Entries in 25 man (9)
Live Stream Raid Tonight: 25-Man Trial of the Crusader
So far we've cleared the regular version of Trial of the Crusader on 25-man and the heroic version on 10-man. Tonight The Totally Rad Guild will be trying the 25-man version of the instance tonight starting at 7pm PDT/10pm EDT. Once we get through Anub'arak, we might be starting on hard modes of the encounters or maybe we'll do Ulduar. Who knows? After that we will likely try to continue another 10-man run of the instance, so check it out for a night full of raiding! Tomorrow at the same times (7pm PDT/10pm EDT), we'll be continuing our raids, so come back then to see what we have in store next. As usual, I'll be in the USTREAM chat and I'll try to answer any questions that come up whenever I can. The streamed video and chat are embedded below, so come in, join the chat, and check it out. You can also follow Project Lore on twitter or check out our USTREAM channel to find out more! Also, if you happen to miss the stream, there should be some archived videos embedded below!
Live Stream of 25-Man ToC Tonight, Right Now
Yesterday in 10-mans, we managed to clear all of Trial of the Crusader and then managed to get the tribute chest in Trial of the Grand Crusader on the last possible try. Now that we have some real experience clearing the 10-man version of ToC, tonight The Totally Rad Guild will be trying the 25-man version of the instance tonight... right now! Once we get through Anub'arak (as we did last week), we will be starting on hard modes of the encounters. With just 50 wipes per week to use on the Trial of the Grand Crusader, we'll have some extra stress put on each of our raiders. It will be a lot of fun to see the differences between 10-man and 25-man. Tomorrow at the same times (7pm PDT/10pm EDT), we'll be continuing our raids, so come back then to see what we have in store next. As usual, I'll be in the USTREAM chat and I'll try to answer any questions that come up whenever I can. The streamed video and chat are embedded below, so come in, join the chat, and check it out. You can also follow Project Lore on twitter or check out our USTREAM channel to find out more! Also, if you happen to miss the stream, there should be some archived videos embedded below!
25-Man Trial of the Crusader Live Stream Tonight
Last night, we managed to clear all of Trial of the Crusader and then managed to get up to the Twin Valkyrs before internet problems cut that short. Now that we have some experience in the 10-man version of ToC, tonight The Totally Rad Guild will be trying the 25-man version of the instance tonight starting at 7pm PDT/10pm EDT. Once we get through Anub'arak, we will be starting on hard modes of the encounters. With just 50 wipes per week to use on the Trial of the Grand Crusader, we'll have some extra stress put on each of our raiders. It will be a lot of fun to see the differences between 10-man and 25-man. Tomorrow at the same times (7pm PDT/10pm EDT), we'll be continuing our raids, so come back then to see what we have in store next. As usual, I'll be in the USTREAM chat and I'll try to answer any questions that come up whenever I can. The streamed video and chat are embedded below, so come in, join the chat, and check it out. You can also follow Project Lore on twitter or check out our USTREAM channel to find out more! Also, if you happen to miss the stream, there should be some archived videos embedded below!
Trial of the Crusader, So Far...
Trial of the Crusader has been something of a test-bed for Blizzard's raid experimentation. There's no trash, there are four different versions to complete, (almost) all of the fights take place in the same room, and you can choose from three different levels of tiered gear (not to mention the split between Alliance/Horde-themed equipment, and the resulting similarities of said pieces between classes of the same faction). The devs have made it clear that this dungeon doesn't represent a fundamental change in their raiding philosophy. That's to say that while we may see similar instances at some point in the far future, there are no plans to use ToC as a template for everything they create from here on out. Now that Anub'Arak has been released (and conquered), and we've all had a chance to see the instance from beginning to end, I think it's safe to raise the question: has it been a success? Is the model for Trial of the Crusader a good one to build upon in the future? There's no way for us to tell how Blizzard feels, except for the random bits of information that we can occasionally glean from posts on the forums or the rare developer interview, but that shouldn't stop the rest of us from discussing it amongst ourselves. To me, Trial is a risky proposition. In many ways, it's the idealized form of what a raid should be: several interesting boss fights that drop desirable loot, with as little bullshit as possible. This is, essentially, what many players say that they desire. On Normal mode, with a decent group, you've got a really good chance of clearing it in an hour or so and walking away with some top-of-the-line gear (and even if you don't, those Triumph badges build up real quick). So, why is that a potential problem? My personal philosophy is that, whether we like them or not, we all have to play by the rules of the MMORPG. That means that we're all slaves to the good ol' "carrot-and-stick." It's an odd relationship, for sure. Blizzard's got to figure out how big to make that carrot and how hard to whack us with the stick, while we players have to decide whether or not the carrot's big and tasty enough to make getting whacked by the stick worth it in the first place. What makes it even more complicated is that each and every player has a different level of tolerance. But here's the rub: at the end of the day, I think most of us secretly like getting hit by the stick, because that makes the carrot oh-so-much-yummier by the time we actually get to eat it. Does that mean we're masochists? Well, quite simply, yes. Trash, wipes, and other hardships draw out the experience. If you think of each raid as its own narrative, all of these things help build the story slowly towards its climax. Trial of the Crusader, on the other hand, gives us all the details up front. Which is great, for the short time we get to enjoy it, but the excitement dulls all that much quicker. It didn't help that even the most casual of guilds have been clearing bosses within their first few attempts (my guild one-shot Jaraxxus, Val'kyr Twins, and Anub'Arak the day they were unlocked). I can tell you that, even after banging our heads against the wall last night on Heroic 10-man, I'm secretly happy that we weren't simply able to bowl over the Northrend Beasts encounter as we always have before. Sure, some top-tier guilds have already blown through these more difficult encounters, but I think the margin of success will be much slimmer than it was at first perceived to be. As I mull over these thoughts in my head, I think I've come to the conclusion that while Trial of the Crusader may seem like a misstep right now (aside from the excitement provided by its near-instant reward structure), that's only because it currently represents the highest level of raiding content. When placed in the context of a greater spectrum (for instance, after Icecrown Citadel is released), Trial of the Crusader is going to be vindicated as a great place to blow off some steam for those guilds still intent on exploring everything Wrath of the Lich King has to offer. After long hauls through Naxxramas and Ulduar, ToC is going to feel like a breath of fresh air, and a respite from the arduous nature of your typical raiding regimen. I think that's quite enough rambling from me today, but I'm still interested in what you readers think. This is a subject more central to our gameplay experience than we might initially believe!
10-Man Trial of the Crusader Live Tonight, 25-Man Tomorrow
This week we get access to boss encounter number four of five in Trial of the Crusader, and tonight at around 7pm PDT/10pm EDT (that means soon!), The Totally Rad Guild will be trying the 10-man version of the instance. Once we get through the four released bosses, we will be heading to Ulduar most likely, so check those encounters out! Tomorrow at the same times (7pm PDT/10pm EDT), we'll be running through the 25-man version of the same instances. So if you want to see the differences, come back tomorrow and see! As usual, I'll be in the USTREAM chat and I'll try to answer any questions that come up whenever I can. The streamed video and chat are embedded below, so come in, join the chat, and check it out. You can also follow Project Lore on twitter or check out our USTREAM channel to find out more! Also, if you happen to miss the stream, there should be some archived videos embedded below!
A Look At Blizzard's Raid Philosophy
Downsizing Dungeons
Blizzard's raiding model has seen its share of changes over the years. First, it was raids that catered to 10-man, 20-man, and even 40-man groups. Then, with Burning Crusade, a curious mix of 10s and the new 25-man raids. And now, with Wrath of the Lich King, dungeons that can accommodate runs 10 and 25 strong in tandem. Like so many other things in the game, the idea has been to make end-game content accessible to as many people as possible. But I think they're onto something else, something beyond the mere ability to PuG the toughest dungeons in the game. You see, I think I've become addicted to 10-man raids. Forced into them due to low turnout from the membership, it's basically all our guild has been able to run lately. And you know what? I'm OK with that. I'm perfectly peachy. I've learned that the tighter, more intimate setup has led to a relatively stress-free experience. I don't think I'm the only one, either. As my server's population plummets over the Summer (and I'm sure it must have on many of yours, as well), I've found that several notable raiding guilds have fully converted to lean, mean 10-man raiding machines. It makes me think: would the whole game be better off this way? The immediate results would be obvious. Less people to deal with means less fighting over gear, less drama, and less people to round up for the nightly raid. On the flip side, if the "drama dragon" rears its ugly head, the impact on a smaller guild could potentially be devastating. But I find that, out of all the people I've actually played this game with, I feel like I could trust oh, about, ten or fifteen of them, and that means that I can deal with the occasional outburst and tense situations between members can be more easily defused. After all, the number one killer of WoW guilds isn't a raid boss, it's the "d-word." Urging guilds to operate on a more compact skill would be a long-term benefit for the health of the game, in my opinion, though that wouldn't help with cleaning up the messy business that would need to be carried out beforehand (I'm talking about trimming rosters and restructuring, which would no doubt leave many players homeless for awhile). The more people there are in a guild, the more they're going to feel devalued. When people feel devalued, they stir the pot to get noticed, and that's not good for anybody. It would be infinitely easier to understand what every person can bring to a raid when there are fewer bodies to consider. Another thing to take into account would be difficulty. With the exception of several fights (like Grobbulus, where an exponential number of targets decreases the chance of any one person being afflicted by a poison cloud), most encounters are, indeed, harder in their 25-man versions. Currently, 10-mans seem to be tuned chiefly through tweaking of "soft" numbers (reducing the min-max damage of a boss' spell) or "hard" numbers (4 adds become 2, 2 adds become 1, etc.).
More Changes for Ulduar
The changes (or nerfs as some of us raiders like to describe them as) for Ulduar keep rolling in. All of the changes should be live, but some may require a realm restart. The first significant change comes to the "end boss" of Ulduar, Yogg-Saron (who's lovely face you can see to your right):
The Yogg-Saron encounter has received the following changes: Death Ray no longer hits players who are under the effect of Malady of the Mind, Guardians of Yogg-Saron no longer use Dominate Mind, the spawn rate of Guardians of Yogg-Saron is more forgiving, and these Guardians will no longer spawn if a player that is protected by Hodir’s Flash Freeze hits an Ominous Cloud.Now, my guild is working on the fight currently and to really demonstrate the impact of these changes on our first pull of the night we managed to hit phase three of the fight (which we had never done before). If that doesn't really show how tuned down this fight has become, well I don't know what else will. The spawn rate is much slower in phase one, there are no more mind controls and basically there is zero reason for anyone to die in that phase anymore. The change to guardians spawning on a player protected by a Flash Freeze is a welcome change to say the least. There are a few other changes also (which can be read on the World of WarCraft Forums):
Being able to see the liquid pyrite at a greater distance is a welcome change. The whole Flame Leviathan encounter has gotten what seems to be a massive scaling back and I imagine we will see a lot more hard mode deaths for FL. XT-002 Deconstructor also got a nerf, mostly to the hard mode (which only 350 guilds have beat) because activating it should be slightly easier (although if you couldn't activate it before, should you even be doing it?). The gravity bombs and searing light also got their rate of cast reduced which should make the fight slightly easier or considerably easier depending on the severity of the rate change. While I appreciate the changes Blizzard has made in making raiding more accessible (as has been the philosophy of this entire expansion) it is a little annoying to be working on an encounter and making progress on it, only to see it changed and made much easier. My guild isn't a top guild but we progress fairly well on our 3-day schedule and it almost seems like at this point unless you're in a 5-day a week guild trying to clear as fast as possible you won't be experiencing these fights in their original form. While my guild will soon be one of the 3000 guilds having downed Yogg-Saron, it can't be argued that this is a much easier fight now. So raiders of Project Lore, are you a fan of these changes? Are you happy that the fights have been made easier? Do you think this is the right way for Blizzard to kind of "open up" raiding to everyone?
- In the opening sequence of Ulduar you can now see Liquid Pyrite from farther away.
- The Flame Leviathan encounter has received the following changes: the bonus health Flame Leviathan receives per tower has been reduced, the ejection height from Flame Leviathan has been reduced, the snare effect of the Tower of Frost has been removed, and the cannons on Demolishers and Siege Enginers should now break Flash Frozen vehicles in 1 shot.
- The XT-002 Deconstructor encounter has received the following changes: the health of the heart has been slightly reduced in heroic difficulty and the rate at which Gravity Bomb and Searing Light are cast has been reduced.
So Much Raiding, So Little Time
While I've always considered myself a strong raider, I've always done my best to keep a handle on the amount of time I dedicate to the game. It is after all, just a game, and it is very important to not spend too much time playing. That being said I am a total completionist, and I'll admit, a bit of an addict when it comes to this game we all know and love. This is why I am beginning to struggle with the new content patch. I know in a matter of months I will likely be QQing about the lack of content available... but for right now, I am overwhelmed! A big part of my problem is I can't decide if I would rather do 10-man progression or 25-man progression. So I do what any good WoW fanatic would do, and try and do both, which in my guild equals out to about 6 nights a week of raiding. That is a pretty large jump up from what I am used to, and the first few weeks I tried to make that happen it started taking a toll on me. Now don't get me wrong, I am not some helpless junkie that can't get a grip on his time... I can quit anytime I want to :) ! But the fact is I want to see both versions of Yogg go down, and there are plenty of loot upgrades for me in both versions on the instance. Fact is I am just stuck in that rare window of new content where 10-mans are still important to farm, and 25-mans still need work to progress. Eventually I know that I will completely outgear 10-mans and have no reason to go back, but I fear the hard modes will extend that window further than it usually gets extended. At this point it is clear to me I am going to have to start making some choices. What is important now, and furthermore where am I having the most fun? 10s or 25s? I realize I can't do it all no matter how bad I want to! How are you other raiders doing in this department? Are you accomplishing everything you want to? Or do you find yourself in the same place where there are not enough hours in the day (or at least enough gaming hours)? I'd be curious to know your choice, because it is time for me to make mine!