Updated Flexible Raid Lockout System

**Forgive the slight grammatical errors. I wrote it in a hurry and overlooked the “it’s” that I had written incorrectly. Thanks to those who pointed it out.**

Up until today, the new 10/25 raid lockout method has been met with praise and condemnation. Most of us have believed that if you started a 25man, you could stick with that 25, or downgrade to 10 on the same lockout. It was thought that you could not “re-upgrade” to 25man. Until now.

As posted on MMO-Champion today, Bashiok wrote a Blue Post about the new system that we’ll see VERY soon.  As in, 4.0.1 soon. In terms of current raiding, this new system will only be in place for ICC and Ruby Sanctum but will persist through all of Cataclysm. The post itself took a couple times for me to digest it, so I’m going to attempt to break it down for you. (Key word: attempt)

Its Purpose

The purpose of this new “Flexible Raid Lockout System”, as opposed to trapping people into raid IDs or limiting their raid potential, seems to allow a more fluid movement through a typical raid week. Before this system, you’d step into a raid, and as soon as you killed the first boss, you were locked to that ID. The raid could sit dead mid-way through, and you’d be stuck. You couldn’t really progress unless you found people from that raid or people that weren’t saved yet. Except for guilds, it would be really hard to continue.

Its Mechanic

Each raid, rather than being designated an entire lockout, has a lockout for each encounter in it, regardless of raid size (10 or 25). For Icecrown Citadel, this means 12 “lockouts”. As Bashiok said, they want raiders to have the “opportunity to defeat each encounter once a week.” You are locked out of each individual encounter as you down a boss. A couple things to keep in mind:

  • You cannot enter a different raid where bosses that you’ve defeated are still alive.

What does this mean? Let’s say you’ve killed Marrowgar, Deathwhisper and Gunship in your raid on Wednesday night. On Thursday, you cannot join a raid of either size that still hasn’t defeated Gunship. From what it seems, that raid would have to defeat Gunship before you joined in.

  • Upon entering a new or different raid, you’re not saved to their “list” until you down a boss. Getting saved to a more progressed raid will lockout all bosses until that point.

In using the example above, if you’ve killed Marrowgar, Deathwhisper and Gunship, and join a different raid that has the first four bosses, as well as Rotface & Festergut killed, you won’t be saved until you down any of the other bosses alive. If you defeat Putricide with them, your raid breakdown will now say that you’ve defeated Saurfang, Festergut, and Rotface as well (even though you didn’t ACTUALLY kill them).

  • You can switch between 10- and 25-player raids along the way. The above stipulations still apply.

You can kill the first quarter on 10-man, join a 25-man to kill the 2nd quarter, then finish out the rest on 10-man. We once thought that once we downgraded to 10, we couldn’t upgrade to 25. This obviously is not the case anymore.

Heroic / Hardmode

Heroic Mode or “Hardmode” seems to work on a very strict lockout system, where once you’re in, you’re in. I’ll try to bullet-point how this works:

  • If you down a boss on Heroic (in any size), you can only continue to raid Heroic with that specific raid. You cannot change raid sizes and continue on Heroic.
  • If you down a boss on Heroic and join a different non-Heroic raid, that raid cannot upgrade to Heroic with you in it.
  • You cannot join someone’s else’s raid if they’re already defeated a boss on Heroic.
  • If you down a boss on Heroic, then the rest of the raid clears the rest without you, you can still join another non-heroic raid that already has your same bosses down.

The one problem I have with this is not being able to join a raid with Heroic bosses already down. If my guild starts Heroic ICC without me because I have to work on the first raid night, then it seems like I can’t join the raid mid-run. Is this intended to make it harder and “more Heroic”? Or is this maybe an oversight or misreading of the mechanic?

—-

I do like that you can continue to raid if your normal group can’t, but the restrictions on Heroic seem just an ounce too tight. Overall, this really will allow people to raid 25s if they want or can, and doesn’t penalize people for only being able to do 10mans. It in fact let’s them join in on a more progressed 25-man raid that may need an extra body. With it being a little less restrictive than we all thought, I’m really looking forward to seeing this new “lockout system” play out. What do you think? Interesting mechanic? Or too confusing?

Can Your Raid do More With Less?

Its a dark and stormy Monday night. Rain drops are slowly streaming down my face as I wearily walk through the door. I kick off my shoes and my feet are practically screaming in glee after escaping the cold, damp prisons of my New Balance sneakers. I hustle straight to my computer and flip the switch on. As the machine slowly spins to life, I change into something drier and comfortable.

“Gentlemen.” I spoke after joining our guild voice server, “How are we looking tonight?”

I received a chorus of acknowledgements ranging from “Good, what are we doing?” to “Your mom”. Just another day in Matt’s guild.

Once I logged into a game, I noticed of activity in officer chat. During the minutes that lead up to the first pull, we’re constantly assessing our roster and determining what bosses to aim for. One of the initial steps is to see what our attendance is like. There are times where there are some last minute player signouts or late notices. I got my raid invite and took a mental stock of our roster.

23 raiders with no other players in sight. It was about time for first pull. Some were starting to wonder if we would go since we didn’t have a full raid. The only boss remaining was Lich King. We wanted more weapons.

“We have the tanks to do this.” My tanking officer reported.

“More than enough stuns and slows for valks. Good to go.” Confirmed the raid leader. “Matt, healing?”

I quickly assessed my healers. There were five of us. We normally took six. I felt we could operate with less but I’ve always preferred the extra safety net when we were short bodies. It was time to get out of the comfort zone and see what the healing unit was capable of.

“It might be choppy. Being down two isn’t going to help. I think we can pull it off.” I responded with confidence.

Pushing the limit

I’ve always wondered what the minimum number of players for taking down Lich King would be. Could he be taken down with 24? With 22? How about at 80% capacity with 20? There was only one way to find out. You’re not going to know what your raid capacity is going to be unless you actually try it. Its good to stress test the raiders in shorthanded situations because you never know when it’ll happen during future raids. Someone might disconnect early on an attempt or die halfway through it.

Can your raid adjust to that sort of temporary setback?

Raid potential

raid-potential

While it is somewhat simple to quantify exactly how much DPS or healing is needed to successfully get through an encounter, there are other factors which you can’t really put a number on. Things like raid intelligence, awareness, and skills are all variables that determine whether your raid has the that mentality to gut through an encounter.

I’ve been surprised before in the past. When I think the raid group is lacking in certain roles or DPS and we go out and take down a boss, a little part of me inside cheers. The inverse also holds true. On moments where we wipe when I felt certain that we had the kill in the bag, I experience that sinking feeling in my stomach wondering what went wrong.

You’re never going to know what your raid can do unless you go out and try it. Obviously if raid potential is far below whatever the raid requirements might be, then the unpopular decision of calling it an early night might be the better course of action. When raiding short handed, the performance of everyone else needs to go up in order to compensate for the lack of players.

Unfortunately, we found out after a while what our limit was. Turns out if a player is lagging out, they’ll always get targeted with a Defile. On a side note, it seems that healers seem to respond to the instinctive need to keep healing. What else is a healer supposed to do with player who has lagged out in the middle of a Defile?

(Hint: The answer isn’t to keep healing him)

Alas, with multiple disconnected players the executive decision was made to call it an early night. Better luck next week.

Have you ever been in a raid where you were astonished at what the group could do because of class composition or lack of numbers? Was there any creative strategy used to get around the problems?

Reserved Loot in PuG Raids

After our 10-man raid Tuesday night, I had some extra time before I needed to head off and gain some real-life rested xp.  Since my server is a low-population server–let me correct that, SUPER-low-population–,  PuG raids are hard to come by.  I generally don’t enjoy these raids on my server, because most of the people in those groups don’t know how to work as a team. They also tend to be ignorant to fight mechanics or are too lazy to learn them.  Every now and then, though, I have an “inkling” for a 25-man.

I had Trade Chat open in a separate window, looking for something to do. A Prot Pally from another guild was looking for a healer and a ranged DPS for ICC25. Since I don’t get a chance to heal on my Shaman a lot, I opted in. I knew I’d have a limited amount of time, but PuGs on Nazjatar don’t last long.  I rarely see an ICC PuG get a good shot at Plague Quarter (let alone Putricide) before people start getting “raid A.D.D”.

Ooh! An ICC 25! I run through a check of the gear lists, and I know that my Shaman is still using Protector of Frigid Souls, so the Bulwark of Smouldering Steel from Marrowgar would do nicely! What’s a hard-working Resto Shaman gotta do to get a decent shield in this place?! ToC runs are non-existent, obviously, and I don’t have the 1800 rating (yet) for the Wrathful Gladiator’s Barrier.  There isn’t a 10man shield in ICC until Sindragosa, and I always seem to be working on the nights that we kill her.  So this PuG is a perfect opportunity, right? Wrong.

The Bomb Drops

I step into this fresh ICC 25-man raid. I’ve got my Well Fed buff and my flask going; I’m ready to rock. Right before the first pull, and after all the buffs have been put out, the Raid Leader says in chat that the Bulwark of Smouldering Steel is “reserved”. I check his spec, and he’s a full-blown Prot Pally. I ask him if he’s trying to get it for off-spec. He says no, it’s for their Resto Shaman that just hit 80 not too long ago. I send him a whisper: “That’s really the only reason I’m here is to roll on that Shield. I’d like to roll on it, if you don’t mind.” I’m essentially (and politely) told no, and if I didn’t want to continue, then he’d understand. Well, in a flash of frustration, I bowed out and left the raid. Other spouts of disapproval of something being “reserved” echoed through Raid Chat as I clicked my “Leave Party” option.

My Reaction

Although there is one exception, I’m totally against this kind of loot distribution or raid leading, especially in a PuG. I find that it’s disrespectful to the other people that are brought in to help. You’re essentially saying to me, “I want your help in downing these bosses, but you’re not going to get a fair crack at what drops.” I’ve found a trend also in these types of situations. Either they’re entirely in the mindset of thinking that they can’t possible perform well enough without said gear, or they’re just plain inconsiderate, selfish, and rude. In most of these circumstances, I’ve even had a lower GearScore (means little to me, but means THE WORLD to PuGs), and have been able to incredibly out-heal (with little overhealing) the raider in question. I’m not saying that since I have higher numbers that I should get the Shield, but saying that I’m putting good work in but not allowed to roll on the Shield is a straight smack in the face.

The only exception I’ve been able to see (and from reactions I’ve gotten on Twitter), is a Legendary (and I agree). Things like the Fragments of Val’anyr or Shadowfrost Shard‘s (or any of the Shadowmourne pieces) are entirely fair, just so long as it’s laid out beforehand. Those are long treks to get that one item finished. Other loot, though, should be fair game using whatever loot system you dole out. Straight up reserving them is just selfish, in my mind.

Except for the loot system we use in my ICC 10-man, Team Sport always uses an open roll system. If you’re putting the work into the raid, you deserve a chance to get main-spec loot.  Some people would think that means that we get people rolling on stuff they don’t necessarily need, but it works out great. Since people know that’s how we run our raids, we have a wealth of people that love to run with us. Hence, we can be picky about bringing honest and friendly raiders.

After an experience like this, I’ll never take part in a “reserved loot” raid. Whether it’s my gear or not, it’s just principle.

What do you think? Would you continue to run with a “reserved loot” raid? Or would you bow out?

POLL: Will you raid 10 man or 25 man in Cataclysm?

One of the best — or worst things depending on your view — to happen to raiding in a long time was the inclusion of smaller group sized content. I talked a little bit about this over on BDTU with my pieces on the Evolution of WoW part 1 and part 2.

The trend started with the addition of Zul’Gurub, a troll instance of now infamous reputation, when it broke from the 40-man raid standard and offered 20-man content. It hailed back to the days of Blackrock Spire being a multiple group raid, and people loved it.

Karazhan further stoked the fires of the smaller group raid desire, and did so while offering epic and story filled content. Players loved it so much that the forums were filled countless replies asking for more smaller group . With Wrath came the revelation that all raid content would be be available in 25-man flavor as set forth by Burning Crusade, but also  in new raid 10-man flavor (all of the raid, less than half the calories). Different levels of gear purchasable by badges came out (as well as loot tables that varied between 10 and 25 man), and both 10 and 25 man raids dropped the same badges. The trick, and the problem, was that people felt compelled to run both 10 and 25 man versions to maximize badges. Some people felt that you absolutely had to run both to “beat the game”.

This is also a result of how loot was distributed. Badges gave you the entry level gear for the items at the end of this expansion cycle. Badges gave you the “entry level” piece for the tier set, this was considered the 10 man version of the tier. Tokens in 25 man raids would drop that allowed you to upgrade the 10 man piece to the next level up. Heroic 25 man dropped yet another token that allowed you to upgrade it to it’s maximum potential. You can see how it would be assumed the more badges you had the better gear you had and the quicker you could climb the gear ladder right?

Well, the devs didn’t like that, nor did less hardcore players (or those of us who don’t have the time to devote to constantly running raids all week long) and a new system was proposed for Cataclysm. The system says that the same content will be provided for 10 and 25 man versions, and the reward levels will be the same. That is to say that the Ilvl of gear will be on par between versions, and they will share the same loot tables. The major difference will be that 25 man will have more damage and more health to worry about in boss fights and such, and you will get MORE loot drops than the 10 man content does. Also, a raid regardless of being 10 or 25 man, all share the same raid ID and lockout. Do a  25 man version and kill a boss? Cool. Split into two 10 mans of the same thing and that boss is still dead for both groups. You can’t up-convert from 10 to 25, but you can down-size if attendance becomes an issue or some such.

So this brings up an interesting question for a lot of guilds and raid groups right now. Is it worth it to run 25 man content if the rewards for 10 are the same? Is the extra loot enough of a benefit to keep you raiding in 25 man content or do you give up and just say screw it? I know a lot of guilds are going through this debate right now. I know some of them personally. This happened in a smaller capacity when Wrath was announced to have 10 man content. Some guilds decided the smaller size was for them and paired down into tight-knit, more tactical 10 man groups. So now that the gear is equal level between 10 and 25, aside from quantity, I know many guilds that have weighed the pros and cons of both formats and decided to go for the smaller size.

My guild Unpossible recently had this discussion. We pulled all of the officers into a private vent chat and hashed it out. it was about even split on the case of 10 vs 25, and there were a lot of good points made. After a good half hour discussion, we decided that we would stay a 25 man raiding guild. Our structure was already in place and had been since the release of Burning Crusade, and it has been stable and working since. We have a dedicated group of raiders who love the group we are in and the dynamic we have going. We also decided that we just felt more comfortable in the 25 man environment.

For me personally, I voted in favor of keeping the 25 man raid group. I love the logistical challenge of tracking so many players — and yes I know it’s not the 40 man content or raids from vanilla but I served my time in those — and the dynamic we have set up between all the various parts of the raiding group works well together, and I’d hate to break that up. I also didn’t like the idea of balancing multiple 10 man groups. Something I’ve seen over the last few years, people have an easier time being benched for a raid than they do taking part in a raid that is behind another group. I didn’t want to breed an environment of Group A vs Group B and cause any unnecessary drama.

So with Cataclysm on the horizon, has your guild discussed this at all? Has your raid group decided whether it will raid 10 man or 25 man content? Were you already raiding as a 10 or 25 man group? What do you think the benefits of both are? What about the drawbacks? I’d love to hear your opinions on this and see how the community as a whole has decided.

Will your guild raid 10 man or 25 man content in Cataclysm?

  • 10 Man / 10 Man Hard Mode (68%, 346 Votes)
  • 25 Man / 25 Man Hard Mode (20%, 103 Votes)
  • Banana (12%, 61 Votes)

Total Voters: 498

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Until next time, happy healing!

POLL: Are you switching mains for Cataclysm?

This is a great time for players to ask themselves if they want a chance of pace for Cataclysm. Last year, I wrote a 3 step process to switching mains. It’s still valid.

So my questions to you today:

  • Are you switching mains?
  • To what and why?

As a GM, I’ve the enviable pleasure of combing through the guildies who have expressed interest in main switching. I’ll write a behind the scenes post on that later (when I actually come up with a plan). I’ll do my best to see if I can accommodate it, but I know deep down that I may not be able to approve anyone. There are too many factors to consider. Have they demonstrated their aptitude for playing that class? Do I have someone covering their existing role when they do switch out? I don’t have the authority to tell people what they can or cannot do. In the end, I have to decide whats the appropriate number of classes or roles required for a raid. Obviously, I’m not going to be able to green like 7 players who want to do nothing more than tank. There just wouldn’t be enough jobs to go around. Everything needs to be examined on a case by case basis.

What about for the rest of you GM or officers? How does your guild plan to handle main switching?

Post edited for further clarity

Are you switching mains when Cataclysm is released?

  • Nope! Staying the same! (54%, 246 Votes)
  • Yes, same role but different main! (21%, 94 Votes)
  • Yes, to a DPS role (11%, 52 Votes)
  • Yes, to a healing role (9%, 40 Votes)
  • Yes, to a tanking role (5%, 21 Votes)

Total Voters: 453

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