raid-content

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  • Neverwinter State of the Game announces public test shard, raid content

    by 
    MJ Guthrie
    MJ Guthrie
    05.24.2013

    While still technically beta, Neverwinter joined the rank and file of MMOverse three weeks ago with a soft launch. Since then, the game has experienced its share of issues, bugs, and exploits. To address those, as well as give players a heads-up on what's incoming, Lead Producer Andy Velasquez shared the fantasy game's first State of the Game address. Velasquez jumped right into discussing the bugs and exploits that have affected the game since open beta started and outlined the fixes that were implemented to squash them. He went on to talk about the top issues that the team was working on currently and then reveal what players can expect to see in the next few weeks. A Public Test Shard is coming to Neverwinter (to hopefully catch bugs and exploits before going live), as is new endgame raid PvE/PvP content called Gauntlgrym. Other new content includes updates in the Foundry and new companions, zones, mounts, mechanics, Paragon Paths, and a new "ranged" class.

  • Leaderboard: Raid vs. small group content

    by 
    Justin Olivetti
    Justin Olivetti
    08.06.2012

    When it comes to partying up in MMOs, it seems like everyone has his or her own preference for what size is ideal. While I've dipped my toes into the waters of raiding, I found it far too chilly and impersonal for my temperament. Yet while I prefer small group instance runs, I'm not blind to the fact that raiding remains immensely popular among part of the population. Small group content offers a more intimate setting for you and a few friends (or strangers with potty mouths) to tackle an instance. Because there are so few of you, each player needs to pull his or her own weight and become a hero. These runs tend to be less stressful and far more accessible to the game's population. On the other hand, raids offer the most challenging content in the game. A raid requires all involved to be geared up, skilled, and knowledgeable in the ways of fight patterns. Participating in one can feel downright epic, especially when you consider that you can see content that many players will never witness. So let's put it to a vote! Which do you prefer: raid or small group content?

  • A cautionary tale of lockouts and low-pop realms

    by 
    Anne Stickney
    Anne Stickney
    07.25.2012

    Imagine if you will that you are in a raid guild that has enjoyed some small amount of success. You've quietly managed to successfully raid your way through each tier of content, and you've managed to snag every realm-first kill of an end boss along the way. Now imagine you are working on a realm-first kill of a boss, wiping endlessly and working on individual performance and tightening up the execution of the fight. Suddenly, another guild grabs that realm-first kill before you do. Frustrating? Yes -- but it's all part of progression raiding. Only this time, it's different. This time, the realm first was taken by a guild that wasn't really a raiding guild at all. The guild that nabbed the golden ring used a method that skipped all progression fights and instead plopped them at the feet of the final boss, the only one whose death counted for that realm first achievement. How would that make you feel? How would that make your guild feel? This isn't a far-fetched situation at all. It's already happened. And it spells a bleak future for low-pop realms and the raiders that diligently work at content -- only to have a realm first taken away due to the cross-realm raiding feature.

  • Black Prophecy bringing high-end raids with its next major update

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.28.2011

    Endgame systems take time to develop properly and even more time to balance. But they're still an important element of any game, which is why Black Prophecy is bringing in a major new set of endgame mechanics with its next major content update. Episode 3: Rise of the Boids will feature new raid missions for large groups of players at the level cap, updating the PvE experience with what the developers promise will be "epic" experiences. Most of the details aren't yet known, as the announcement itself is fairly thin on hard facts, but players will be expected to form groups between eight to ten players in size. The encounters will focus heavily on group mechanics, and if prior experience is any indicator, they should reward players with significant increases in power when completed successfully. If you've gotten a bit tired of Black Prophecy's current PvE endgame, keep your eyes peeled for more details in the coming weeks.

  • World First: Paragon defeats heroic 25-man Ragnaros

    by 
    Mathew McCurley
    Mathew McCurley
    07.19.2011

    After just a few weeks of Firelands raiding, DREAM Paragon has defeated Ragnaros on 25-man heroic mode, earning them the world first and the Firelord title. DREAM Paragon announced the news on their website, promising their kill shot and comments in the near future. Congratulations to Paragon for this world first. The heroic version of the Ragnaros fight adds a whole new phase to the encounter in which Ragnaros regains his full Firelord strength, steps out of his swirling molten pool, and becomes mobile around the platform with his new firelegs. Cenarius, Hamuul Runetotem and Malfurion Stormrage assist the players in tackling Ragnaros' many abilities in this new phase, finally putting out the Firelord's lights for good. Heroic modes for the Ragnaros fight and others in the Firelands were also not available on the public test realm, making it that much more difficult for these hardcore raiding guilds to get time in on these encounters. I am excited to hear about Paragon's time with these bosses in the Firelands. At only seven bosses, the Firelands is one of the more accessible raid zones, with a time commitment that feels far smaller than the monolithic endeavors of the past, like ICC or Ulduar. Has Firelands presented enough of a challenge to the top of the top guilds? Whatever the case, congratulations again! I hope that my guild will be at heroic Rag's door in the near future.

  • I welcome our 10 and 25 man raid instance overlords

    by 
    Matthew Rossi
    Matthew Rossi
    05.09.2008

    First, go read Alex's post, because he makes some good points about recruiting for 25 man raids in Wrath of the Lich King. We now know that in the expansion, all raids will come with a 10 man and 25 man setting, effectively a 'normal' and 'heroic' mode for raiding. While I personally believe this to be awesome, I can understand the idea that this will adversely affect (not effect, I'm reminded) recruitment for 25 mans if people can see the exact same content by just running a 10 man. Sure, the gear won't be as good, but if the starter 10 man gear allows you to run the next stage 10 man, and so on until you finally reach a 10 man version of Arthas, guilds that run 25 man raid content might have a harder time recruiting people to run what is essentially the 'same' content with 24 other folks instead of 9 other folks.The reason I don't think it will be a real issue (I do think it's worth considering, though, and I do believe it will have some effect on 25 man recruitment) is threefold. Unrelated to those reasons (which are coming up after the jump) I have to admit that this may vary by server: on Norgannon, if anything I'm seeing more new 25 man guilds recruiting and starting up the crawl through Gruul's and Magtheridon, so I may just be working from a glass half full through rose colored glasses state of ludicrous (and heavily over-metaphoric) optimism here.

  • Questioning the fate of 25 mans in Wrath

    by 
    Alex Ziebart
    Alex Ziebart
    05.09.2008

    With the barrage of Wrath of the Lich King news we've received recently, one little tidbit stuck out in the bad way. Don't get me wrong, I'm very excited about quite a bit of it, this one thing in particular just struck me as odd. The mention of there being both 10 and 25 man versions of every raid zone is interesting, but makes me worry from a logistical point of view. I like the fact that it means more casual players can see the content, I like the fact that it means the content actually exists for the casual players.I wonder, though, what it will do to 25 man raiding. I can't speak for all servers, but on my server(or more specifically my raid group) the gear that comes out of boss fights is just a way of progressing to the next boss. It is largely unimportant to us until we come across something like Brutallus, in which the gear is absolutely necessary to have to progress. Seeing the characters, bosses and the encounters is far and away the most important part of raiding.

  • Getting what you paid for: Should the endgame be accessible to casuals?

    by 
    Amanda Dean
    Amanda Dean
    02.15.2008

    Hardcore players are frustrated with game changes that benefit more casual players. Casuals are overwhelmed by the amount of play time required to be competitive in the endgame. This brings up the question of who deserves to see the complete story unfold. Seraphina of Baelgun brought up the issue of accessibility to endgame content on the WoW official forums. Like all of the other Warcraft games, WoW has an interesting and compelling story line, with several sub-stories along the way. While all players pay for the same content, not all of them can experience it. In many role playing games, once you've played through certain story line elements you can access the endgame content. Relatively few players will be able to complete the Sunwell Plateau prior to the release of Wrath of the Lich King, just as relatively few players were able to down Naxxramas before Burning Crusade was launched.