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WWI '08 Notes from the Dungeons & Raids Panel part 4

Jennie Lees

11:31 AM: CoT: The Culling of Stratholme. Player response to CoT was overwhelming, allowing players to play through story rather than just read it. CoT: Stratholme located in CoT, Tanaris. Removing faction requirement on CoT teleport. Level 80 instance. Scripted experience, similar to Old Hillsbrad. Experience "The Culling" mission from Warcraft 3 in the WoW universe.

Fight alongside Arthas (before he falls to the Lich King) to see how Stratholme fell, what exactly went on with Arthas to get him where he is today. Really want players to get to see more of Arthas. Timed encounters, some completely new things. Non-linear. You're actually in Stratholme, used a good portion of the original Strat dungeon, looks and feels as you would expect and tried to stick as close to lore as humanly possible. Using original voiceover acting from Warcraft 3.

11:35 AM: Infinite Dragonflight storyline from TBC will be continued in Stratholme, popular storyline, this was the perfect place to do it.

11:37 AM: Entrance in CoT similar to other dungeons, entrance reflects Lordaeron art and Strat style buildings. Plaguewood transformed. Really wanted city to feel alive, on the brink of something bad but feeling that the city was fully functioning, player arrives at a crucial moment.

11:39 AM: Player Q&A. Will there be a change in legendary drops? Atiesh-style or random drops?

A: For the most part they like the Atiesh style. Sometimes they have to deliver content and don't have time to implement quests like that hence simplified drop system. Case-by-case basis.

Q: Attunements lifted in TBC. Any in WotLK, or just gear checks?

A: Plan to reduce any complexity on attunements, don't plan to add new attunements to dungeons/heroics and entry level Naxxramas, will still have an attunement path once you get into raiding that takes you to the end but goal to make sure it's simple to understand and not as complicated as the attunements TBC shipped with.

Q: Wipe management - will there be closer graveyards, shorter run times through dungeons?

A: Yes, definitely something we constantly think about. We play all the dungeons too. If we feel like something's too far we'd move it. In most cases the distance of graveyard is based on difficulty, want to make sure there's some price for death, but not too annoying.

Q: Being a hardcore raider, you could see content that not a lot of people can see. With 10-man dungeons being the same as 25, will you reward hardcore raiders beyond just loot?

A: Want to make sure 25-mans feel like the pinnacle of raiding, hence the one tier loot separation, so you know for sure someone's done that raid, they'll wear different gear. Titles is something we're looking into working more with, titles from kills, title just from being able to get into one specific area. Definitely aren't trying to merge the two, like the first kills, videos etc. Want to keep that feeling, if you get that first kill it feels great for you.

Q: Will there be an expansion of the token system or will loot be randomly determined?

A: Don't plan to move away from token system but some of the randomness can be alleviated by simply dropping more loot.

Q: With all this talk of heroics, there are some people who can't even manage normal dungeons, is there any idea of bringing in new dungeons for them?

A: I don't think you're alone. There are a lot of players who find that first 5-man a barrier to entry, it's something we've been talking about a lot. We're not going to make everything easier but we do want to make things more accessible. It might not mean a creature is easier to kill but easier to understand, easier for new players to learn advanced techniques.

That's the end of the panel, some interesting developments in the pipeline for all levels of raiding. Keep checking back for more invitational live coverage throughout the day!

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