20-man-raid

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  • Officers' Quarters: How Blizzard can help guilds adjust to 20-man mythic raids

    by 
    Scott Andrews
    Scott Andrews
    11.18.2013

    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. A week has passed since BlizzCon, but the arguments over mythic raiding's single 20-man size have not abated. BlizzCon has always included controversial announcements, and it seems that the raiding changes were destined to become the big one among 2013's batch. It's easy to understand why. For current 25-man Heroic guilds, they have to choose between cutting five players from the team or making a bunch of people sit on the sidelines. It's not nearly as bad as the 40-man to 25-man transition, but it still stings. Heroic 10-man guilds, however, will have it much worse if this change goes live (and it very much seems like it will). It's too early to make sweeping changes to your roster, but rest assured in the future I will cover different strategies for making that transition. For now, I'd like to talk about what officers and raiders should ask Blizzard to do to help us adjust. Now that this decision has been made, however, Blizzard should not stand idle in this process. They can make this transition easier on guids.

  • Mythic Raiding: Why 20-man?

    by 
    Adam Koebel
    Adam Koebel
    11.13.2013

    Mythic raiding in Warlords of Draenor won't be the first time we've seen this particular raid size. Both vanilla Zul'Gurub and Ruins of Ahn'Qiraj were 20-man raids. It also won't be the first time guilds were fractured by raid size changes, such as the vanilla to BC transition. Heroic raiders in both 10-man and 25-man guilds are wondering why neither of them was chosen to be the official raid size going forward. Why do both raid sizes need to have their teams disrupted? Community Manager Lore chimed in on the forums to explain why Blizzard chose 20 as the magic number. Essentially, the problem with the 10-man raid size is they can't reasonably guarantee you will have a specific class to handle a unique mechanic. This isn't a problem in 25-man, but when you are trying to make both raid sizes equal in difficulty you cannot design mechanics which only work in 25-man.

  • Enter at Your Own Rift: Talking 1.3 with Hal Hanlin

    by 
    Justin Olivetti
    Justin Olivetti
    06.22.2011

    Today we're on the verge of RIFT's third major update's going live. It's a doozy of a patch, too, with a little something for everyone: a raid for endgame players, guild banks for... well, guilds, character transfers for the antsy, and RIFT's second world event for one and all. With Patch 1.3, Trion Worlds puts its money where its mouth is by continuing with its streak of sizable, regular updates. It's a critical patch for some, as it seeks to answer the growing call for more endgame content while an increasing number of players hit 50. Fans of RIFT will most likely welcome the spread of the patch, but detractors will undoubtedly criticize why X was done instead of Y (and don't even get into Z; that letter is nothing but trouble). And above the noise, Trion sails on with apparent confidence and dedication. Even though we got to speak with Trion at E3, I got the opportunity for another pre-1.3 interview with Design Producer Hal Hanlin (which, by the way, is a superhero fake identity if I ever heard one). In this no-holds-barred discussion, we covered the selling points of 1.3, the accusation that RIFT is "dying," and the philosophy behind Trion's rapid stream of content.

  • E3 2011: Hands on with RIFT's 1.3 update

    by 
    Justin Olivetti
    Justin Olivetti
    06.09.2011

    With patch 1.2 fading in the rearview mirror, RIFT players have turned their attention to the incoming patch 1.3 due on June 22nd. Titled Waves of Madness, the update will kick off a new world event and add an additional tier of endgame content in the form of an additional raid. We got the opportunity to dive into 1.3 early at E3, all while a petite seven-foot-tall dev perched on our shoulder and gave us running commentary. Patch 1.3's crown jewel is a 20-person raid in the ancient fortress of Hammerknell, which was built by folks who thought it'd be a smashing idea to cram evil spirits into runes and then use that as the foundation. Sounds to us a lot like building a summer camp on top of a desecrated native burial ground, but we're sure these architects had good intentions. Surprise, surprise, the spirits started to ooze out into Hammerknell and tore up the place. To make matters worse, Hammerknell is the prison of a water dragon -- and the water plane started to come to its rescue. So the Dwarves decided to treat it like an illegal toxic dump by sealing up the fortress, whistling innocently, and conveniently forgetting it until another raid area was needed. But it's not as simple as just unlocking the front door and marching in to claim some loot! Hit the jump as we walk you through the process of down-and-dirty archaeology!