flex-raiding

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  • Raid design evolution from Cataclysm to now

    by 
    Sarah Pine
    Sarah Pine
    04.29.2014

    Yesterday Lead Game Designer Ion "Watcher" Hazzikostas published a fascinating Dev Watercooler blog that discussed the history and evolution of raid design in World of Warcraft. That article was part one of a three-part series, and looked into the way that raiding developed from WoW's original release through to Wrath of the Lich King. In part two, published today, Watcher discusses the ways raid design has changed, and stayed the same, through Cataclysm and Mists of Pandaria. The article focuses primarily on difficulty levels and raiding. Watcher discusses in detail the problems inherent in the "10-man is easier, 25-man is harder" approach, as well as the ways that making 10- and 25-man raiding more equivalent in difficulty led to new problems that hadn't existed before. From there we learn about the origin of both the LFR and Flex raiding options from the perspective of how different raiding difficulties serve different portions of the WoW player population. If you've ever wondered about the thought processes that went into developing the different types of raid systems we see in the game today, this is an excellent article on exactly that. Check out the full blue post after the break.

  • Reminder: Get your Garrosh heirlooms while you still can

    by 
    Anne Stickney
    Anne Stickney
    04.26.2014

    When Garrosh Hellscream's loot list for Siege of Orgrimmar was first revealed, the list included a ton of heirloom weapons for every spec and class under the sun. However, unlike every other heirloom currently present in the game, the weapons are intended for use from level 90 through level 100 -- to be used while leveling through Warlords of Draenor. It's a pretty cool idea, one that will likely help, at least a little, with leveling both mains and alts through Warlords content. However, if you want to get your hands on these heirlooms, you better act quickly. Once Warlords is here, the heirlooms will be removed from Garrosh's loot table. @Meerkatx The Garrosh heirlooms are specifically a reward for doing Flex+ while relevant. They won't be available once Draenor unlocks. - Watcher (@WatcherDev) April 26, 2014 Currently, there are no intentions at all to add the heirloom weapons to Garrosh's loot table in LFR -- as Watcher mentioned, they were meant as a reward for those doing Flex and above difficulty. And once Warlords is out and Draenor is unlocked, the rewards will be going away, so that players can't simply farm Hellscream for more heirloom items when they outgear the former Warchief. If you've been meaning to get your hands on these heirlooms, be aware that there is a finite limit as to how long they'll be available -- and get them while you still can.

  • Warlords of Draenor: New info from PAX East

    by 
    Scott Andrews
    Scott Andrews
    04.14.2014

    PAX East 2014 has come and gone, but we at WoW Insider have come away from the weekend with juicy new information to share with you about Warlords of Draenor. During the expo, I sat down for a chat with senior game designers Steve Burke and Brian Holinka, lead class designer Kris Zierhut, and other developers. In our brief time together, they told me some exciting info about garrisons, raiding, transmog, and the expansion's starting experience. They also provided insight into what a boosted level 90 will experience after the expansion launches. Please note that mild spoilers about the early story of Warlords of Draenor will follow. Join me after the break for all the new info!

  • Cross-realm raiding now enabled on all servers

    by 
    Anne Stickney
    Anne Stickney
    03.18.2014

    Raiders, rejoice -- a new cross-realm raiding feature has now been implemented. In a blue post by Rygarius, it was announced that cross-realm raiding via BattleTag and RealID has been enabled not just for Flex mode, but for Normal and Heroic mode raiding on all servers. These cross-realm raids will be allowed to get the Reins of the Kor'kron War Wolf and all titles associated with the Siege of Orgrimmar, none of which were previously allowed on Flex or LFR difficulty. Rygarius We've recently implemented an often requested feature to enable cross-realm raiding for Siege of Orgrimmar. Cross-realm BattleTag™ and Real ID friends can now raid together and take the fight to Garrosh on Normal or Heroic difficulty. Players will be able to earn greater rewards such as Reins of the Kor'kron War Wolf or the title of Conqueror/Liberator of Orgrimmar; both of which aren't available to be earned within Flexible or Raid Finder difficulty. This change is currently live. source If your cross-realm Flex group has been doing well and defeating Garrosh, now might just be the time to step into Normal mode, test the waters against the forces of Hellscream on a higher difficulty, and reap all the rewards for doing so. Good luck! Edit: Ion "Watcher" Hazzikostas has stepped into the thread in question to clarify a few points. Read on after the break.

  • Siege of Orgrimmar: 14 is not the magic number

    by 
    Olivia Grace
    Olivia Grace
    12.18.2013

    WoW Insider posted previously about the changes coming in to reinforce the point that 14 is not some magic number for Siege of Orgrimmar Flex raiding. Lead Encounter Designer Ion "Watcher" Hazzikostas has posted on the official forums once again to clarify that the recent hotfixes reinforce that position. Watcher You can read the latest hotfix notes here: http://us.battle.net/wow/en/blog/11944164/542_Hotfixes_December_16-12_16_2013 Fun fact: The hotfix has actually been active since just before the weekend, but it didn't get caught in the prior round of hotfix notes. It's no surprise that it went largely unnoticed, since most all of the abilities with actual breakpoints going from 14->15 are things with very minor impact (Protectors' Shadow Word: Bane, Nazgrim's Bonecracker, Hisek's Multi-Shot, etc.). There are indeed a couple of more impactful breakpoints on Garrosh's Touch of Y'Shaarj and Sha of Pride's Imprison, but those both occur at raid sizes well above 14, and randomization isn't the correct solution to either. The 14-player "magic number" is actually a fairly interesting social dynamic, since there never was anything particularly special about the number, and now there really is objectively no advantage. As we've said in the past, there's certainly nothing wrong with wanting to form a 14-player raid, but if you're turning away strong players or friends because you're convinced that your raid as a whole will have a harder time, you're making a mistake. source

  • Flex difficulty smoothing coming soon

    by 
    Olivia Grace
    Olivia Grace
    12.10.2013

    Ion "Watcher" Hazzikostas has posted today on Flexible raids, and the scaling thereof. As ever, you can read Ion's whole post after the break, but the key points relate to what was discussed at BlizzCon regarding raid scaling. Essentially, the new system will, in most cases, introduce a chance at getting an extra instance of whatever ability. Ion explains this in full after the break, so I'll spare you the repetition, but the exciting news is that, to combat the current issues, it's coming in sooner than the expansion. There are some misconceptions floating around, particularly in PuG Flex groups, that there are certain break points which make a raid drastically harder. While it is the case that, as Ion notes, certain abilities scale up with hard breaks at certain numbers, the scaling of Flex favors larger groups. The new scaling will do so even more, essentially removing hard breakpoints for raid size. Hit the break for Ion's full post.

  • Totem Talk: Restoration between now and Warlords of Draenor

    by 
    Joe Perez
    Joe Perez
    12.03.2013

    Every week, WoW Insider brings you Totem talk for the shaman. Want to be a sultan of swing healing? A champion of Chain Heal? Totem Talk: Restoration, brought to you by Joe Perez (otherwise known as Lodur from World of Matticus and InternetDragons.TV), shows you how. Well, I don't know about you but I'm still very excited about the announcement of Warlords of Draenor. I mean, it was honestly the big news from BlizzCon 2013 and the feeling is still quite electric from almost everyone in regards to it. For some, The Burning Crusade and going to Outlands was one of the greatest things to ever happen in the World of Wacraft. For restoration shaman in particular, BC was that point in time where everything was awesome and shaman were the top of the food chain for healing. This week though, I'm not here to talk about the glory days of shaman healing. No, that will be an article for another week. This week I wanted to talk about the time between now and the next expansion. It is always a topic to think about what to do in that time where you're waiting for the next expansion to even enter beta phase. The good news is Mists of Pandaria offers so many more options than any other expansion before. I thought I would share how I'm spending my time between now and Warlords of Draenor.

  • Patch 5.4.2: This is just the beginning for Blizzard's Raid Finder

    by 
    Olivia Grace
    Olivia Grace
    11.21.2013

    We posted earlier about Blizzard's first steps towards building their own answer to oQueue, leveling various criticisms at what they had done so far for patch 5.4.2. Basically, you can head back and read the previous post, but the changes so far have all been to the existing Raid Finder tool. The one that nobody knows exists. And the one that nobody can find. Lead Systems Designer Greg "Ghostcrawler" Street was quick to add, though, that this is only the beginning for Blizzard's group finder. @Bashiok @oliviadgrace Takes our crappy old raid browser and enables some cross realm functionality. Still doing a new Group Finder for 6.0. - Greg Street (@Ghostcrawler) November 21, 2013 So we can allow ourselves to hope for better with 6.0. What would you like to see? Personally, I think oQueue, for all its bugs and quirks, does a pretty great job of finding cross-realm groups for people. I'd like to see something that mirrors oQueue, but with fewer issues like spam, memory use, and more. Of course, with Blizzard designing this themselves, it's very likely to be the case that it doesn't suffer any of these ills. I'd love to see it have all the ilvl restrictions, completion restrictions and other group restrictions applicable, and to have the option to appear offline, or hide. One big thing, too, is visibility. It needs to either be integrated into the LFG panel, or have its own micro-menu entry. The single thing that such a system needs, as I mentioned in the earlier article, is people. It needs to be right in players' faces, more convenient than the competition. I believe Blizzard can do it, but to replace such a popular addon that's done so much good to the game, they'll have to do it well.

  • Officers' Quarters: Officers of Draenor

    by 
    Scott Andrews
    Scott Andrews
    11.11.2013

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook. BlizzCon 2013 gave us a glimpse into WoW's future. As officers, it's never too early to plan and adjust for the evolution of the game. Let's take a look at the some of the issues that could affect your guild next year. No new perks It appears that guilds will remain capped at level 25, which also means no new perks. In the systems panel, Blizzard said that they don't see the point of piling on perks. They said, "The system accomplished what we wanted it to accomplish." That's good news, in a way, for smaller guilds or people who plan to start new guilds in the future. For those of us who hoped for more, it's a bit disappointing.

  • Looking for Raid must not be destroyed

    by 
    Matthew Rossi
    Matthew Rossi
    10.29.2013

    Every so often, a new forum thread comes up saying that LFR is awful and should be removed from the game. This is one, but it's hardly new or unique (as the post closing the thread makes clear, there are already several forum posts on the topic) - the argument has existed in one form or another since LFR debuted at the end of Cataclysm. It's no secret that I neither like LFR nor run it at all anymore. I am not the audience for LFR. And yet, I not only do not believe it should be removed, I believe it must not be removed. Why do I believe this? Well, multiple reasons. LFR is the friendliest raiding option available to people with limited schedules or who are unable/unwilling to commit to overly structured play time. LFR allows for access to content that would otherwise be unavailable for the majority of the player base. LFR fills a niche - it is neither necessary nor forced upon players who have the time or ability to progress in flex, normal or heroic raiding. One of the things I argued at the beginning of Mists of Pandaria was that content that wasn't necessarily content I personally cared about (pet battles, the Tillers, scenarios) was still good for the game. Options are good - it's better to have more of them, even if they don't suit everyone's playstyles. In many cases, I've only grown to believe this more strongly as LFR has moved from 'content I occasionally run' to 'content I never run' - my ability to completely disregard LFR as unimportant to my game only means that it proves that the developers have successfully balanced raiding. I'm not blind to some of the problems that have hit LFR in the process, however. I've watched my wife (an excellent player hampered by the fact that her day job doesn't allow the kind of time we used to spend raiding together) struggle with bad LFR groups, and I do think there have been some changes to LFR that need to be addressed. Gutting the entire feature, however, is absolutely not the way to go.

  • Lead Encounter Designer Ion Hazzikostas on Flex Raiding's magic numbers

    by 
    Olivia Grace
    Olivia Grace
    10.16.2013

    WoW Insider posted yesterday about Flexible Raiding's magic numbers. This was based on a blue-tagged forum post discussing certain breakpoints in Flex encounter scaling, so when your group increases in size, boss health and damage increases. This is just fine, but there are also things that have hard points -- it's not possible for 4.3 adds to be summoned. Lead Encounter Designer Ion "Watcher" Hazzikostas has weighed in on the issue (his post continues after the break): Watcher Thanks for some excellent feedback so far. Boss mechanics inevitably involve some breakpoints (alas, there's no way for Malkorok to create precisely 3.7 Implosions), and they do need to scale in some form, or abilities only targeting maybe 2 players out of a 25-player Flex raid would make some of those mechanics feel completely trivial and detract from the intended experience and tuning. In general, we try to err on the side of rounding down, and making sure that the ratios are never worse for any group size than they would be for a normal 10- or 25-player raid. Norushen orbs are a great example of a place where that logic doesn't quite work, though, since you actually want more orbs, and not fewer. That's something we can adjust. [Continued after the break.......] source

  • Reminder: Siege of Orgrimmar wing The Underhold open for Flex Raiding

    by 
    Matthew Rossi
    Matthew Rossi
    10.01.2013

    In case you're doing a decent amount of Flex Raiding (I have been, in addition to normal) then good news - this week, the Underhold, the third wing of the Siege of Orgrimmar, is now available via flex. Our friends at Wowhead have this roundup of the available loot options from new bosses Malkorok, Spoils of Pandaria and Thok the Bloodthirsty for you to look over and plan where to best use your Warforged Seals. My luck on weapon drops has been abysmal this tier, so I'm even considering that Britomart's Jagged Pike despite all that haste and mastery. So far I've really liked Flex - it's completely replaced LFR for me, and I admit it speaks to that place inside me which used to run ICC 10 every week to gear up for ICC 25. Perhaps that's wrong of me to have that inner voice, but I do, and so I'm happy with Flex. How about yourselves? Done with it, tired of waiting for new wings, or really loving it so far?

  • oQueue how-to for Flex raiding on demand

    by 
    Olivia Grace
    Olivia Grace
    09.22.2013

    So you want to do Flex raiding instead of LFR? Or as well as LFR, you crazy cats? But you don't have a guild or any friends or the time to sit in trade chat forlornly spamming "520 afflock LF Flex /w" for hours on end? You want to be out in the world doing Timeless Isle things rather than stuck in cities? If only there was another way to PuG Flex raids. Well fear not, my friends, oQueue is here to save your bacon. Or any other pork product. Before I get into the oQueue how-to, I am just going to dedicate a moment to openraid. If you're organised enough to be able to say "Yes! I can raid on Monday at 7pm!" then openraid.us or openraid.eu depending on your region should be your weapon of choice. This allows you to sign up for pre-arranged raids, or indeed to set up your own. But if you want to log in, and immediately hop into a queue for a flex raid, without the need for organization or flexibility, oQueue's the way to go. So let's get started.

  • Flex raiding lockouts changed in hotfix

    by 
    Matthew Rossi
    Matthew Rossi
    09.13.2013

    So, if you're confused about how Flex Raiding's lockout system works now, you're not the only one. The forums are abuzz with questions, and today Crithto posted to explain exactly what was up. The persistent pug explained that, thanks to player feedback, there were some changes to how Flex lockouts operate. Previously, the raid based which bosses were up in a given Flex raid on the player in the raid with the least kills, so if you were invited to a Flex raid that had killed two bosses but you'd killed none, those two bosses would be there. Now, that's all changed. Crithto - I completely misunderstood Flex raiding Once again, this community has come together in a constructive manner to share feedback and suggestions, and we thank you for that. Let's kick this update off with the most recent change: After careful consideration of the feedback you've shared, and after weighing pros and cons of the Flex mode system that came with Patch 5.4, we've decided to change how raid progress is saved. At patch launch, entering Flex mode SoO was based upon who had progressed the least. For example, a raid of 11 players entered SoO and downed 3 bosses on Tuesday night. Wednesday night, all 11 come back together to continue but decide to bring along 4 new people. If the raid had queued together, they'd have had to start the raid over from the beginning because those 4 new players weren't flagged as having downed the first 3 bosses. Our original intent was to err on the side of making sure no one in the raid would miss out on a boss that they still needed to kill. A hotfix applied this morning, however, takes a more traditional approach to raid lockouts by basing boss progression on the group leader's status. In other words, if the raid leader faced 3 bosses on Tuesday and decides to continue where he or she left off tonight, anyone who joins the Flex raid--even those who have never set foot into SoO--will begin the instance at the same point where the raid leader finished on Tuesday. This system is more straightforward and understandable for much of the WoW raiding community, therefore Flexible raids will no longer be based upon the least progressed member. source So there we have it - the community's voices have been heard, and the Flex boss lockout is now based on the raid leader instead of the least progressed player. Hopefully that will make Flex raiding less confusing for people.

  • Everything there is to love about flex raiding

    by 
    Adam Holisky
    Adam Holisky
    09.09.2013

    As is unfortunately usual in a Ghostcrawler twitter conversation, it starts out with a troll trying to get under the skin of WoW's lead system designer, and ends with Ghostcrawler making a point that everyone should hear. This time it struck home. Flex raiding is not going to be there for the hard core guild that wants to get world firsts, it's not going to be there for the people that want to raid just once every few months, and it's not going to be there as a cakewalk for newbies to just waltz into and get some epics. It's going to be there for the former raid leader like me, that had no choice in The Burning Crusade but to have a "hard core" guild and all the drama and decision making that came along with it. Back in the day (note that I'm using the phrase here not as a positive) in order to see the end game content of Illidan, Archimonde, and hell, even Kael'thas, you had to have a guild that was well put together and full of dedicated raiders. A dedicated raider was someone who farmed 10 to 20 hours a week, came prepared with their own food, flasks, and other assorted gadgetry. A dedicated raider read up on all the stats, knew the fights inside and out, and was ready to adept to new situations on a moment's notice. A dedicated raider also knew that we lived and died by the numbers. If you were not putting out 1,000 DPS (at the time), you were on the docket to be cut. When we entered Sunwell Plateau you had to be producing 1,500 DPS on Brutullas or you were going to be sat, and probably replaced in the long run. A dedicated raider might have been the nicest guy in the world, but if they were not performing the way they needed to, then they didn't have a spot on the team. Sorry pal, we like you, but you can't mash your hand against your keyboard fast enough. You're cut.

  • Blizzard reveals Siege of Orgrimmar raid schedule

    by 
    Matthew Rossi
    Matthew Rossi
    09.04.2013

    Next week, we hit Orgrimmar as the Siege begins. And Blizzard has just revealed the release schedule for the raid as a whole. Next week, on September 10th, we get normal mode opening and Flex Raiding opens wing 1, the Vale of Eternal Sorrows. Heroic opens on the 17th (requiring a Garrosh kill on normal to unlock it), along with Flex wing 2, the Gates of Retribution, and LFR opening wing 1. This keeps the previous intention of unlocking Flex faster than LFR and staggers the normal and heroic releases as we saw in previous raids this expansion. For the complete release schedule, we've reproduced the Blizzard post behind the jump. I for one am very much looking forward to the Siege.

  • How long is too long for a raid?

    by 
    Matthew Rossi
    Matthew Rossi
    08.23.2013

    I remember the year I spent in Icecrown Citadel. I'm not really exaggerating - it was from December to December, so about a year total. It was about the longest time I spent on a raid, including the days of Molten Core - for comparison, Molten Core was the only real endgame raid besides Onyxia's Lair from November of 2004, WoW's release date, until July of 2005, so roughly eight months. Interestingly, the Shadow of the Necropolis patch (patch 1.11) came out in June of 2006, so in the year between the first and last raids of classic WoW we saw MC, Onyxia, BWL, Zul Gurub, Ruins of Ahn'Qiraj, Temple of Ahn'Qiraj and finally Naxxramas. All of these raids released between July of 2005 and June 2006. Not all of these raids were replacements for previous ones - Blackwing Lair and AQ 40 were considered 'sidegrades' from each other, at least until one killed C'thun, who until the release of Naxxramas had the best gear in the game. The two 20 man raids, ZG and AQ20, did not replace BWL or evn MC gear, they just provided another place to go. Because of the way raids were structured back then it's a little misleading to compare classic's raid release schedule with our modern one. Raids were something a very few players overall did - there was no parity between smaller and larger raid sizes, no LFR, no flex (although by the time Naxxramas came out, some guilds were running MC, Onyxia and even BWL/AQ with smaller raids to maximize gear acquisition before heading into Naxx) and the only way to gear up for raids was either to be carried through said raids by geared groups and handed all the stuff they didn't want or need anymore, or to start on the ground floor and run the level 60 dungeons. The design wasn't structured around raiding being accessible or allowing a larger group of players to see these fights - raiders got to see them, and if that was 10% of the people playing the game, that's what it was. It's interesting to look at how players react to raid content now. A commonly expressed sentiment is that Throne of Thunder, a raid first released on March 5th, 2013, has been around too long and players are eager for new content. This is a raid that has been around for six month, and will be superseded around the time it enters it's seventh. While hardly the shortest time a raid has ever had to be run through, it's not much longer than the initial tier of Mists raid content, either. Mists of Pandaria released on September 25th, 2012, meaning that from October 2012 to March 5th 2013 we only had MSV, HoF and ToES - a time of about five months. What makes five months acceptable and seven months unacceptable? Are two months that much longer to raid a zone?

  • Patch 5.4 PTR: Hellscream's BoA epics

    by 
    Matthew Rossi
    Matthew Rossi
    08.02.2013

    An interesting new wrinkle in patch 5.4 has been discovered, in the form of a whole host of new Bind to Account weapons found in the files for Siege of Orgrimmar. Available in Flexible Raid, normal and heroic levels (although for many of them, only one or two versions have yet been found) these items use the old Horde PvP models, although that may not be final. We know that the items are not finished, their item levels are not finalized at this time. Still, items like Hellscream's Decapitator are interesting for a variety of reasons. Will they behave like current heirlooms and Archaeology BoA's like Zin'rokh, meaning that you could send them to your alts of either faction? BoA items like these could definitely provide an alt with a leg-up on gearing, and making them available only via Flex and Normal/Heroic would definitely get players interested in checking out Flex Raids. At present we have a variety of datamined Hellscream's items - In addition to the Decapitator above, we have the Barrier, Cleaver, Doomblade, Pig Sticker, Razor, Shield Wall, Tome of Destruction, War Staff, Warbow and Warmace. No word yet on whether or not these items will be usable with transmogrification, considering that at present the original PvP items require certain PvP ranks to use them with transmog.

  • Ghostcrawler on flex raiding's rollout

    by 
    Olivia Grace
    Olivia Grace
    07.15.2013

    We had some discussion last week here at WoW Insider regarding the proposed roll-out of the new Flexible Raiding system coming with patch 5.4. If you weren't aware, it was previously proposed that Flex would roll out in phases similar to what we've become used to with Raid Finder, meaning that at the initial release of the tier Flex wouldn't be available, and would come in week-by-week, wing by wing. Blizzard Lead Systems Designer Greg "Ghostcrawler" Street commented on this on Twitter: @Xinek Not sure yet. We'd like for it to be sooner though. We want flex to seem more attractive to someone on the fence. - Greg Street (@Ghostcrawler) July 13, 2013 Ghostcrawler's approach certainly seems to make sense. By pushing the new difficulty out sooner, more players will be enticed to give it a go, and hopefully more will like it. However, the downside for this is of course the hardcore players, who might feel even more obliged to take on the new difficulty for gear if it's rolled out sooner. However, they are such a minute percentage of the player base that it seems illogical to excessively punish the rest for their benefit! What's your take on this? When should Flex appear? Personally, I think I'd like to see the first wing release at roughly the same time as heroic, and then a wing per week until it's all out. I think Raid Finder should probably follow about a week behind that. But this is really just personal, and maybe you feel differently? If you do, then why?

  • Breakfast Topic: What's your ideal raid size?

    by 
    Lisa Poisso
    Lisa Poisso
    07.13.2013

    With the advent of flex raiding, players will find it simpler than ever to gather friends or muster guildmates to experience WoW's fantastic endgame raiding content. "Having a flexible raid size with scaling damage will bring its own design challenges, to be sure," writes Matthew Rossi, "but it will also mean that once your guild hits the minimum raid size (currently 10 players) until it hits the maximum, it will never have to sit a player again. And at the maximum size, it will never have to cancel a raid because 22 people showed up instead of 25. It will change raiding, it will change guilds, but it is probably inevitable and necessary change." For keeping up with a constant stream of new raids and an endgame whose goalposts bump forward on a regular basis, the ability to scale raid challenges seems right on target. How will flex raiding change the way your raid group approaches raiding? Do you expect it will represent mostly a convenience to cover scheduling snafus and absences, or will your group take advantage of flex raiding to customize a raid size that works better for your guild or group of friends? And while we're at it, what would you consider your ideal raid group size? %Poll-83437%