Entries in diversification (1)
Wishful Thinking: Boss Mob Rotation For 5-Man Flavor
Wishful Thinking is a column for the theorycrafting behind World of Warcraft. No, not the number crunching madness perfected by the folks at ElitistJerks, but the features, abilities, and design ideas that the Project Lore writers conjure from their squishy pink stuff. I love WoW's PvE content, but there's no denying that it can get boring. Doing the same runs over and over for weeks on end do nothing but show us how repetitive things can become. After the first few virgin runs we fight through the monotony mainly for a chance at some glorious rewards. Thanks to hard and heroic modes, and quick content patches, raiding has become less repetitive, but our heroic dungeon farming is no less mind numbing than ever. Considering how much time we now spend in heroics, thanks to the vastly improved badge system, don't you think party-based PvE deserves content diversification? What to do... We already have heroic and non-heroic versions, so that's out of the picture. Hard modes could be done, but would be placed on farm by anyone who raids in a matter of weeks. Not the best return on one's development investment there. That's out. What else can be done to make five man dungeons a little less stale, a little more enjoyable? Ignoring our insatiable desire for loot and badges, one way to keep an instance fresh is already implemented by Blizzard in Violet Hold (and later ToC). Boss mob rotation. In VH the party is given a random chance to encounter three of six possible bosses before they tackle Cyanigosa. It's a small change, but the randomness forces players to stay on their toes even after they start to outgear the dungeon. Extend this idea further, apply it to multiple dungeons, and it'd give us a little boost in content. For the lore and item junkies out there, new bosses can offer both. Many instances can simply have lieutenants written in as taking over a former leaders' position, or perhaps the vacuum left by a leader's demise allows a new faction, race or species to subjugate the rest of the instance's denizens to their will. It's true that in the long run the change would be like Diablo II's "dynamic" map system, where you could easily remember all the map layouts, but the longer we can extend that notion the better. I've mulled over the problem of the lack of 5-man heterogeneity for ages, with multiple audiences, and outside of making entirely new dungeons more frequently, a dynamic encounter assignment has been the best thing I've come up with. Does anyone have any other bright ideas to make five man content less repetitive likes their big brothers? Do you agree that that VH offers a bit more play before it becomes repetitive? Everyone likes new encounters right?