Yesterday we discussed the new PvP structure in the upcoming World of Warcraft expansion, Warlords of Draenor. Today we’re going to talk about the new Dungeon & Raid content. The developers of WoD are getting back to the basics, and I am very excited to see what is in store.
There will be six brand new dungeons added, along with the return to Upper Blackrock Spire.
- Bloodmaul Slag Mines
- Blackrock Depot
- Arakkoa Spires
- Shadowmoon Burial Grounds
- Iron Barracks
- Returning – Upper Blackrock Spire
I love new content, but I also really like the idea of revamping old dungeons, much like they did in Cataclysm. If you played in classic WoW, you had to do the dungeon grind for your first gear set, and UBRS was a huge part of that grind.
- Blackrock Foundry
- World Bosses
So far it look like there will be two raids with the initial release of WoD, plus the continuation of an exciting mechanic added in MoP, World Bosses. As you can see, the revamping of Blackrock will be an introduction to the two new raids and I wonder if the World Bosses will be in Blackrock Mountain, because that would be pretty awesome.
Here is what the new raid structure will look like.
From the WoW website
- Normal vs Heroic vs Mythic
Normal and Heroic will allow groups to be built out of Real ID and BattleTag cross-realm friends, and all raiding options will be on separate lockouts. This means boss kills in Raid Finder, Normal, Heroic, and Mythic will not be shared between them, and you can kill each boss in each difficulty for a separate chance at loot each week.
- Changes in Flex
There will no longer be a distinct mode called “Flexible Raid” because flexibility will be the underpinning of how most raiding works. Normal mode will scale flexibly to support groups of any size between 10 and 25, as will Heroic. There will no longer be “10-player Normal” or “25-player Heroic” there’ll just be Normal and Heroic, and they will both scale to fit the number of players present. Even Raid Finder will benefit from the addition of our Flex scaling tech: no more needing to stand around staring at a boss waiting for your group to fill back up if someone has left.
The only place where Flex scaling doesn’t quite suit our gameplay goals is the most extreme difficulty of raid content, where razor’s-edge tuning would be impossible to achieve while supporting incremental raid sizes for each additional player. Thus, we are introducing Mythic difficulty with a single, fixed 20-player size, which will offer the pinnacle of raiding for the best of the best and the highest-quality rewards and prestige.
The number of drops will scale with the number of players, and loot can be distributed in whatever time-honored traditions you choose: DKP, Suicide Kings, karma, dice rolls, coin flips, rock-paper-scissors, “guess what number I’m thinking of,” nepotism, thumb wars, etc.
- Queue System
They are doing away with the wing-based queue system currently used in Flex. While Raid Finder offers a flat difficulty—each boss is approximately as difficult as every other boss in the raid—Normal mode is intended to be a more standard, escalating progression. We saw some frustration in Siege of Orgrimmar as people would jump into the later wings of Flex as they unlocked and not understand why the bosses were so much harder, expecting it to work like Raid Finder. With this new structure, only Raid Finder will have wings to queue for. The new Normal and Heroic scalable difficulties will still require you to go to the raid entrance, zone in, start at the first boss, and progress as far as you can in that week.
Watch as the very cool BellularGaming breaks it all down in this short video
What are your thoughts about the new Dungeons & Raids in WoD? Let’s discuss it in the comments below. Tune in Monday as I will be breaking down the UI improvements for the new expansion.