Flexible Raid Lock System Coming in 4.0.1

This new system will allow each character to defeat each raid encounter once a week.

Blizzard announced about six months ago that their philosophy on raiding in Cataclysm will be focused on flexibility. You should be able to choose whichever size raid fits your style, and you shouldn't have to run the same content twice in a week to maximize your character. With that in mind, Bashiok just posted an in-depth look at the Flexible Raid Lock System that's coming in patch 4.0.1.

The new system will debut in Icecrown Citadel and The Ruby Sanctum when the patch launches, but it will ultimately be featured in all Cataclysm and Wrath of the Lich King raids once the expansion is live. The Flexible Raid Lock System will allow each character to defeat each raid encounter once a week. Here's Bashiok's example: "You could kill Lord Marrowgar and Lady Deathwhisper with a 10-player raid on Wednesday, join a 25-player raid to kill Festergut and Rotface on Thursday, and then lead a completely new 10-player raid to kill The Lich King on Friday."

To help plan out your raiding schedule, a new UI element will be introduced that shows you which bosses you have already defeated. Raid leaders will also have the ability to link in chat which encounters the raid has completed. Bashiok goes into much more detail on the system in his post, so be sure to read it after the jump.


Flexible Raid Lock System in 4.0.1

Almost six months ago we announced that Cataclysm raids were being redesigned to make both raid sizes the same difficulty, drop the same quality of loot, and exist in the same lockout. This evolution in raid philosophy is built on the belief that the size of your raiding group should be a choice based solely on what's more fun and enjoyable for you, and that you should not have to complete the same raiding content twice in a week to maximize your character's progression. These systems are the culmination of a great deal of design and player feedback from the last few years. With the release of the 4.0.1 patch, the new Flexible Raid Lock system will debut in Icecrown Citadel and The Ruby Sanctum.

With the Flexible Raid Lock system, instead of being locked to a specific raid size or raid group, each character will have the opportunity to defeat each raid encounter once a week. You could kill Lord Marrowgar and Lady Deathwhisper with a 10-player raid on Wednesday, join a 25-player raid to kill Festergut and Rotface on Thursday, and then lead a completely new 10-player raid to kill The Lich King on Friday. Every raid has a list of encounters associated with the zone. For example, Icecrown Citadel has twelve encounters. After you defeat Lord Marrowgar, you can open up your character's raid information dialog and see the list of encounters in Icecrown Citadel with Marrowgar marked as defeated. You may no longer fight Lord Marrowgar with any raid size or difficulty until the weekly raid reset for your region occurs.

Another key change is that if you join someone else's raid in progress, you are no longer locked to that raid after merely zoning in. Your raid status will only change when a boss is defeated, at which point it will be updated to reflect the state of the instance in which you are currently participating. So, let's say you have killed the first four bosses of Icecrown Citadel, and you then join a raid that has defeated the first four encounters, as well as Festergut and Rotface. The dialog that displays upon entering Icecrown Citadel will show that the raid has defeated 6 of 12 encounters. If you help them defeat Professor Putricide, then you would be marked as having defeated not only Professor Putricide for the week, but also Festergut and Rotface. If instead after joining the raid you then proceeded to wipe ten times to Professor Putricide, you could leave the raid with only the first four bosses marked as completed.

To help communicate to players which bosses are dead in the raid leader's raid, there is new functionality to link in chat a list of the encounters the raid has defeated. So before you join a raid, you can see what they've already defeated. If a raid leader advertises in chat that she needs another healer for an 8/12 Icecrown Citadel run, you can see precisely which bosses are still available to fight. If you were only looking for that one item from Queen Lana'thel that never drops for you and this raid already defeated her, you will know not to join that raid.

Let's look at another example of the Flexible Raid Lock system. A guild schedules three nights for 25-player Icecrown Citadel raiding on Wednesday, Thursday, and Saturday. On Wednesday, the raid defeats Lord Marrowgar, Lady Deathwhisper, Icecrown Gunship Battle, and Saurfang. On Thursday, five people cancel their raid attendance due to real life emergencies. The raid leader knows that if he cancels Thursday raiding, there's little chance they'll have enough time on Saturday to defeat the other eight bosses in Icecrown Citadel. So he splits the remaining 20 Thursday raiders into two 10-player raids. Each new raid enters Icecrown Citadel and defeats Rotface, Festergut, Blood Council, and Valithria Dreamwalker. The next Saturday with all 25 players online, they reform as a 25-player raid and enter Icecrown Citadel once more. Only Professor Putricide, Queen Lana'thel, Sindragosa, and The Lich King remain. After a tough fight, the Lich King falls and everybody celebrates. Without the Flexible Raid Lock system the entire raid probably would have missed out on a night of raiding, and likely would not have reached the Lich King.

While players can freely move between raids of different sizes in normal difficulty, there are some additional rules for Heroic difficulty. If a 10- or 25-player raid defeats a boss on Heroic difficulty, then those players may now only raid additional Heroic encounters with that specific raid. If your Heroic 25-player raid defeats the first four bosses of Icecrown Citadel on Heroic, then they may not split up into two 10-player raids and continue to fight in Heroic difficulty. You may also not join someone else's raid if they have defeated a Heroic encounter.

But let's say you are a member of a Heroic raid in Icecrown Citadel, and after killing Lord Marrowgar on Heroic you have Internet connection issues that prevent you from raiding for two nights. During those two nights, the rest of the raid kills everything. Without the Flexible Raid Lock system, you would be done with raiding Icecrown Citadel for the week. Ouch. With the Flexible Raid Lock system, you can join someone else's raid as long as they are doing Normal difficulty. This would at least give you the opportunity to earn your Justice Points for the week. If this raid attempted to switch to Heroic difficulty for Icecrown Gunship Battle with you in the raid, the raid leader would receive an error message stating that she cannot change to Heroic, because someone in the raid (i.e., you) is already locked to a different Heroic instance.

All of the new Cataclysm raids will feature the Flexible Raid Lock and Dynamic Difficulty systems, and when the Cataclysm occurs the other Wrath of the Lich King raids will also have these features. It's important to note that this system doesn't affect Heroic dungeons, they will work as they always have. We look forward to feedback for this new system after 4.0.1 is released. As a reminder, Icecrown Citadel and The Ruby Sanctum are the only two raids that support the Flexible Raid Lock until the Cataclysm occurs.

Comments

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Oi..
# Oct 04 2010 at 2:47 AM Rating: Decent
It's been stated already (and numerous times) that 10m and 25m dungeons will be dropping THE EXACT SAME STUFF...just in different quantities.

Basically, it's like this:

10m dungeon: 1 drop per 5 people
25m dungeon: 1.5 drops per 5 people

So, when you do the numbers, you'll eventually find that running 25m will get your group geared faster, which ends up being the only perk to running them over 10m.

I don't personally see a problem with this because my guild doesn't run 25m at all, and getting into pugs is just 100g in repair bills and a next-to-zero chance at loot (the number of "reserved" items on most pug runs is obscene.) Heck, my last 25m ended after wiping on Marrowgar, and some butthurt SPriest turned off Hellscream's Warsong so we couldn't continue. I really dislike knowing that there are certain items (like my trinket) that I will never see because I don't/can't run 25m content.
Oi..
# Oct 04 2010 at 1:25 PM Rating: Decent
Yes, they've already well-established that the loot is the same (granted, it STILL defeats the purpose of doing any 25 man raids because all it is really doing is giving two more people a chance at loot, which really isn't worth the trouble of setting one up). I think the chief concern was related to ICC and RS. Because whether or not some people only run 10's doesn't mean others aren't already in organized 25's too.

And after doing research, it turns out that, no, no they are not making the loot the same for all ICC's and all RS's. Rather, you still only get marks from 25 man's and heroic 10's, and you still only get weaker stuff from 10 man's. And THAT will **** off a lot of people for the next month, because it means there are only two raids worth doing (ICC and RS, which, between the two of them will only take two days to run). I don't know what Blizzard was thinking, but this will cause a lot of cancellations between now and Cataclysm launches. Maybe they were hoping to clear up servers? Because outside of raiding ICC and RS, there's not a whole lot to do. Dragon runs for Uld and title runs for Naxx will only take between one and three attempts to do nowadays, ToC still sucks, and OS runs only take an hour.

The idea is good for CATACLYSM. Limiting the amount of stuff there is to do for an already limited WotLK finale is beyond dumb. Hopefully they come back for Cataclysm.
This...May Not Work
# Oct 02 2010 at 8:50 AM Rating: Decent
Well, that's what Blizzard said they're doing for CATACLYSM. But they haven't said whether that's what they're doing or not for Icecrown or Ruby Sanctum. Keep in mind, the drops for ICC10 are significantly different than ICC25. The loot for Cataclysm Raid #1 in 10 man and 25 man will be the same because they design it to be the same. But basically they'd be eliminating items people may use. And I just don't see that happening. So either they have a mix of 10 and 25 man drops per boss and just change the amount of loot dropped change depending on raid size, they do away with 10 man loot altogether and just have 25 man loot drop (unlikely, since there would no longer be an incentive to do 25 man's) or, and this is most likely, they implement this "Flexible Raid System", the raid drops stay the same as they are now, and they make you choose between whether you want to do ICC10 or ICC25 for a particular week and give people one less thing to do during the week.

Regardless, this is an implement that only benefited the vocal 10% and will most likely **** off the silent 90% of raiders who would much rather cancel their subscription rather than do one or two less raids a week. I really hope for Blizzard's sake they double the amount of raids for Cataclysm, because you can only run dailies so often before you realize you've got nothing else to do.
This...May Not Work
# Oct 02 2010 at 4:24 PM Rating: Good
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77 posts
so wait, you would rather run the same raid twice with just more people in one version? i think thats rather boring and stupid.
plus they have stated they want 10 man/25 man to be a personal play choice rather then a requirement, for example i dislike 25 mans, too many people and too hard to organise but i really enjoy 10 mans, some people see it the other way round, some people enjoy doing 25 mans because they like the amount of people. so now i can do just my 10 mans and be happy, they can do just their 25 mans and be happy and people dont have to do both just to get well geared
This...May Not Work
# Oct 03 2010 at 12:43 PM Rating: Decent
Well right now they aren't running the same raid twice for fun. Rather, the best all-around loot is in ICC25, but in order to get that loot, guilds have to run ICC10 to get geared for 25. Example: my guild currently has 3 ICC10 groups and our main ICC25 group. Each one progresses differently: sometimes they get loot for everyone, sometimes just one guy gets super-geared. Point is, it all leads up to the 25 man, because it has the best loot and biggest challenges.

The "Flexible Raid Scheduling" destroys that. Unless they slightly lessen the challenge on each boss in both ICC25 and RS25 (not so much RS, because it seems to not be run very much on our server, but still...), then guilds will have to choose between doing ICC10 during the week to get geared for ICC25 the next week or do ICC25, get 36 pieces of good gear to be split up between 25 players. Beating the first batch of bosses in ICC10 helps no one out for ICC25. Beating the first tier of bosses in ICC25 so that you can get some guys overpowered to beat ICC10 in separate groups seems ineffecient. And, to top it all off, you're basically limiting the overall amount of stuff to do during the week.

The only thing I can think of that balances this all out is that they basically discontinue all the ICC10 gear, place a smaller amount of ICC25 gear throughout the ICC10's , and then get your balance there. But at that point, it defeats any purpose of ever needing to run ICC25 (or really any 25 man raid because, sure, there'd be more gear, but that's only because there would HAVE to be).

Ultimately, it kinda seems like one of those ideas that sounded REAL good on paper, and the execution of said idea is well implemented, but the variable they aren't accounting for is, again, they're eliminating a raid from the schedule of their current raiders, which they will notice if there aren't twice as many raids as there are now, and that will ultimately lead to people questioning their subscriptions and possibly canceling. We'll see how it works out.
Read Old News...
# Oct 02 2010 at 1:16 AM Rating: Default
Guys... with the new system, 10 man and 25 man loot will be the SAME (264's), the only advantage to 25 man is there will be more drops.
wondering as well
# Oct 01 2010 at 1:49 PM Rating: Decent
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70 posts
yeah this states whats going to happen with the raids but not the equipment. because since there are totally different loot tables for 10 and 25 how would this be feasible.
1) will the trophys still only drop out of 25 man
2) if the equipment is not changing how do we actually pick between 10 and 25 man.

id love to go though the 30 billion pages linked to this blue post but thats way to much reading to find out of these questions have been answered.

Sounds like
# Oct 01 2010 at 11:56 AM Rating: Decent
alot of people are going to get confused by this. Seems like a decent idea in theory. Does this mean that we will see 25m loot in 10 man after this patch or are we just seeing the raid lockout system?

Edited, Oct 1st 2010 1:56pm by sylkkdaskr
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