Patch 4.1 Dungeon Finder Call to Arms, Lodur’s thoughts

Unless you missed it, Blizzard has announced an idea that they wish to implement in an attempt to shorten queue times and address the tank and healer shortage that has been plaguing the LFD for a while now. Here’s the actual blue post for you,

Source

In patch 4.1 we’ll be introducing Dungeon Finder: Call to Arms, a new system intended to lower queue times. Call to Arms will automatically detect which class role is currently the least represented in the queue, and offer them additional rewards for entering the Dungeon Finder queue and completing a random level-85 Heroic dungeon.

Any time the Dungeon Finder queue is longer than a few minutes for level-85 Heroics, the Call to Arms system kicks in and determines which role is the least represented. In the case of tanking being the least represented role, the “Call to Arms: Tanks” icon will display in the Dungeon Finder UI menu where class roles are selected, and will also display on the UI when the queue pops and you are selected to enter a dungeon. Regardless of your role, you’ll always be able to see which role currently has been Called to Arms, if any.

Call to Arms is meant to lower wait times by offering additional rewards for queuing as the currently least represented role. To be eligible for the additional rewards you must solo queue for a random level-85 Heroic in the role that is currently being Called to Arms, and complete the dungeon by killing the final boss. Every time you hit these requirements (there is no daily limit) you’ll receive a goodie bag that will contain some gold, a chance at a rare gem, a chance at a flask/elixir (determined by spec), a good chance of receiving a non-combat pet (including cross faction pets), and a very rare chance at receiving a mount. The pets offered come from a wide variety of sources, and include companions like the Razzashi Hatchling, Cockatiel, and Tiny Sporebat, but the mounts are those specifically only available through dungeons (not raids), like the Reins of the Raven Lord from Sethekk Halls, Swift White Hawkstrider from Magister’s Terrace, and Deathcharger’s Reins from Stratholme.

This system is meant to address the unacceptable queue times currently being experienced by those that queue for the DPS role at max level. The long queue times are, of course, caused by a very simple lack of representation in the Dungeon Finder by tanks, and to some extent healers. We don’t feel the tanking and healing roles have any inherent issues that are causing the representation disparity, except that fulfilling them carries more responsibility. Understandably, players prefer to take on that responsibility in more organized situations than what the Dungeon Finder offers, but perhaps we can bribe them a little. While this system gives tanks and healers something extra, the incentive is being provided so that we can help players in the DPS role get into more dungeons, get better gear, and continue progressing.

While the gold, gems, flasks, and elixirs are OK incentives, we knew we needed something more substantial. We had briefly considered Valor Points and epics, but decided that wouldn’t be working toward the goal of helping DPS players progress, and ultimately wouldn’t keep tanks and healers in the Dungeon Finder system for very long. We settled on pets and dungeon-found mounts as they’re cosmetic/achievement items that players tend to try to get on their own, so why not change that up and offer them a chance to get some of those elusive pets and mounts in a way that also helps other players? Even if they don’t get a pet or mount, or get one they already have, the gold and other goodies still feel rewarding enough that it won’t feel like a waste of effort.

We think it’s a pretty solid incentive to get tanks and healers queuing, give max-level players another way to collect the pets and mounts they so desire, and above all, to improve wait times for DPS players sitting in queues. In the case of lower level dungeons, it’s actually not uncommon for DPS to be the least represented role, and so if this new system works out and we’re pleased with the results, we may consider applying this same mechanic to lower level dungeons as well.

Well there it is. Since it was first announced, people have been going crazy about it and from the general reaction you’d think the sky was falling. Well, it’s not. Lets look at the proposed rewards,

Vanity Pets: These look to be ones that can be obtained easily on your own if you decide to put the time into it. So DPS aren’t really losing anything there, it’s just a simple cookie to offer Tanks and Healers. If you’re really so worried about these pets, go ahead and get them yourself. I did, and I’m a healer.

Mounts: A lot of people are bitching about this, I can understand why, mounts are a pretty big status symbol at times, but you know what? The mounts they’ve discussed aren’t anything you can’t get by yourself, or anything DPS isn’t already soloing. Hell I’m a healer with a DPS offspec and I can solo all of the old heroics and have been in an attempt to get the mounts.

My main issue with the incentive is that it won’t really fix the problem so much as shift the issue in another direction. In the last week, I’ve queued for about 15 heroic dungeons solo. 10 of those times, I got a DPS that strapped on a shield and a sword and decided they were going to tank. Those were fantastic runs let me tell you. What I think will happen is that we’ll see more of that. People that will want the mount or pets and will try to cheat the system. So for a bit queue times may go down, but then there will be sub-par tanks and healers that people will complain about. And even then if there’s nothing you want from the random dungeon bonus, those same folks will stop queuing once they have the items they want, giving the incentive a finite amount of time. While I like the incentive idea and as a healer appreciate the thank you, it’s not a fix, it’s a bandaid. Tanking and Healing are thankless jobs lets face it. Healing and Tanking are pretty hard when you’re first starting out, and people like to criticize you often for any deficiencies you have at the role. Giving us what amounts to a Chotchkie doesn’t really help all that much as a lasting incentive.

The other problem is the additional changes to how the LFD works in terms of Valor Points. The first 7 random dungeons you do will award you the points, meaning that you will no longer need to queue once a day, but can knock them all out at once if you want to. Personally I think that change will encourage more people to get random guild groups together and just knock out the heroics all at once. This then removes a whole set of potential Tanks and Healers from the pool.

Is there a better fix for the queues? I don’t know, I’m not one of the guys in charge of things over at Blizzard and I’m not sure I can really come up with a better option. Do I think it’s worth calling out that the sky is falling over the change? I don’t think so. Personally I’m enjoying the fact that Blizzard recognizes there is a problem and is looking at ways to fix it. I hope they find a happy balance, and I hope that the fix doesn’t produce a series of under-geared Tanks and Healers flooding the queues. It’s a fine line to walk, but I’m confident that Blizzard will find the fix, that they will figure out a good enough cookie to offer under represented roles without completely unbalancing the system. In the meantime though, I do not think that it’s something we should be seeing the amount of QQ we are in the last few hours, lets give them some time to see how it actually works out. Besides, it doesn’t really hurt you, it’s not taking anything away from you, and it is a slight thank you to a set of roles that is normally criticized and never thanked. That’s my opinion on the matter at least.

How about you? What do you think of the idea? Do you think there’s a better way to improve queue times?

Raiding Highlights from Cataclysm

Past few months have been nothing but good times for the guild and for me. There were obviously some lows but much more highs. I had gigs upon gigs of videos from learning attempts scattered on my hard drives. So I decided to put a little something together showcasing the good, the wipes, and the stuff that makes you go “What just happened?”.

Many of the clips do feature heavy usages of Leap of Faith. You can see instances where it is used as intended. There are other cases where it is used but… misfires. If you’re a new Priest, I strongly encourage you to practice learning Leap of Faith and when to use it. I’ll have a post coming in the near future with practical usage tips and things to keep in mind, but it’s an extremely reflexive type of spell. It’s not a spell that you intentionally plan ahead of time to use (at least, not usually). I know there are still Priests out there who do not believe in using it to get people out of fires and stuff. And I agree with that sentiment, but that doesn’t mean I’m going to give up on them. As players, we need to do all that we can to try to salvage attempts using whatever skills we have at our disposal even if it adds a bit of embarrassment to someone else who didn’t react quick enough. Besides, there are times such as the Atramedes clips where players are doing everything possible but are still going to get beat.

But that’s where we come in.

I guess it’s my mentality from being a goaltender in hockey for so long.

I will gladly bail out my team.

I got their back. And I know they got mine.

P.S. Ever wonders what happens when Priest A Life Grips Priest B who Life Grips a Pally? Watch the end. But if you want the spoiler:

Priest B gets pulled to Priest A while the Pally gets pulled to where Priest B was originally before the pull.

All in the name of science!

Tough Call: Fighting Progression Frustration

Image courtesy of leonardobc

This week the crew has been hitting our heads against a progression boss, and the talk around the campfire has a decided air of frustration to it. As a leader, you need to be aware of your team’s motivation levels when tackling new challenges. Encounters surpassing your raid team’s ability level can often turn frustration into futility.

But how do does a raid leader handle this precisely?

The same way we handle any problem – with planning and execution.  Sun Tzu, who probably would have been a Vodka/Paragon level raid leader, teaches us:

“The general who wins the battle makes many calculations in his temple before the battle is fought. The general who loses makes but few calculations beforehand.”

It sounds simple, and when you’re doing it well, it really is simple.  Knowing what needs to be done ahead of time and adjusting as you go along are the two key ingredients to successful raid progression no matter the size of the raid or the strategy being used.

Below are a few points I recommend keeping in mind when your raid team is approaching difficult content:

Planning For Raid Progression

  • Read, understand and analyze the intended boss strategies as dictated by your raid leaders well in advance of attempting the fight. This allows you to see mistakes as well as make changes easily.
  • Be honest with yourself about the capabilities of your team. Have an idea where your weaknesses and strengths lie. This could be include aspects ranging from movement, DPS, healer skill or people with high raid awareness.
  • Know when to call a wipe and when to extend an attempt to see the next phase. Part of your team being dead might still allow the rest of the raid to practice key mechanics of the fight.
  • Experimentation is good. Figure out what works and what doesn’t when you deviate from a typical boss strategy. It might just be easier for your team.
  • Ensure your team is on the same page. Present a united and focused front for your troops to follow.

Sometimes, though, even our best-laid plans… well, you know what happens.  So the question becomes, what next?  What do I do when my team is getting weary, my strategies are in question, and I need a win quickly?

First of all, do not ditch your plan just because it isn’t working.  A strategy can fall apart in a lot of places. It may be execution, it may be a certain raid composition due to attendance; it could be any number of factors.  Find out where the strategy is failing and decide which elements you can change.  Can you swap personnel?  Slight positioning adjustment?  Time your cooldowns better (this is often a fix in Cataclysm raiding)?
Whether your plan needs a complete overhaul or just some minor adjustments, it is still crucial to address the frustration of your raiders and regroup.

  • Do not avoid the tough conversations. When your members bring up their gripes, listen to them. Answer appropriately.
  • Know the difference between toxic negativity and someone just blowing off steam. Sometimes people just need to vent. However, there is line between getting out some frustration and poisoning the morale of your squad.
  • Give responses that are logical and concise. You need to lay out for your team exactly what you’re doing, why you’re doing it that way,  and why you don’t think it can be done in an alternative way.  The more details, the better.
  • Accept suggestions and give them their due consideration. After all, if the 9 or 24 other people in your raid aren’t intelligent enough to help you with their observations, then you probably shouldn’t be raiding. Applaud valuable and constructive criticism from your raid.
  • Kill the boss and go out for beer!

Remember, the future is brighter.  Your raid will down this boss and will continue downing bosses. Success breeds further success.  Get out there and prove you’re all winners.


Reader Question

Last week, regarding my post on Real Officer Set-Ups, Kalette asked:

“Do you have any comments on how to incorporate this into a 10 man guild with two separate 10 man teams?”

Recently I had a conversation with Matticus about different ways guilds could operate more than one progression-oriented raid team within the same guild. (See Matt’s post here for his thoughts.) My feeling on the idea is that when you’re setting up policies for your guild, (attendance, loot, recruiting, critique, etc) they should apply to everyone playing that portion of the game, not just your raid team.

Clearly each raid needs their own raid leader, both of whom will need to be equally trusted by the GM, and trusted to work alone, because at least one of them will likely be raiding in without you overseeing them.

Beyond that, I think you could pull off a two 10-man raid guild with the same positions mentioned before.  You may have to get creative about which officer raids with which team, but in theory your role officers could oversee recruiting, critique and mentoring for every raider under their domain.  Since we’re talking about smaller numbers, they would each be responsible for roughly the same amount of players as they would in a healthy 25-man team, they would probably just need to be better at analyzing WoL logs parses since they can’t see everyone first hand.

Another approach is to combine a few roles, and have those role leaders cooperate with each other.  Tanks and melee DPS can easily be combined, and you could put ranged DPS and healing in a group together.  Then each 10-man raid would have one officer over each of those pairs.  Outside of raid, you may naturally specialize and have one ranged/healing role leader who is more attuned to healing and another who is better at the pew-pew, but so long as they can learning from each other, you can benefit from both being specialized.

By the numbers:
1x GM
2x RL
1x each Role Leader

Alternative:
1x GM
2x RL
2x Tanks/Melee Leader
2x Ranged/Healing Leader

I think the key caveat I’d make is that recruiting should still be done on a scale of “does this person meet our guild’s standards”, not just will they meet the needs of Raid A or Raid B.  When you’re fielding two squads who are both responsible for pushing progression and increasing your guild’s standing, it’s important to make sure that every raider meets the criteria to deserve that guild’s name above their heads.
Kalette, great question; I hope this helps.  If not, call me dumb and I’ll give it another look.

As always, leave your questions/comments/paternity suits in the comments.  I’ll lovingly read them all.  Also, if you have a topic you’d like to see addressed in a future episode of Tough Call, just let me know.

Lodur’s Addon Spotlight: GTFO

GTFO is the best addon you’re probably not using right now. GTFO stands for exactly what it sounds like, “Get The F$%# Out”. Simply put, the addon gives you an audio alert whenever you are standing in something that is causing you harm. Why is this a good thing? Well, right now there are a lot of area effect boss damage abilities that still can hit you even if you are “in the clear”. Take for example Valiona, both in Grim Batol and Bastion of Twilight. The dragon has a frontal cone breath that causes massive amounts of damage if you sit in the fire. Many times I’ve been outside of the visible effect, yet still took the damage as if standing in it, didn’t notice at first and became so much Dwarven BBQ (I can admit when I fail :]). After installing the addon though, this just isn’t a problem anymore. It plays a subtle, yet noticeable, tone to indicate that I’m standing in bad.

I’ve always been a bit of an audio queue player. Even with my boss mods and power auras I’ve always set sounds to alert me to what’s going on. Personally I find it a lot less intrusive than visual cues, since most of my attention is on the health of those around me, and staying alive through boss mechanics.  The less I have to tear my eyes away from the fight and their health totals, the better off everyone is.

The addon allows you to set thresholds for sound, and adjust the various audio alerts so you can customize the experience. The sounds the addon come supplied with are distinct and different enough from those provided by Big Wigs, Deadly Boss Mods and DXE that it is quite distinct and can be picked out easily among the cacophony of other sounds and it even has the ability to integrate with Power Auras to give a visual notification of when you’re standing in bad.

Setup is pretty easy as it works right out of the box. After installation if left alone it will simply buzz an alarm in your ear whenever you are standing in something that is causing damage. Now, it won’t only buzz once, it will continue to buzz and make noise until you are out of the area taking damage. Honestly that’s better than yelling at any raider to get out, because you don’t have to clutter mumble or vent with your lamentations of raiders standing in fire. The mod itself is pretty lightweight, so it won’t break the memory bank or cause any sort of disruption.

Let’s face it, sometimes we get tunnel vision when raiding or running any form of content. How many times have you be so focused on squeezing out that last heal or that last little bit of DPS and missed the bad headed your way? It’s happened to us all at least once. This addon though, this little sound chiming in my headphones to let me know I’m missing the fact my kilt’s on fire, has helped keep me alive through many, many fights.

I think this addon is well worth the pick up if for no other reason than to test it out. As an added bonus to raid leaders, if your group is running the mod, recount shows the number of audio alerts people receive so you can also double check to make sure that they were responding to the alerts or standing in the good, not the bad. Give it a try, have your raiders give it a try, you may fall in love with it just like I did.

GTFO [Curse] [WoWInterface]

ELIZABETH PENEPENT

Holy Word: Sanctuary, Some Work Needed

Sanctuary could definitely use a buff. I stopped using it a while ago because it wasn’t cost effective. At least its nice to know that it’s being acknowledged as weak.

I had a talk with the devs about this very issue yesterday, and they are well aware of this subject, and tend to agree with those of us (one of my mains is a holy priest) who have noticed that Sanctuary could do with a buff.

There are two things that have to be dealt with here: 1) Holy priest AE healing is pretty decent as-is, and 2) we don’t want Sanctuary to be so similar to Healing Rain.

Again, the devs agree that a modest buff is a fair solution, although it is hard to know when or by what magnitude such a buff might come along.

Kaivax

Ideas on buffs? You know its going to be one of those spells where it’s going to be difficult to buff. Could adjust the Mastery, the mana cost, or the overall power of the spell. Had an idea of maybe introducing a glyph of some kind. What would said glyph do? I haven’t gotten that far yet.