Category Archives: Raids & Dungeons
It’s hard to believe that it’s almost been a year since Cataclysm was first released. There’s been a lot that has happened – good things, bad things, and things in between that people really aren’t sure about. The expansion on a whole seems to be controversial in the fact that some believe it’s been a big success, while others believe it’s been a failure. I personally think that it’s an experiment that was partially successful, but that’s for another time.
As of November 29th, the beginning of the end of Cataclysm is upon is.
Blizzard has said that this will be the last full content patch for the expansion, and that this will basically be the end for updates before Mists of Pandaria comes out. This could be taken two ways: the optimistic way, thinking that we’ll be seeing MoP sooner rather than later and won’t have to do this content forever; or the pessimistic way, thinking that we’ll be doing the exact same content for a year, as we did with Icecrown Citadel at the end of Wrath of the Lich King (Ruby Sanctum doesn’t count).
Unfortunately I don’t work for Blizzard, and I don’t know when they hope to release MoP. Like everyone else, I’d rather see it sooner rather than later, but we know that it will be done when it’s done. However, all that being said, I’d like to take the optimistic view.
The 4.3 content patch has a lot in it. Not only do we get the new raid on Deathwing, but there are three new 5-man dungeons, a revamped Darkmoon Faire, Transmogrification, Void Storage, the Raid Finder, a bunch of new items from the raids and other content, and a whole bunch of balance changes. It would take too long to go through each one, so I’ll suggest you check out WoW Insider’s guide to Patch 4.3 to get the details about many of the new features.
Briefly, I’m very happy with Transmogrification. The interface is incredibly easy to use, and I finally am rewarded for being such a packrat for all these years. I was able to have one of my favourite looks of the Tier 5 shoulders and Wildfury Greatstaff for my Druid, which really makes me happy and nostalgic.
Void Storage is nice, but unfortunately a bit too restrictive. I have a lot of stuff in my bank from the many holidays that have come around, and I was hoping to empty a bunch out to free up some room. The biggest thing is that items labelled “unique” or items not soulbound cannot be deposited to VS. Many tabards, as well as other holiday things are all unique, and some of the holiday items like the Brewfest and Winter Veil gear are not soulbound, but I wanted to keep them nonetheless. So I deposited what I could, and at least freed up some room.
The Raid Finder has been one of the things I’ve been looking forward to most. As I’ve mentioned before, my schedule is very weird for when I can raid, so now I can raid whenever I want – as long as there’s enough other people queuing as well. I was able to get into a group, and successfully get the four bosses currently available with little drama. We only wiped twice, and there were people taking charge of the raid to get things done.
We also got Tyrael’s Charger. It’s pretty.
All in all, there’s some great new content that everyone can enjoy no matter what you do. Raider, casual player, leveling player, there’s something for everyone. As I experience more of the new content, I’ll post my thoughts about some of them. In the meantime, happy exploring!
Recently Blizzard announced that there was going to be a nerf in the difficulty of Firelands bosses, for both regular and heroic modes. For a lot of people this came as a surprise, as the Tier 11 content wasn’t nerfed until Firelands was released, and heroic modes were kept on the same difficulty. The reaction has been mixed: some are very happy that this will let them see the content before the next raid patch comes out, and some are very upset that the content is a pushover now and their previous work is all for naught.
My thoughts are somewhat in the middle. Unfortunately, due to my real life scheduling situation and some very frustrating timing for being rotated out of a raid spot, I have yet to see an actual Firelands raid. I did a trash run during the first week as well as a few attempts on Rhyolith on another week. No kills or loot from the instance at all for me.
Because of my situation, I’m a bit excited about the nerfs. This means that when the time comes that I’m actually able to raid, there’s more of a chance that we’ll clear through the bosses and I’ll be able to get more Valour Points and good loot. Rather than taking the rare chances that I actually have to raid (so far I’ve been available for three nights of raids since Firelands released) and beating my head against a wall because of stalled progression, I will have a good chance at stuff that most of my guild has had for months.
However, I see where the regular raiders are coming from in their frustration. They’ve been working on this content for a while, learning the fights week after week and making steady progression. Perhaps there’s a guild who was on the verge of taking down a certain boss after many attempts, and all of a sudden the fight is easier by 15%. It’s a little bit of a downer, as the pride in taking things down at full strength is a great feeling.
In the end, this means that more people will be able to see more content. We don’t know any sort of estimated time of arrival for 4.3 and the new (hopefully) awesomeness that awaits there. In the meantime, people who have yet to see all of Firelands will be able to do so. More people will get better gear, meaning that when the next patch finally does arrive, they’ll be better geared for the new content.
I know that our guild has been 6/7 for normal Firelands, so I’m sure that many of my guildies are feeling the frustration. Hopefully the frustration will pass when they realize that they’re getting new goodies and will look forward to beating Deathwing to a bloody pulp.
Looking around the WoW news community this morning gave me quite a bit of happiness. 4.3 looks like it’s going to be incredibly awesome – and even though the word is used entirely too much these days, the word we’re looking for is epic.
On top of the other features of the patch (transmogrification, void storage, raid finder tool, Darkmoon Faire revamp, among other things) we get the best part: the Deathwing raid and 5-man dungeons. Interviews were given from Tom Chilton and Greg Street (aka Ghostcrawler) across a few websites, and a bunch of information was given.
Basically, there will be three 5-man dungeons giving the story leading up to the Deathwing raid, all involving the Caverns of Time:
- The first one (“End Time”) will be a dystopian future where Deathwing won and the world has been destroyed and remade the way he likes – all in ruins. The idea behind this is convince Nozdormu that he needs to get involved and help, or else there won’t be much of anything to watch over.
- The second one (“Well of Eternity”) will be during the War of the Ancients, where Deathwing first betrayed the aspects and created the Dragon/Demon Soul. It looks like we join Thrall to get the Demon Soul to use as a weapon against Deathwing in the present. Basically using the power to overload the essence within him, causing the big black dragon to burst from within.
- The third one (“Hour of Twilight”) will be a flight to Wyrmrest Temple to begin the fight against Deathwing, raid-style. Along the way there will be battles against many foes trying to steal back the Demon Soul and prevent you from attacking the big bad guy, likely lots of Twilight people.
The final battle against Deathwing (“Dragon Soul”) is in an instanced version of Wyrmrest Temple in Dragonblight (hopefully including the changes that happened in the Thrall: Twilight of the Aspects novel), with fights around and in the temple itself. At one point we get to be on Deathwing’s back, trying to pry off his armour plating to get to his fleshy bits underneath. Apparently there will be a “balance” mechanic, as Deathwing isn’t just going to be flying in a straight line – the raid will be a bunch of fleas on his back that he wants to shake off (do a barrel roll!).
Eventually, Deathwing ends up at the Maelstrom where he becomes a bit of a conglomeration between himself and an Old God minion. The phrase used in the interview with Ghostcrawler says that they call him “Cthulhu-Deathwing”, tentacles included. All in all, this raid looks like it will be living up to my expectations and more.
Also included with this will be a new legendary, a set of two daggers for rogues specifically. This quest line will involve the uncorrupted black dragon egg that was the subject of a really good questline in the Badlands. At the end of it, there’s nothing said about the future or fate of the new whelp, but it looks like we’ll find out shortly.
Lately I’ve had difficulty having inspiration for a new post, and have been thinking about what to post about. Patch 4.2 has just recently dropped, but sites such as WoW Insider have much more comprehensive coverage of things in there than I could ever give. However, one thing that I can give is where I’ve come from through my time in WoW. Let’s take a trip with the way-back machine to Wrath of the Lich King and look back at Naxxramas.
Naxx was one of the entry raids of WotLK, the other being Malygos in the Eye of Eternity. It was originally a 40-man raid at the end of Vanilla, but the difficulty level and attunement process was quite high at the time. Very few people were able to experience it, even through Burning Crusade. Thus Blizzard decided to bring it back in Wrath, along with updated items and tier armours.
This tier of raiding was the first time people got to experience having the choice between 10 and 25-man groups of the same instance. They were on separate lockouts, so if someone had enough time they could do both versions of the raid to get gear faster. Personally I felt it was better suited for 25-man raiding, as it is such a very large instance, and it feels even larger when there aren’t as many people. The size of the instance and rooms were not changed from the original 40-man raid, so that probably has a bit to do with it.
There were four wings, each with a boss at the end that needed to be defeated before moving on to Sapphiron and Kel’Thuzad (originally – later through Wrath it was possible to skip the wings and go directly to them). The four quarters were: Military (or Death Knight), Plague, Spider, and Construct. Each wing was themed with similar trash mobs and bosses, with each having their own little special thing.
Back in Vanilla, Patchwerk was the DPS check for the instance. If the raid DPS was high enough to kill Patchwerk before he enrages, the group is probably ready to do the rest of the instance. Fortunately with Naxx being the first raid of the expansion, it was a little more forgiving.
I never had the chance to do it in Vanilla, but I have heard that the entire instance retains much of the original feel. Fights like Loatheb are still very difficult due to the very big mechanic of not being able to heal except for a few brief seconds every minute. Heigan still requires the entire raid to dance between the flames. Kel’Thuzad is still a royal pain if you’re melee-heavy with the ice blocks.
Altogether it wasn’t a bad instance, and I certainly enjoyed the time we had through it. There were certainly things that could have been improved, however. Standing out to me was the Instructor Razuvious fight in 25-man mode. It was a requirement for there to be two priests in the raid, as there are two adds that need to be mind controlled for the fight to tank the boss. In 10-man mode, there were crystals that were used for this reason so anyone could do it. Even though there are 25 people in a raid, there were a few times our guild couldn’t do that quarter because we didn’t have enough priests.
There were a LOT of bosses. 16 altogether (I’m counting the Four Horsemen as one boss), and while that allowed a lot of loot to be given out, it also made for a lot of time in one zone looking at the same stuff over and over again. I’m all for a lot of content, but sometimes there’s a bit too much.
Class tier item sets dropped were re-skinned Tier 3, updated for Wrath. Some of my favourite tier sets are in tiers 3 and 7, so I was quite happy when I got my sets. Along with it were some very interesting looking weapons, including Journey’s End and Origin of Nightmares (guess what spec I was during that time). Unfortunately, as much as feral Druids loved these two items we suffered the usual pains of not being able to see them while in combat.
This instance was a very good raid to start off the expansion with. It was perfect for Wrath’s lore, and had a variety of fights that people had to adapt to very quickly. Thaddius and the positive/negative gimmick was always a lot of fun and very frustrating at the same time.
If you ask me, that’s what raiding is supposed to be like – have fun while ripping your hair out. Good times.
It’s not just any Tuesday today. Maestro, please begin the ominous music.
Today is when patch 4.2 hits North American/Oceanic realms for World of Warcraft. It’s been just over six months since Cataclysm was released, and our first major content patch with new and exciting things to do. We technically have had a content patch already, but redoing two existing instances takes a lot less work than a whole new raid and daily quest hub.
To say that there are a lot of changes is quite the understatement. I will be referencing links from WoW Insider throughout, and the best place to get a run down of the major changes is their guide to patch 4.2.
The major points of the patch are the inclusion of the Firelands raid and the Molten Front daily quest hub. Ultimately defeating Ragnaros once and for all, the raid also includes the chance to get a new DPS caster legendary staff. Similar to the Isle of Quel’Danas, the Molten Front area is a daily quest area that advances along with personal progression (I touched on this on a previous article).
For the first time with a patch, we actually have explanations for the class balance changes that came along with it. Ghostcrawler took every single change and said why they made them in point form. Rather than just saying “here you go, deal with it”, we at least have an idea of the philosophy the developers use when making their decisions. There are a great number of changes, best to take a look at which ones apply to your own class(es).
Another great change is the Dungeon Journal, which includes a version of AtlasLoot. Once again we see Blizzard taking addons that they like and feel should be part of the default UI and incorporating them. The Journal has information all the fights of Cataclysm content (will be expanded for the rest of the game eventually, I’m sure), along with abilities that the bosses use and gear that can drop. Currently there is the gear information on the Battle.net website, but this is a great way so people don’t have to use a third-party addon or alt-tab to find out what drops from a certain boss.
Lastly, one of my favourite things about 4.2 is the inclusion of a great cosmetic change. Since I’m back to being feral DPS, I can be a flaming kitty! I believe that it only requires the person to have the staff that drops from Fandral, and whenever you’re in cat form you become a cat… on fire. Dragonwrath turns the caster into a dragon with a proc, but it looks like this is a passive cosmetic change.
I hope that this opens the door for more cosmetic changes down the road, as we really need them – especially for druids. We have great gear, but in combat we’re in the shapeshift forms and are unable to see the great looks. The community has been asking for changes such as this for years, so hopefully we’ll see more down the road.
New content is awesome. I know I’ve been getting impatient, as this six month period since Cataclysm released seems to have gone by very slowly. Hopefully I’ll be able to raid the new place, for the main reason of becoming a flaming kitty. Otherwise, at least I’ll have the new daily quest area to keep me busy for a while.
A little while ago, something happened that caused me quite a bit of frustration. In essence: I love to raid, but I was denied the chance to raid. I was mad at first, but after having the chance to reflect upon it I have some thoughts to share.
Being in a guild comes with rules attached. This is even more important for guilds who raid, as there are the intricacies of determining who gets loot, discipline for people being jerkfaces, attendance issues, among other things. What is the rule for who gets to raid?
Some back story to begin with, as my situation is a bit weird. I’ve mentioned before that I can’t raid as much as I used to, due to real life circumstances. I am married to a wonderful woman and have a great son. Unfortunately I don’t make enough money to support us all by myself, so my wife has to work part-time on weekends and some evenings. As it happens one of the nights she usually works is a raid night, and the other raid night is one where I work late every second week. Therefore, due to our work schedules there have been many times where I have been unable to raid because of having to look after our son or because I’ve been working.
Prior to The Spawn arriving, I was a regular raider. From Vanilla all the way through Wrath, I was there for a majority of our guild’s raids, so I have good experience. I’ve been in the guild since it was formed, so I have tenure. Plus, I enjoy raiding as it’s my version of a “guy’s night out” or poker night.
It happened that this certain Friday, I wasn’t working late and had been given the all clear to sign up for the raid. We’re doing 10-man raiding right now and eleven people had signed up – since I’m a DPS class, my role is always one that’s fought over. This was my first time being able to sign up for a raid in over a month, but I had experienced most of the content in the expansion thus far. The night’s agenda was to go to Throne of the Four Winds and work on Al’Akir, as he’s the last boss we need for the Guild Glory of the Raider achievement.
I logged on, asking if I was going to be able to raid that night. The decision was made to have myself and another DPS do a /roll with the low roller sitting the night. Ultimately, mine was the low roll and I was out. To say I was mad was an understatement.
The arguments came to my mind very easily: I’ve been a member of the guild for years! If it wasn’t for my situation, I would have been there for every raid! I deserve equal chances to participate in the raid! Other people go to every raid, but I have the rare chance! Why do they go but I get shut out?
Almost a week later, I’ve looked back and realized that the decision was made properly. I wish that it was made ahead of time so I would have known, but that’s beside the point. It was a progression raid, and the people who have worked at the content for weeks deserve the chance to get a guild-first downing of a new boss.
There needs to be a balance for inclusion of all members who want to raid. I’m not suggesting that just because you’re a warm body means that you should go, but given a chance. If the raid agenda was to do content that was being farmed, my anger would have been justified. Since it was a progression night, it was not my place to take the spot of someone who has been there all the time.
Who gets to raid?
This is the core of the problem. When I was an officer back in Burning Crusade, we were getting together people for a Gruul’s Lair run, and we were short one DPS. We had a player log on, one who wasn’t around very often, but was raid ready. They joined the raid, and after killing Gruul we had the Dragonspine Trophy drop – for the first (and eventually only) time of the expansion for us. At the time, our loot policy was to /roll and high roll wins. This player ended up getting the highest roll… and quit the game a week later. (Loot rules are a whole different ball of wax)
Because of the above reason, there is definitely a reason to put the proper people in a raid. Whereas I may be someone who knows what to do, I truthfully didn’t deserve to take the spot on that night.
Obviously there are times when it’s not possible to be picky. If there’s only 10 people on who can raid, you have your raid. Depending on the skill and gear levels of the people involved, that will determine what will happen that night. Progression may not be possible, but it will likely be possible to bring up other people to the point of being able to progress later.
If there’s 15 people who want to raid, there are going to be five people who will have to do something else. Should the plan be to progress through raid content, the obvious choice is the people who are ready for the content.
However, there must be a chance given to people who want to raid. It’s just the timing that needs to be decided on. Firm communication between guild leadership and the members is key. If the plan is to do progression, make sure people know that preference will be given to those who are geared and ready for the fight. For farm nights, some preference should be given to people who need to gear up.
All of this must be done within reason. A whole raid full of people who need to gear up won’t go very far in a raid. I’m not saying that those who can’t make every raid must be given a spot on farm nights, but to take their situation into account.
I love to raid, as it’s something that I enjoy doing with the friends that I have made through World of Warcraft. My schedule limits the times that I can raid, because of the schedule my guild has established.
I was wrong to have been upset at being sat out for a progression night. Hopefully things will work out and I’ll be able to raid again soon. I’m looking at you, people who set my wife’s schedule. /glare
In the meantime there are PuG raids that I could join, there are Zandalari heroics, and upcoming single player content in 4.2 that could make me pass the time. Lots of things to do, and hopefully raiding with my guild will be one of those things again in the future.
There are times when I wish I wasn’t as accommodating. Yet, I only have myself to blame for it. I try to do things with the best intentions, but sometimes things just don’t work out.
In this case, it all has to do with my DPS specs. A while back now, I decided to change from feral cat DPS to a boomkin because the guild needed more ranged people. I volunteered, because I always wanted to try the spec out and see what it’s like. One of the biggest problems is that I barely make it to the raids due to real life schedules, so in the end I didn’t really do much to help the guild out with getting a ranged class.
Finding that I was missing being feral DPS, I decided to change my second spec (feral tanking, which I had not used once since I got the spec set up and reforged all the gear) back to a kitty and tried it out in a heroic to see how I would do. For comparison, as a boomkin I would average around 8-10k DPS – which is not very good at all – by any comparison for my gear level.
My first thought was: “Why in the world did I ever switch?”
After doing a heroic Zul’Aman, my average DPS for the entire instance was around 13.6k, and my highest was around 18k for Nalorakk. At first I thought it was just that instance, but after thinking more I realized that it’s just something I’m so used to doing that it flows easier.
One thing I was really bad about as a boomkin was my DoT uptime. There were some fights where I was below 30%, because I just forgot to reapply it with being so focused on my regular rotations. Fortunately as a kitty, the DoTs that I use aer some of the most important parts of my rotation and come naturally. That in itself is a great way to make sure I don’t slack.
Plus, I found I was getting bored with being a boomkin. There were definitely fun parts about it, but altogether I was finding that I was just there and not being very excited to instance or raid at all. Perhaps that’s how I got my priest to 85 so quickly, because I just wasn’t feeling it.
Whatever the case, I’m definitely back to being a feral DPS spec. I had so much fun with it through my first instance, I don’t care how many rogues and other ferals I have to beat up to get my gear. As well, if I needed any other reason, the staff that Fandral will drop from Firelands in 4.2 turns cat form into a fire cat form. ‘Nuff said. I’m back to a melee state of mind.
I have mentioned before that I was working on a goblin priest for an alt, something I’ve wanted to do for a while. That priest is finally level 85, and heroic ready… but the process was a little bit different from the expected.
Originally, my thought was to try to level through the dungeon finder to work on healing skills as I had never healed on a priest before. It worked out well for quite a while until level 41, when I got too frustrated at other people and then decided to just take the plunge and quest with a shadow spec. This ended up being a good plan, as I now have the basics of both specs down.
The thing that was scaring me was the idea of healing Cataclysm instances. On my druid, I have done all of them multiple times (excepting the new Zandalari ones), so it wasn’t that I didn’t know the fights. I had the simple fear of failing at something that I set out to accomplish. Many times I’ve been in a group where there’s been one member that was doing a very bad job at their role and I was afraid that one day I’d turn into them.
Once my item level was high enough – unfortunately heirlooms make this a bit difficult, as they’re an item level 1 – I decided to give it a try. From when I first made my priest, I decided to use discipline as my healing spec since it looked like fun, and so far it has been. Having the multiple methods of damage prevention and utilities make it so I have more tricks up my sleeve, and hopefully will make the run go smoother.
All in all the regular instances went fairly well. It didn’t stop me from being nervous through all of the runs, but at least we were able to make it through them. The hurdle now is the transition into healing heroics.
I’ve done a number of heroic runs with my shadow spec, getting drops and justice points to improve my gear before I try to heal them. As of last night, I am at the point where I think my gear is ready to go into a heroic. There are a few fights that I’m worried about that have high levels of damage, and whether I’d be able to cope with the stress.
Unfortunately, I have a bad habit of forgetting to use cooldowns at times. The biggest problems are two of the best cooldowns a discipline priest has: power infusion and pain suppression. Huge increase in healing throughput and huge damage reduction, and I forget to use them? I have to set up some power auras to help me remember, the same I did for my boomkin stuff.
My priest has yet to heal a heroic, but I think I’m ready for it. If not, that’s why there’s the option for a dual spec.
After my last post was linked on WoW Insider, I saw a couple of comments on the page that made me think. Firstly, I realized I didn’t do that great of a job explaining my position on the Premium Dungeon Finder. Secondly, I realized that there’s a lot more to this “premium” thing that should be discussed. Through the ensuing blog posts as well as Twitter conversations, I thought I’d expand my thoughts.
To begin with, it was a new and controversial move when MMOs first started charging a monthly subscription for games. Up until then, you paid your money for the game, and played as much as you want for the initial cost. Games that had vast multiplayer services like other Blizzard games (Warcraft III, StarCraft) or first-person shooter games (Counter-strike, Quake) operated on the one-time payment and provided the rest free of charge. I don’t know the economics behind this all, but I’m pretty sure that these games would have to sell a lot to be able to provide free multiplayer services.
Even to register a domain name for a website, there’s a fee. Heck, in many major cities in Canada and the US, it’s hard to find free parking at times. Behind everything, there is some sort of cost – whether it’s seen or not is the big thing.
Warcraft II: BNE & Warcraft III, Diablo and Diablo II, StarCraft and StarCraft II all offer free multiplayer through Blizzard’s Battle.net service. At any given time there are millions of people playing games on their servers, using the bandwidth they have to pay for, and ultimately costing the company. Someone has to maintain the servers to make sure they are at peak performance. Someone has to administer the people working on said servers, and the data centres that house them. Even though people playing those games only pay up front, there are real costs that Blizzard has to deal with on an ongoing basis.
Thus we have the reasoning for a monthly subscription fee for MMOs, as they are a whole new ball of wax. Rather than being separate instances of a game, they are a persistent world that also has instances within them. They must allow thousands of people to log on to a server and play the game as the company has designed and have fun doing it. If the servers crash repeatedly, nobody is having fun. The monthly fee goes to offset the likely astronomical costs of being able to maintain the server networks.
We already pay a monthly fee, why do we need to pay more for extra services?
I forget who exactly, but someone on Twitter gave this example: “I already pay for my cable, why should I pay more for the HD package?” Similarly, it’s the same as going to a Starbucks and asking for a coffee with an extra shot of espresso but not wanting to be charged for it. Both examples are extra services or products that are offered, but not essential.
Currently, the WoW remote package is the only Premium offering that is available. This gives people the ability to do things outside of the game which can enhance their WoW experience, namely being able to use the Auction Houses and chat with guild members who are in-game. Both of these services require an extra charge, likely because a lot of work went into them, and I know for a fact that it wasn’t free to create. Blizzard employees put their time and effort into these things that are not even required – not even remotely! (Yes, the pun was intended)
The Premium Dungeon Finder is something that will require Blizzard to change their network infrastructure. The servers right now are physically located at various points around the world in clusters. The Battlegroups are set up as such, and the people who group together in the Random Dungeon Finder (LFD) or battlegrounds are pulled from these server groups. Blizzard is working on making it so eventually it will be region-wide, with no extra cost for the player. By changing the LFD system to be able to pull people from your Real ID friends list specifically from servers around the region, it is a major change that was likely not planned for when things were first set up.
Finally, even though the game has been out for six and a half years, the subscription rates have not changed once. Inflation has brought many prices higher across many different industries, but we pay the exact same to log on to WoW as we did when the game first started. I’m pretty sure that there is a lot of money lost by keeping these rates the same.
In the end, I highly doubt that Blizzard will introduce something that is so game changing that it is a requirement to pay for it. If they did, they would most definitely lose a lot of subscribers, and likely myself included. I believe in getting a fair deal, and I think Blizzard has given us a good one so far.
If you want these extra features, you can pay for them. They are not necessary, but they’re helpful and useful. I personally will not be getting the WoW remote subscription or the Premium Dungeon Finder when it comes out, as both of them are not worth it for me. Everyone can choose for themselves to see if they think it’s worth the extra money for the services received.
Today there was some news released about something Blizzard is working on that will be quite game changing. No, it’s not the dance studio. A “premium” service which will allow someone to use the Random Dungeon Finder (LFD) tool to group with friends on Real ID.
At first glance, I think this is an excellent idea. With WoW being so big across so many servers, there are people who want to group together but don’t want to take the time or money to level an alt on another realm or transfer a character over. By being able to bypass the tedius or expensive effort that these entail, it will allow friends to do dungeons together and have fun much easier.
The biggest thing that will cause most people to call foul is the fact that it’s a premium service, which is an extra fee on top of the monthly fee we already pay. To be honest, that was the first thing that caught my attention as well, but I’m going to wait for all the information. We don’t know any pricing or how exactly it is going to work, apart from the fact that only one person needs to have the service – that being the person initiating the group.
If this feature will be included in the current premium package which allows remote auction house and remote guild chat and keeping the price the same, I can see a fair amout of people using this. I could even see myself possibly signing up for this feature.
One big question I know a lot of people will have is whether this will support cross-faction groups along with cross-realm. Many of my friends are not only scattered across different servers, but between the Horde and Alliance. As much as the Alliance are scum (as far as my characters think), I’d like to group up with the people behind them. To me, I think this will be the selling point: if I’m able to do cross-faction groups, I’ll pretty much be sold.
Since this is still very early in the cycle of the feature, we’ll definitely be given more information later on. I’ll be very curious to see what the final version of this product will be.