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Guild Leadership Corner: Where have all the guild funds gone?

This post was co-written by Lissanna, Ranico, and Mindalen of Undying Resolution (US-Elune), as part of the blog’s guild leadership series.

Our guild has a problem. We’re slowly going broke this tier because Blizzard’s changes in 5.4 have removed our guild’s primary source of guild income.

Our 25-man raiding guild used to be self-sufficient:  We’re currently working on normal-mode Garrosh and working on starting heroics. Our guild offers repairs, flasks, food, gems and other raiding materials as part of the package of benefits we offer to our raiders.  In return for these materials, our guild keeps any greens, blues, or epics that drop in the raid and people don’t need. This includes BOE epics, BOE patterns, or shards/materials from disenchanting BOP epics. The guild also accepts donations from members, and plenty of guild members make their own flasks and such. For all of Cataclysm and the first several tiers of MOP, we were able to do this while still either making money or coming out even in funds every month. The beginning of a raid tier is almost always a profitable time in our guild’s raiding, with the end of tier economy usually slowing our guild’s income.

Something is wrong this tier: With the change to noodle carts reducing our food requirements, our actual guild income should have gone up at the beginning of this tier (especially with our faster than average progression through normal-mode content). Instead, we’ve netted an approximate loss of 250,000 gold in the first few weeks after the start of 5.4 (a really unprecedented early patch loss). Without major reductions in providing materials to our guild members, or increasing guild donations, we will have depleted all of our bank’s reserves by the end of December at the rate of loss from the first few weeks.

Where does all that money go?
Item name – Number of stacks per week = Average amount per stack(average per week)

  • Golden Lotus – 5 stacks of 20/week @ 1300G = (6500G)
  • Raw Croc Belly – 6 stacks/week @ 229G = (1374G)
  • Emperor Salmon – 5 stacks/week @ 125G = (625G)
  • Giant Mantis Shrimp – 3 stacks @ 120G = (360G)
  • Tiger Gourami – 3 stacks @ 225 = (675)
  • Raw Turtle Meat – 4 stacks @ 30 = (120)
  • Pumpkin – 6 stacks @ 290 = (1740)
  • Cabbage – 2 stacks @ 300 = (600)
  • Carrots – 2 stacks @ 200 = (400)
  • Green Onion – 2 stacks @ 200 = (400)
  • Additional Meats/Fish/Veggies in lesser amounts 6 stacks @ 100 = (600)
  • Gems – 20/week = (approx. 1200)
  • Enchanting mats – Random amounts – Not trackable. Usually donated or obtained by DEing greens.
  • Black Pepper – 3 stacks/week @ 1800 = (5400)
  • Rice Flour – 2 stacks/week @ 1800 = (3600)
  • Leg Enchants – 5 x 3 = 15 @ 400G = (6000)
  • Belt Buckles – 4 @ 400 = (1600G)
  • Shoulder Enchants – 4 x 3 = 12 @ 350 = (4200)
  • Guild Bank Repairs – On average we spent 10K gold per week on guild repairs.

What was our original source of income?
In previous tiers, BOE patterns would drop from raids that could be sold to non-raiders or other guilds that were unlucky with their pattern drops. We sold BOE epics that dropped from raids and didn’t require crafting. These BOE epics were often rare and of equal ilevel to the normal-mode raid gear. These were often bought by people who wanted to get a quick ilevel boost outside of raids at high prices. In addition, for the last several tiers, some epic crafting items required tokens such as haunting spirits. These tokens came from disenchanting gear from raids, and used to be so valuable in previous tiers that we didn’t hand out much off-spec gear since the need for haunting spirit tokens to fund the guild was greater than our guild’s need for off-spec gear. A combination of all three of these would mean that selling BOE epics, patterns, and required crafting spirit tokens were enough to keep our guild either breaking even or making a profit each raid tier. We could also sell the crafted items made from having the rare patterns and valuable required spirits.

In the current raid tier, NONE of these major income sources are available to us:

  • In the current tier, there are no BOE epic drops in the raid instance, so we can’t sell BOE epics.
  • There are no BOE pattern drops, so we can’t sell BOE patterns.
  • The current tokens (spirits of war) aren’t used in the same way as the tokens from previous tiers, and so fewer people are buying the tokens. Thus, these spirits can’t compensate for the loss of BOE drops from the raid instance, due to the spirits not being a required crafting material anymore.

Why are Spirits of War not enough to sustain guilds this tier?
As a tailor, the spirits of war only accelerate the rate of making the daily cloth grind to make Celestial Cloth. It takes 21 celestial cloth to make a single epic item. Making a celestial cloth takes 10 bolts of windwool cloth once per day. If you use the spirit of war, it still costs 10 bolts of windwool cloth to make a celestial cloth. So, all it does is speed up the amount of time. The spirit of war is not a required item to make the epic, and it does not reduce the resource requirements at all. Thus, guilds can’t sustain high levels of guild expenditures with selling these spirits of war on the auction house, since they sell at a slower rate than previous tiers. Guilds also can’t sustain spending with only spirits of war to make BOEs to sell (in the absence of BOE epic drops from the instances). For example, since the 210 bolts of windwool cloth (at 12 gold a piece) means that it costs us the equivalent of 2,520 gold to make a cloth belt.

While these crafted items are selling okay early in the patch (at an average of 15,000 to 20,000), this isn’t likely sustainable due to limitations on the current crafting materials (e.g., who is farming the raw materials to make the items in the first place?). There are only so many trilium bars our guild can farm up outside of raids (and in previous tiers, the BOE items we were selling came as raid drops, and not as spending hours outside of raids farming materials). As the prices of these crafted items (but likely not the raw production materials) will decline over the next 6 to 8 months, if we sold the belt for 5,000 gold several months down the line, we would potentially only profit 2,500 gold based on the cost of the materials to manufacture these items (a far cry from the rate of weekly spending the guild will still incur at a point where our individual guild members may be feeling less generous on their own to keep the guild bank afloat). The rate-limiting factor for making the epic belts and other profession crafted items is not the daily cooldown for guilds with piles of Spirit of War tokens, but instead the rate of farming drops of windwool cloth or other materials required to make the items, especially on lower population servers with hurting economies in the first place. To be profitable, spirits of war and their role in crafting needs to be seriously re-examined.

What could Blizzard do to help guilds recoup lost funds?
To save amazing guild bank systems like Undying Resolution’s, a change to the spirits of war needs to happen soon – before the next expansion.

  • Spirits of war could reduce crafting costs. They need to make spirits of war either seriously reduce or entirely remove the material cost for crafting epics. So, a spirit of war plus a trillium bar could produce two of the balanced trillium bars instead of creating only one; it could reduce the cloth needed to 5 instead of 10 bolts, and reduce the magnificent hide costs to 1 instead of 2.
  • Turn spirits of war into a valued currency. They could also potentially put patterns or items on a vendor where the spirits of war are a currency for buying items directly.
  • Add back raid BOE items. It could be possible to add new BOE items this current tier for normal & heroic-mode raiding, with higher ilevels than normally available (e.g., BOEs at the thunder-forged value level). However, at the very least, for the next expansion, BOE raid epics absolutely need to return.
  • Increase guild raiding challenge rewards. They could also help guilds directly by greatly increasing the rewards from raiding guild challenges. For example, they could increase the number of guild raid boss kills and the gold rewarded per raid boss kill for the guild challenges). If it isn’t possible to make it easier for us to sell things, they could help fund raiding guilds by giving raiding guilds more gold for killing raid bosses (and reduce the need for us to sell items in the first place).
  • Increase guild funds from the Cash Flow Perk. Increase the Cash Flow Perk percentage or make the Cash Flow Perk applicable to more sources of gold income (such as quest rewards or auction house sales). With the declining interest and reduced number of dailies, the Cash Flow generated through this perk continues to diminish and represents but only a small portion of our guilds gross income. This would be better than adding in a taxation system where guilds could “tax” their guild members earnings, since the cash flow perk is a bonus on top of what the guild members earn. However, a “tax” system could also potentially be used to allow guilds to control how much gold their individual members donate to the bank, and could be used for guilds to distinguish differences between themselves, and determine how much money from individual members a guild requires to sustain themselves.
  • Have inexpensive cauldrons (flasks) and feasts (food) available to raiding guilds every tier. While the noodle carts are a nice addition this last patch, this ends up almost being “too little, too late”. As golden lotus for flasks ends up being a major guild expenditure, a 25-man flask cauldron similar to the noodle carts would have gone a long way to making the guild bank issue into a non-issue. The guild funds are really only expensive in the first place because Blizzard took away cauldrons and feasts this expansion (making people reliant on individual food/flasks after a long time of having those provided by their guilds). We could compensate for this by sustaining guild income with sales of BOE epic drops from raids, but removal of the safety net really hurts guilds who created centralized guild banking to provide cauldrons and feasts to their guilds in the first place.


While some non-raiders may see the removal of these exclusive BOE items as beneficial, they come with a huge negative downside for the raiding guilds who required those items to make large raiding guilds sustainable. At the current rate of gold loss, our once profitable bank strategy has us leaking money faster than our income can keep up.

We are making internal guild changes (such as offering guild members rewards for donations to the bank, posting notices of what items we need donations of each week, reducing the amount of raid repairs we allow per day, and other strategies). In the short-term, we have seen guild member donations increase due to showing the guild our finance problem. However, this is the equivalent of shifting the costs onto our guild members – instead of an individual member crafting a belt and selling it for 25K, they’re spending their time and money outside of the raid crafting a belt and giving that item to the guild to sell. At that point, it’s no longer the guild providing resources from the funds gained from selling items acquired from raids, but members sharing resources they personally acquired outside of raids. Even with serious changes, we may have to seriously consider reducing the quantity and selection of raiding materials we can provide to our guild members 6 or 8 months down the line if donations don’t stay high enough to make up for the loss in sustainability from raid drops (we will eventually exhaust the resources of the minority of raiders who consistently donate to the bank if all raiders don’t donate equally). With the fact that our guild has one of the best maintained guild banks I’ve ever seen, having to change the way we provide materials to our members would break my heart. For guilds less well organized than ours, it is likely that they will stop providing materials much sooner than we would, as they are likely to run out of funds much sooner than we would. If this trend continues into the next expansion and several raid tiers down the line, this loss of sustainable guild funding would also cost us one of our primary recruitment tools after several years, and would hurt the culture of our guild since our members are used to how amazing our guild’s resources have been thus far.

Of course this raises the broader question, why not have raiders pay for their own repairs and provide everything for themselves? Why do we even need a Guild Bank? That question can continue sofar as to: why do we even need guilds? Especially true with both LFR & Flex. The simple answer is we want to be able to create our own communities with our friends, we want to be able to craft our own collective narrative and history within the game, not just as individual players but as a broader guild. Please give us more tools and ways to do this, not less. The answer to a vibrant community is not simply connecting realms or removing barriers to raiding, it also includes making “Guilds” fun and interesting, making them a network of micro communities across realms that forms the backbone of the broader macro community in WoW (as they always have).

Posted in Guild Leadership, Mists of Pandaria, Written By Lissanna

The benefits of Flex raiding

The latest World of Warcraft patch brought with it a new raid size – Flex raiding. With two wings of the four total wings available in the Siege of Orgrimmar raid, I thought I would talk about some of the benefits for Flex raiding.

  • Variable group size. If you have 20 people on to run a weekend Flex raid, you can hop into a raid and not have to pick up 5 unknown people to form a 25-man raid. If you have 11 people, you don’t have to sit one out to form up a 10-man raid. Instead, you can run with any number of people between 10 and 25. This lowers the administrative and organizational burden. If you have 15 people online, you can hop into a raid – assuming that you have the right group makeup with tanks, DPS, and healers.
  • People can join & leave freely. When we would do organized LFR runs, if someone showed up 10 minutes after you started, they couldn’t join the raid. In LFR, you couldn’t swap people out between bosses. In LFR, you couldn’t replace a bad PUG with a great friend. With the new Flex runs, you can do all three! If you start the raid with 10 people, you can still end the raid night with 25 (or any amount in between). We frequently have people show up late to our Flex raids and it doesn’t cause nearly the same headache that we experienced the last few expansions without Flex raids.
  • Individual loot system. An administrative burden for normal & heroic raids is the need to have some way to ensure that loot is fairly distributed. In 25-man normal/heroics, we run with an addon that tracks points (EPGP). However, for the Flex nights, we don’t have to worry about distributing loot, as the use of the LFR individual loot system reduces the possibility for fighting or loot drama in the more relaxed atmosphere.
  • Allows for organization. Unlike LFR with strangers, you can force the raiders running Flex to be prepared for raiding. You get to choose the members of your raid team.
  • Wings mean you can skip more bosses. A difficult problem with having 13 or 14 bosses in a normal/heroic raid is that you often have to do 12 bosses to work on the 13th. In most cases, this means that normal/heroic raids require significant time commitments to clear the earlier bosses and unlock the later progression bosses.Having only 3 to 4 bosses in a Flex or LFR wing means that you can skip the first wing if you just want to do the second – or you can skip the first three and start on the last wing (once they are all open).
  • Raid with your friends. A benefit of being cross-server is that you can raid with your friends. We can bring along social guild members, battle-tag or Real-ID friends along for the fun. Our guild does a Monday night alt Flex raid where I have been able to raid on my druid for the first time this expansion, as alt LFR raids weren’t very satisfying for my raiding guild.
  • Raid with strangers. If you don’t have an organized flex raid with friends, you can still organize groups of strangers using tools such as Open Raid. If you can’t plan in advance, you can also use an addon called OQueue to find a group in-game. Other communities such as Twitterland Raiding have been used for people to organize cross-realm raid groups.

Taken together, what does this all mean? Well, for one – there will be fewer organized LFR runs. Most of the organized groups will be better off hitting Flex raids (meaning you won’t be lucky and happen into the rare spots in the organized LFR runs when you do run LFR). I believe that Flex will be a very popular raid size for small casual guilds or for cross-realm groups of friends that were formed to run LFR groups together, with fewer drawbacks of having to pick up random LFR people. Either way, it encourages some consistency in raiding with friends, without being super rigid the way that normal & heroic raiding is. One thing I can say for certain is that I am really enjoying Flex raiding on my druid.

Posted in Mists of Pandaria, Uncategorized, Written By Lissanna

Memory strategies for learning WOW boss mechanics

Some of the replies to my last post had a point about how you don’t necessarily have to remember every single boss mechanic. Instead, they suggested things like relying on DBM to remember things for you, only needing to remember the mechanics relevant to your role, ignoring mechanics that can be ignored (especially on LFR), and even just remembering one phase at a time. While these are all really great advice for people, they are all things that you largely have to figure out outside the game when you are reviewing strategies, before you step your foot in the door.

They are all at their core essentially suggestions for committing the boss mechanics to long term memory as quickly as possible. While my first post was really about the amount of information if you don’t study in advance or use addons, I think it is worth talking about what a time-effective way is for using these tools. In my definition of long term memory, I suggested that you could remember a likely seemingly infinite number of boss mechanics when storing that information in your long term memory. So, today I’m going to highlight more about how to maximize boss learning time in a shorter period of time.

Memory Aids: Using addons to your benefit

As I’m sure everyone is aware, there are addons such as Deadly Boss Mods and Bigwigs. These display visual alerts on your screen with timers for boss abilities letting you know when something is likely to occur. They will also sometimes put markers on people’s heads and put up visual alerts on boss effects that are targeting specific players (e.g., as an indication that you need to run out if you are the bomb, etc).

An important point here is that you need to memorize what the appropriate action is when the visual alerts come on the screen – does the alert on your screen require you to stack up on a marker your raid put out, spread out, run away from the boss, run towards the boss,  dispel, tank swap, or something else? The addons don’t eliminate the need to study in advance, but should make the fight easier once you have memorized what the visual cues mean. The best way to utilize these addons is to spend time studying the fight before you enter the raid dungeon (to know what alerts you need to attend to), and even to turn off alerts for the boss that aren’t relevant to you. You should look into ways to reduce the amount of spam on your screen if the addon starts to be too distracting, and make sure that it’s a help rather than a hindrance to your performance.

Another helpful tool is “GTFO” which blares loud alarms at you when you are standing in something that is doing damage to you. The minor problem with this is that some fight strategies will require you to stand in bad stuff on the ground and that can get annoying really fast. This means that you do need to know some in advance about the mechanics so you know how to properly respond to GTFO, and possibly disabling the addon on fights where the alert isn’t helpful. However, in general, the overwhelming likelihood is that if this is going off, you are standing in something that might kill you if you stay in it for too long.

In general, you should set up your interface using other helpful addons in the way that reduces how much spam you have on your screen, to make it easier to focus on things that really matter. You want to reduce the amount of irrelevant information on your screen in general when you are raiding, and instead make sure you can focus on watching the important things happening around you.

Should you study just for your role?

So, while the addons described above are really helpful for refreshing your long term memory, and reducing working memory burdens during the raid, they don’t replace actual time studying the boss mechanics before the raid. With the increasing number of things to learn and remember, one strategy is to find ways of identifying the mechanics most relevant to you and working specifically at remembering them. For example, Coveroth’s post about Dragonsoul vs Firelands emphasized the fact that people can spend time doing isolated roles, and thus only need to study for the things they’re required to do (so, only tanks and healers need to remember tank swap mechanics, for example).

One of the great things that Ponerya does for our guild’s boss strategies is to make role-specific TLDR lists at the bottom of the posts.  While it is really helpful that we know everyone’s role, especially in really complicated fights, it may help to focus attention first on making sure you can do your job correctly. For example, when the raid leader assigns groups to different tasks, it is important to know that you are killing orb #1 and not the rest of the orbs, but you don’t necessarily need to remember who is doing tasks you aren’t assigned to.

Similar to the point above, if you have a limited amount of time for studying bosses, it is helpful for you to figure out which mechanics are likely to kill you or what you can safely ignore. In this way, when you are watching a boss guide video, you can perhaps make a list along the way of things relevant to you and things not relevant to you (also, in this case, note taking is a potential helpful strategy for you to refresh your memory shortly before your “test”, I mean raid), and focus on making sure you know the things relevant to you for the first time you step into the raid/dungeon.

However, it is likely that healers, tanks, and raid leaders in particular will need to know everything. Thus, in some cases, everything is relevant to you. If pretty much all the fight mechanics are important for you, the next suggestion is much more helpful.

“Chunking”: Learn one phase of the encounter or one related set of abilities at a time.

In psychology studies, they found that one way of dealing with memorizing lists of information was grouping relevant things together in a strategy called “chunking”. For casual guilds, especially, it may be that you will spend several hours on one phase, then several hours on the next, etc. For bosses with more than one phase, when you review the boss mechanics at the start of the pull, it is in your best interest to only talk about one phase at a time on vent, rather than to laundry-list all the mechanics for the whole fight. No one is going to remember what

This applies to studying for bosses like Durumu when you are watching video guides or reading guides online. The easiest way to deal with the sea of information is to study small pieces of each fight at a time. If you start to feel overloaded with information, then figure out what smaller set of boss abilities you can focus on. This is true even for fights that are really single-phase fights. You can find ways of breaking things into groups of abilities that are related to each other (so, chunk add mechanics together, chunking ground effect mechanics together, learning the abilities of one of the two dragons in the fight before the other, etc). Master one phase or group of abilities, then move onto the next.

Conclusions: Do your homework!

While conquering new content may be challenging for most casual guilds, the current fights really require people to study fights in advance. If you spend enough time preparing in advance, you can really maximize your time spent practicing and killing bosses. Getting actual practice on the bosses is obviously important, but if your guild is really struggling and doesn’t require either addons or studying boss mechanics prior to the raid, then instituting more serious addon/studying guidelines may be to your advantage. FOR running LFR, one helpful thing is the “Bosses in 5 seconds” explanations, that can be used to copy/paste the most essential LFR strategy info into your instance chat. If all you have is 5 seconds, you should try to find and use those guides.

If the only raiding you do is LFR, it is still helpful to install an addon to help you track boss mechanics, and it is still helpful to read strategies that are designed for normal-modes, so that you have some idea of major mechanics. Going into a raid unprepared is just as bad as showing up at an exam without having studied or attended class at all. You may be able to guess your way through some of it, but you won’t be able to excel without doing your homework!

Posted in Mists of Pandaria, Written By Lissanna

The psychology of boss design part 1: Information overload

The design of PvE raid bosses in World of Warcraft is a complicated process. Each person on the boss design team gets to create their own encounter(s) in a raid dungeon, sometimes with collaboration on some of the trickier bosses. Over the course of the game’s development, the fights have become more and more complicated. The bosses have more abilities, requiring more movement, and more coordination as a group. These bosses are requiring greater memory demands, greater multi-tasking, and faster reactions to things happening in the environment. These actions all happen while we also complete a complicated series of button presses or mouse-clicks related to filling a specific role in the raid (tanking, healing, or damage dealing).

Over this series of posts, I will talk about how the Mists of Pandaria raid encounters are pushing the limits of human memory, reaction speed limitations, and visual perception abilities (for good or bad!). In this blog series, I’m going to talk about several problems that plague boss encounters, where the fight mechanics are breaking several core psychology principles (related to memory, reaction speed, and visual perception abilities). I will also explain how these principles matter for being able to learn boss encounters in WOW, especially  as it impacts LFR versions of these encounters (where we can expect players to have spent less time researching the encounters in advance).

Can you remember all the mechanics?

First, we are going to talk about Memory abilities and how it impacts our ability to learn how to kill bosses in WOW.

  • Short-term Memory: Your ability to remember items over a short period of time (Wikipedia definition). Science cites 5 to 9 items (7 + 2) as the range for the maximum numbers of unrelated words or digits you can hold in mind. In the cases of WOW, you could think of this as the maximum number of unrelated boss mechanics that a player in the raid could remember if your raid leader listed off boss mechanics and you didn’t spend time to memorize them before the fight. Once we pass around 7 boss mechanics, you probably couldn’t actually recite all the mechanics back to your raid leader (and most people wouldn’t even get all 7 right). In addition, you naturally tend to remember the first and last numbers from the list better than ones in the middle. Basically, your ability to remember new information is limited.
  • Working Memory: Your ability to both briefly store information and use that information to achieve a goal (Wikipedia definition). In this case, not only remembering those boss mechanics, but responding to them appropriately during the fight (actually flying to nests, 1, 2, and 5 while also healing your party members, rather than just remembering that you need to fly to nests 1, 2, and 5). The ability to both remember the mechanics and use that information to perform the fight correctly is using a system with very constrained and limited resources.
  • Long-term Memory: Your long-term memory ability is much less limited than short-term or working memory abilities. You can remember thousands of vocabulary words, math, physics, what to do at your job, etc. If the boss strategy requires too many elements, your goal prior to arriving in the boss room is to study and memorize all the boss mechanics and strategies. Also, with practice (many, many wipes on the boss), you can learn to remember an almost unlimited number of boss mechanics, ability lists, or whatever.

The problem of increasingly more complex fights in WOW:

  • It has become apparent quickly to me in Mists of Pandaria that the boss encounters in raids are quickly passing the “sweet spot” in our short-term and working memory capacity. Thus, most boss fights, especially for normal and heroic modes, involves simply memorizing a choreographed “dance” for each fight (committing the boss strategy details to long-term memory in advance by reading boss strategy guides and videos), and then practicing that “dance” with other people in the encounter until you have fully learned the fight “dance”.
  • Many people doing fights in LFR don’t spend the time outside of the game learning the “dance,” and the fight mechanics can’t be done with only using short-term memory and working memory abilities when you first encounter the fights. This is why Blizzard has to either totally trivialize the encounters (so you don’t have to remember any of the strategy involved at all), or players generally have a miserable LFR experience. This also applies to more “casual” guilds that may not have the time to commit to serious advanced studying of fights ahead of time. My own guild makes people read and sign threads before arriving, and several of the TOT raid encounters have exceeded our own memory capacities based on the need to really spend an hour or more memorizing the boss details to understand the fight in advance.

Average number of boss mechanics by raid dungeon

I pulled up the Wowpedia boss mechanic page for each boss of each raid dungeon described below. I counted the number of boss abilities and computed an average “memory score” per dungeon. I have also included the minimum and maximum memory score. In the case of Patchwerk from the original Naxxramas being the lowest memory score, he ranked as a 3: Hateful Strike threat/health requirements, range requirements to prevent kiting, and the frenzy/enrage mechanic that caused most of the wipes.

Table of average, minimum, and maximum memory scores by raid dungeon (in previous tiers, some were combined, such as BOT and BWD into one mean for the two major dungeons in that tier. I left individual scores for MV/HOF/TOES):

Molten Core5.547
Original Naxx6.333333333310
SSC and TK7.9317
Mount Hyjal4.846
Black Temple8.666666667314
BWD and BOT11.4717
Throne of Thunder12.91666667919

and as a graph for easy viewing:

Conclusions and recommendations:

There is a fairly consistent trend for increases in memory demands over time since Molten Core. In addition, the type of overly complicated fight, which used to be the “end” boss of each tier, is now being placed early in the raid dungeon, causing roadblocks for new guilds trying to get some early progress through normal modes.

Throne of Thunder is really an outlier in terms of the memory demands placed upon average raiders. What is actually more concerning, however, is the huge jump in memory requirements between the previous raid tier (MV, HOF, and TOES) having fairly straightforward mechanics, and Throne of Thunder’s huge list of conditional requirements that need to be remembered. Even the first TOT boss, Jin’rokh, which is the least memory intensive has huge conditional requirements on every mechanic: run out when you get the ball, but not over another spark or you will wipe the raid, and not through the water or you will wipe the raid, and also not where the water will later spawn or you may cause deaths later in the fight. Even for average raiders, this starts to be information overload when the raid leader tries to explain the fight.

Suggestions for LFR design and the Dungeon Journal: For the LFR version of Jin’rokh, you still have 14 bullet points in the dungeon journal (though under my memory scoring strategy, this fight had a memory score of 9 – since earlier raid tiers didn’t have a dungeon journal). The LFR journal just makes it possible to ignore some of those mechanics and still live (though there is absolutely no clear indication of which points will still kill your raid members or not). If someone read you all the names of all the points and asked you to repeat just the names of them back to you, you couldn’t actually do it after only hearing the list once.

For LFR versions of fights, rather than keeping approximately the same number of mechanics to remember and just making mistakes less deadly, it may be necessary to remove a greater number of mechanics from the LFR versions of fights. In general, I’d recommend to keep the number of points on the dungeon journal for LFR fights below 10. Then, the people without raiding addons or watching fights in advance would have an easier time learning the scaled down version of the fights. The raid designers do this some, but as the number of boss mechanics increases, the memory demands for LFR versions of fights needs to stay in a range that people can handle. However, if you look at the dungeon journal, it is pretty much uninterpretable for people running LFR OR normal-mode encouters, and this is not really either a helpful or informative tool. In the case of Durumu, I gave him a memory score around 17, but realistically, his raid finder page has 28 different key terms with descriptions.

Posted in Mists of Pandaria, Research on video games, Written By Lissanna


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