everyone else can get used to the tanks who wouldn't have made the cut in 25-mans. All those people who kick tanks with less than 40k health out of a heroic Utgarde Keep run would have to stop being jackasses about that, which keeps me from being completely optimistic about this. But there's potential here.

I of course have no idea how typical my own experience is. But it seems to me that keeping the tank:healer:DPS ratio consistent between 5-mans and "serious raiding" could have real benefits, once the community adjusts.

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Old 05/11/10, 1:20 PM   #307
Doroteasenjk
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Originally Posted by Douglas View Post
There is a potential flip side to this.

In 5-man instances, you need 1 tank. In 10-man, you need 2. That's 20% in either case. The ratio remains consistent. In 25-man, the ratio of tank:healer:DPS is not consistent with both 5-mans and 10-mans.

I personally know several people who would like to tank, but know they won't get into the less-than-20% pool of people who get to tank for 25-man raids. These folks know they'll never get the 25-man tanking gear, and get depressed, and give up.
Well, they may want to tank, but it doesn't change the numbers. The representation of tanks in 5-man random dungeon finder groups is very indicative. With an average 5 second queue time for tanks, 5 minutes for healers and 15 minutes for DPS, during the peak of the 3.3 frenzy, we can make some projections about the ratio of tanks to healers to DPS. With only a naive analysis, there looks to be 3 times as many DPS as healers, and 3 times as many healers as tanks. That is still a factor of 2 shortfall in tanks.

Your comments indicate there is a drop off from 10-man tanks to 25-man tanks. How do you think "10-man == 25-man" is going to change that? Yes, your friend will be able to switch between 10-mans and 25-mans easily once geared, but I don't think there is a gear-based drop off from 5-mans to 10-mans; I think it is skill and confidence. More 5-man tanks will get the opportunity to tank in 10-mans, but being raid-capable requires more than just opportunity.

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Old 05/11/10, 1:23 PM   #308
Overhead
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I'm still confused at why everyone seems to think that a guild that does 10mans will lose so many members, and won't be able to support multiple 10mans. Maybe my guild is an anomaly, and I have very little experience outside of my guild, but we have probably 50 active accounts, with other people that occasionally come on. Some only PvP, some only raid 25s, some only raid 10s, and many would like to raid 25s, but schedules simply don't allow it. We go from 1 25man raid at 8:00 with several people benched (and others not able to make it), to what will likely be a 7:00, 9:00, and 11:00 10man group.

I guess what I'm asking - how big is a 'typical' 25man guild that does well (working through ICC25 hard modes)? For the past 4 years, we've been close to the member cap (currently at 470, is there still a cap?). A guild like this, I can see surviving splitting into 10mans. Maybe a guild with a core of raiders and nobody else needs to be in that top team, but with us, a lot of our members know that they're unlikely to find a better 'regular' raiding group elsewhere, even if they end up on the C team.

As for guild leveling - if you get anything useful out of it that has a tangible, non-trivial impact on your raiding or rated PvP, I would be VERY surprised if every decent guild (top 20+) quickly got everything they needed. Blizzard won't want people to feel severely disadvantaged just because they're in the #10 or #15 guild on the server.

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Old 05/11/10, 6:06 PM   #309
Douglas
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Earthen Ring
Originally Posted by Doroteasenjk View Post
Your comments indicate there is a drop off from 10-man tanks to 25-man tanks. How do you think "10-man == 25-man" is going to change that?
To be more specific, I know people who will not tank 5-mans because they know they won't ever be able to tank 25-mans and get the best gear and progression. Seeing that their guild already has the raid tanking slots full (and then some) prevents them from even trying to tank 5-mans, in some cases. They see that the road ahead of them leads off a cliff, and they don't go down it. Based on some of the folks I know, increasing the number of serious tanking positions in the endgame should increase the number of people tanking 5-mans.

(Of course, YMMV, and the people I know may all be complete freaks. We'll have to see. I'm not prepared to declare disaster yet, though.)

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Old 05/11/10, 6:46 PM   #310
Elize
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Night Elf Druid
 
Khaz Modan
With regards to the tank number imbalance, Blizzard has stated:
Defense - Defense is being removed from the game entirely. Tanking classes should expect to become uncrittable versus creatures just by shifting into Defensive Stance, Frost Presence, Bear Form, or by using Righteous Fury.
Source: World of Warcraft - English (NA) Forums -> Cataclysm Stat & System Changes

The intent appears to be to allow more of the dps to make the attempt at tanking for 5 mans. I believe they did mention that for heroics they would be balanced around having proper tanking gear and spec, but cannot find that link at the moment. Some of these dps will successfully tank normal modes and get some tanking gear, and some of those people may go ahead and pick up a tanking offspec to go along with the gear they are taking to get faster queue times for heroics and eventually be successful tanking heroics. It is hardly a perfect solution and may not even be a good solution but at least it is evidence they see a problem and will make some attempt to address it.

The idea of adding drops like gems and crafting materials to 25 man isn't a bad idea, however the Hyjal/ICC effect will likely happen again. People from 10 mans will get together on off nights with pugs or guild alliances or other guild 10 mans and farm the trash trolling for drops/rep. In Hyjal this was eventually disabled by making the Rage Winterchill trash stop dropping epics and giving rep, however to my knowledge no such change was enforced for ICC Lord Marrowgar trash. If they follow the Hyjal model to discourage off night farming they could definitely use extra trash drops of materials to provide incentive to do 25s. The question will remain what would constitute enough of these materials to make 25 man more interesting without making 10 man feel at a significant disadvantage.

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Old 05/11/10, 7:13 PM   #311
Avellina
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The question with regards to flasks/gems/materials, is that it boils down to the same issue as gold - that it really isn't an incentive. Having mats drop is really the same as having gold drop, since most people would just sell whatever isn't their proffession/flask or gem type (or would save money on the AH, but same thing, really for our purposes). Most people pick their raid sizebecause of issues that are intrinsic to raiding: they love the intimacy of 10s, the extra loot ilvl of 25s, the achievements, legendaries, or whatever... (never mind for those who need no gold)

If Blizz is going to give us a carrot to form 25 man raids, they have to be raid rewards, or flashy things to impress the others in town. Unless they've got something new up their sleeve, its pretty much limited to:

Loot: whether ilvl (obvously not in Cataclysm), availablilty, or speed at which you gear up
Ease: relative ease of 25s raid difficulty vs difficulty holding together the bigger group.
Flashy rewards that you can only get via raiding 25s: legendaries, mounts, achievements, or something else that gives status (though these may be going too)

Note that Ease and Rewards are more or less at odds with each other. Flashy "raid only" mounts are great to hand out to the top 1%, but if 25s are that much easier then they can hardly be said to be given only to the elite.

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Old 05/12/10, 8:55 AM   #312
Exemplar
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Human Paladin
 
Scarlet Crusade
Avellina makes a good point about dropping items in 25. Flasks/gold/etc are fairly devalued since gold is easy to acquire and the rest can be acquired with gold. If certain crafting mats only dropped in 25, then suddenly again 25 has gear which 10 does not - the reverse of the stated goal to have one set of gear between the two types. Rather than running 25 because it has higher iLevel loot, people are "forced" (remember, it's perception, not truth) to run 25 for the crafting mats for loot.

If 25 simply drops more crafting item A than 10man, then the ratio of drops to players present must be higher in 25 or there is still parity and no greater desire for 25.

Crafting items dropping only in 25 could also create loot schisms. If mail DPS craftable is awesome, all the hunters/shaman want it, but the plate tanking craftable sucks, tanks do not. Why do the tanks want to do the 25 just to get the crafting items for other classes? Extrapolate this across any situation where the craftable is not the ultimate item for a specific class. Remember, a lot of gearing is enlightened self-interest. And if the craftable is the ultimate item, then Mr. Moneybags can gear up just by raiding the AH appropriately - this does not support 10 or 25.

If there are fewer 25man raids (as theorized) there is less of a pool of crafting mats - slower time reaching the AH and higher demand for the items (those who previously raided 25 and had their own supply are also haunting the AH).

Making 10 and 25 "separate, but equal" is going to be no mean feat.

Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."

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Old 05/12/10, 10:38 AM   #313
Doroteasenjk
Piston Honda
 
Human Mage
 
Draenor
Originally Posted by Douglas View Post
To be more specific, I know people who will not tank 5-mans because they know they won't ever be able to tank 25-mans and get the best gear and progression. Seeing that their guild already has the raid tanking slots full (and then some) prevents them from even trying to tank 5-mans, in some cases. They see that the road ahead of them leads off a cliff, and they don't go down it. Based on some of the folks I know, increasing the number of serious tanking positions in the endgame should increase the number of people tanking 5-mans.

(Of course, YMMV, and the people I know may all be complete freaks. We'll have to see. I'm not prepared to declare disaster yet, though.)
People who want to tank will tank. Running 5-mans is essential to tanking, as that is where you cut your teeth. The gear you get there gives you the opportunity to tank at higher levels. Imagine if you will that the the star has twisted her ankle, and the production manager comes running to you to say, "You have to go on, since only you can save the show!" You now have to say, "well, I didn't think I was going to ever go on, so I didn't learn my lines, and didn't get fitted for the dress."

People who want to dream big had better act big, or it's all just a pose. Frankly, I don't want a poser in my 10-man/25-man.

The change to uncritability in Cataclysm means that a bunch more plate/feral players will cut their teeth tanking in regular dungeons, and can gear up without the investment. Maybe it is just a case of people finding out how much fun it is to tank, and will convince themselves to go all the way. Personally, I doubt it. Tanks need to have an attitude (a good one, I hope) to go along with the skill, gear and talents.

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Old 05/12/10, 3:40 PM   #314
forklift
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Kil'Jaeden
Originally Posted by Doroteasenjk View Post
People who want to tank will tank. Running 5-mans is essential to tanking, as that is where you cut your teeth. The gear you get there gives you the opportunity to tank at higher levels. Imagine if you will that the the star has twisted her ankle, and the production manager comes running to you to say, "You have to go on, since only you can save the show!" You now have to say, "well, I didn't think I was going to ever go on, so I didn't learn my lines, and didn't get fitted for the dress."

People who want to dream big had better act big, or it's all just a pose. Frankly, I don't want a poser in my 10-man/25-man.

The change to uncritability in Cataclysm means that a bunch more plate/feral players will cut their teeth tanking in regular dungeons, and can gear up without the investment. Maybe it is just a case of people finding out how much fun it is to tank, and will convince themselves to go all the way. Personally, I doubt it. Tanks need to have an attitude (a good one, I hope) to go along with the skill, gear and talents.
This displays a rah-rah attitude with minimal connection to reality.

The reality is, in the TBC days, 10m guilds had to find and gear 2 tanks per 10 people (20%)--not a trivial task when heroics were difficult and badge gearing was incredibly slow. But they found this difficult, because the group of people they wanted to recruit--people who were or could be serious about tanking--realized that beyond Karazhan, nobody needed more than 3 of their role per 25 people (12%). They looked at guilds on their server who needed tanks, realized that in addition to the positions having been filled since forever, and there being little turnover, the number of positions itself was just incredibly small. So many just decided to dedicate themselves to a different role.

This is doubly true for 5m, because at least 10m provided more innate reward (and eventually the ceiling was raised with ZA). 5m have a much, much quicker ceiling.

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Old 05/12/10, 6:04 PM   #315
Doroteasenjk
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Originally Posted by forklift View Post
This displays a rah-rah attitude with minimal connection to reality.
Please don't come in at the end of a conversation and think you have followed the entire thing.

People play the game to have fun, and do what they enjoy. That is reality. Anybody who thinks that players do some kind of min-maxing of expected roles in a raid and let that guide their decision on whether to try tanking or not is disconnected from reality. 1) Anybody who is that easily swayed is unlikely to be a good tank. 2) Even not-good tanks are welcomed in random dungeons, and so far the numbers indicate that we don't get many tanks at all, perhaps 1/9th the number of DPS. That is the reality.

My point, and I do have one, is that emphasizing 10-mans will not work because we don't have the tanks to fuel the raids. The implications from that are increased competition for such tanks that will play, and increased cost assessed against failing raids because of the mutual lockout. There won't be more tanks because there are people out there who "wish" they were a tank.

In Cataclysm, we will see 15 minute queue times for random heroics for DPS, just like today. Tanks will have 5 second wait times. Just like today. The number of 10-mans progressing in content will be about the same. I suspect that the spread of progression will be larger, so there may be more 10-mans stuck earlier in the raid because they need to depend on tanks that are not as experienced or skilled.

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