Jump to content
FORUMS
Sign in to follow this  
Starym

How Addons Affect Raid Design - A Morgan Day Interview

Recommended Posts

QwvllYW.jpg
 

The biggest ongoing discussion in a large part of the WoW raiding player base has been whether raids are harder now than they were in the past, with Vanilla and Classic especially coming under fire for seemingly "easy" bosses. Now it's obvious today's boss fights are infinitely more complex, but there's a huge mitigating factor to consider, and that's addons. If you needed more proof for just how important mods are to raiding, the recent World First race win by Complexity Limit came just as they got their own dedicated addon coder, in their partnership with Deadly Boss Mods. Regardless of where you come out on the "raids were harder in era X" discussion, it's very clear addons have completely changed the way raids work, and we now have a look inside how exactly that evolved in a PC Gamer interview with lead game designer Morgan Day.


We start in Warlords of Draenor and Hellfire Citadel, where Archimonde sat waiting. The boss had been the hardest in a long time, surviving for 16 days and was only surpassed by his fellow Burning Legion bigwig Kil'jaeden, 2 years later to the day. So why was Archimonde so important? Well, a new addon was developed by the top raiders at the time that could actually draw lines on the minimap, making the Wrought Chaos Wrought Chaos mechanic easier to deal with. As Morgan Day explains:

Quote

I didn't even know that people could do that [at the time]. That’s so clever. It's just something that is core to WoW functionality, but they had learned how to apply it in a way that really might make their raid encounter or dungeon a little bit easier.

This particular addon was deemed too powerful and the API was changed so it didn't work anymore, and this wasn't the first time Blizzard had to step in and curb a mod's functionality, as Blackwing Lair (and Chromaggus in paticular) had shown that the Decursive addon was too powerful and needed to be toned down.

The biggest new piece of info from the interview would have to be that while Blizzard don't actually design bosses with addons in mind from the ground up, they very much do pay attention to them when it comes to implementing the boss designs. They don't always catch everything, however. Day mentions that the Prophet Skitra's main mechanic in Ny'alotha was actually completely ignored by mods - the boss would split into many mirror images and players were supposed to communicate and find out which one was real, except Blizzard didn't quite foresee a method mods could mark the real one, and so that part of the fight was completely trivialized.

And finally, Day talks about how some addons, while deemed too powerful and were shut down, lead to actual improvements in the game itself, like bosses using similar tech to telegraph their attacks better (like the Augmented Virtual Reality one from WotLK which allowed you to draw whatever you wanted on the game screen).

Quote

Functionality that addons are adding to the game that we feel is actually just really important information, that we should be doing a better job of displaying, is a conversation we have all the time.


The interview covers a lot more ground and goes into detail on some of the above examples and is a great read if you're a raider or interested in the World First race, so definitely go check it out!

  • Like 1

Share this post


Link to post
Share on other sites

Good read.  

I like reading about this.  It never fails when something happens, bugs or 'exploits' or whatever, the calls for the heads of blizz staff and testers go out like clockwork.

Are some of them legit, yes probably.  But many are just stasttically almost mandatory.  Even with beta and in house testing you will NEVER get the eyes on the game that literally tens of thousands of people going over and over in these raids will attempt / think of.  

Share this post


Link to post
Share on other sites

Nice read while on lunch break.  I actually only use a handful of mods like GTFO, DBM, Angry Keystone, Astral Keys, and Simcraft.  Can't really use Weak Auras due to not having a reliant source of internet 100% of the time and when I've tried loading/using that particular addon I have the worlds worst in lagged out gameplay.  But in relation to the article I will have to agree that the Raid Boss encounters over the course of several years have increased in difficulty with newer mechanics specially with the current expansion of BFA.  

I've came across a lot of gamers that refuse to use any form of addon saying it makes the game too easy but refuse to learn the skills and mechanics of a particular fight in return.  I don't necessarily view addons as a trump card to win against Boss encounters but as a learning tool to properly improve my gameplay on any character that I play on.  

  • Like 1

Share this post


Link to post
Share on other sites

Classic raid mechanics in some ways were in fact easier, however many cases in Classic they were also less forgiving combined with getting up to 40 people correctly execute mechanics. Today's mechanics may seem harder to many, but they're also often times recoverable (with some exceptions on Mythic difficulty of course) to a degree, such as being able to survive soccer fails on Xanesh.

I think one of the best examples of this is Heigan the Unclean from Naxxramas, given the tuning differences between Classic and WotLK.

You go from 40 people, to either 25 or 10, which right off the bat makes it easier when you're reducing the size of your core raid group, you are able to have more reliability in performance. 

Splashes from the 'safety dance' were easier, for a number of reasons. By WotLK, all of the instance servers had been updated with newer blades, resulting in better processing of player coordinates vs splash timing, resulting in less deaths "after the fact" that could be seen in Classic where you saw your friend die in the safe section and his corpse blip back to the section where he actually died according to where the server believed he was at when the splash happened.

The gauntlet? Completely removed from 25/10 man content in WotLK because of issues regarding port timing vs safety dance starting, randomness in player porting combinations could result in raid death from too many healers being ported while at the same time making it impossible to clear the gauntlet after 3 teleports, etc.

  • Haha 1

Share this post


Link to post
Share on other sites
2 hours ago, SidonisAntares said:

Classic raid mechanics in some ways were in fact easier, however many cases in Classic they were also less forgiving combined with getting up to 40 people correctly execute mechanics. Today's mechanics may seem harder to many, but they're also often times recoverable (with some exceptions on Mythic difficulty of course) to a degree, such as being able to survive soccer fails on Xanesh.

I think one of the best examples of this is Heigan the Unclean from Naxxramas, given the tuning differences between Classic and WotLK.

You go from 40 people, to either 25 or 10, which right off the bat makes it easier when you're reducing the size of your core raid group, you are able to have more reliability in performance. 

Splashes from the 'safety dance' were easier, for a number of reasons. By WotLK, all of the instance servers had been updated with newer blades, resulting in better processing of player coordinates vs splash timing, resulting in less deaths "after the fact" that could be seen in Classic where you saw your friend die in the safe section and his corpse blip back to the section where he actually died according to where the server believed he was at when the splash happened.

The gauntlet? Completely removed from 25/10 man content in WotLK because of issues regarding port timing vs safety dance starting, randomness in player porting combinations could result in raid death from too many healers being ported while at the same time making it impossible to clear the gauntlet after 3 teleports, etc.

Whilst I see your point, none of that is more difficult in Vanilla, there was simply a limit to the technology of the time. Perhaps WoW was too ambitious then? Time will tell with Classic of course, but other than the fact that finding and managing a smaller group is easier, I can't see anything harder in vanilla. 

Share this post


Link to post
Share on other sites
1 hour ago, Bobbis said:

Whilst I see your point, none of that is more difficult in Vanilla, there was simply a limit to the technology of the time. Perhaps WoW was too ambitious then? Time will tell with Classic of course, but other than the fact that finding and managing a smaller group is easier, I can't see anything harder in vanilla. 

I didn't say it was more difficult, I said it was less forgiving. Mistakes often triggered a chain reaction that led to a wipe just due to sheer math, not because of difficulty.

Share this post


Link to post
Share on other sites
7 hours ago, Ragingwolf said:

I've came across a lot of gamers that refuse to use any form of addon saying it makes the game too easy but refuse to learn the skills and mechanics of a particular fight in return.  

Bit of a tangent, but this got me thinking. 

Although I use some addons I've always detested things like DBM. Although I've also heard 'it makes it too easy', I'm not sure that's the reason I dislike them myself. I don't resent Blizzard's sporadic yellow text on the screen which does exactly the same thing. 

I'll tell you something curious, though -- of the addons I use, the two which could be considered relevant to gameplay are TellMeWhen and Magnetbuttons, which I use to construct a small array of timers and buttons I find relevant to my rotation. 

And I've grown very accustomed to using those, because I don't feel I can perform my rotation suitably without them. There's always a buff I miss when it drops; a stack which I forget to take advantage of. Why should I feel fine using an addon to help me with my rotation, when I hate ones which help me with encounters?

But the reason I use TellMeWhen instead of any more complete rotational addon is that it allows me to tailor it precisely to what I need it for. On my DK I consistently forget to apply Virulent Plague, so I've got a reminder for that. But I'd hate an addon which told me when to dump RP or when to transform. I should be intelligent enough to do that on my own, I feel. 

And I think, possibly, that's the answer to dislike of DBM (my own, at least). I've never met a raid encounter which was too complex I didn't feel I could learn it naturally. DBM feels rather irritating to me for that reason. It's almost patronising me. 

Not that I'd disagree with anyone else using it, of course.

  • Like 2

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      We have another triple entry in the hotfix ledger, as Radiant Echoes gets more improvements in retail, while Season of Discovery and Cata Classic get additional class changes.
       August 7  (Source)
      Player-characters
      Steady Flight should no longer be removed after entering an Arena. Quests
      We tuned up the Prototype Shredder MK-03 so that “Eye for an Eye” can be completed. Radiant Echoes Event
      Increased Flightstone and upgrade Crest drop rates in the event. Reduced the HP scaling on all event bosses so that they should be killable in a more-reasonable timeframe. Developers’ notes: This includes both ‘minibosses’ (e.g. Hogger, Thorim) and final bosses (e.g. Remembered Onyxia, Ragnaros). Season of Discovery
      Hunter Heart of the Lion once again has a 100 yard range. Warrior The Focused Rage rune will now correctly reduce the cost of Meathook by 3. Cataclysm Classic
      Fixed an issue where Faerie Fire did not deal intended amounts of threat when used on NPCs targeting another unit.
    • By Stan
      Due to a bug introduced with the War Within pre-patch, some players are receiving item level 250 gear from the weekly cache.
      We've seen numerous reports on Reddit and the official forums that the Last Hurrah weekly quest on live servers drop low-level gear for some players. Apparently, the bug was first introduced with the War Within pre-patch two weeks ago and still hasn't been fixed.
      Here's an example of a low item level drop from the Cache of Awakened Treasures by Omnifox.

    • By Starym
      Week 2 brings quite a few changes, as Hunters in particular rise up, while Shadow has a really bad time. The top 3 remains the same and very consistent, so let's jump in and see what's going on.
      Warcraft Logs Points
      The below logs are based on POINTS, and not actual damage or healing, meaning they log the timed completion for the specs, with higher keys getting more points, obviously. The time in which the dungeon is completed is also a factor, but a much, much smaller one, as it grants very few points if you do it significantly faster than just any in-time completion. We're also using the Normalized Aggregate Scores numbers, for clarity, meaning the top spec is marked as 100 and then the rest are ranked in relation to that peak point.
      All Keys
      95th percentile DPS
      The top 3 remains quite stable with the Evoker-Paladin-Warrior trio reigning supreme. We see the first change of the week right after that though, as Frost DK continues its upward march in dungeons as well as in raids, taking 4th from Elemental. Both DKs are on the rise, as Unholy also moves a spot up, taking advantage of Shadow's precipitous 5-spot fall to the bottom of the top 10. Arms remains stable as two Hunters burst in, Beast Mastery taking 8th and Marksmanship 9th, as Frost Mage disappears down towards the bottom. Speaking of the bottom, Devastation gets some new roommates there, as Outlaw and Destruction fall and give Enhancement and Feral a break.

      Mythic+ All Keys 95th Percentile Data by Warcraft Logs.
      All Percentiles
      As with the top percentiles, the top 3 remains solid, but 4th is immediately changed, thanks to Shadow's massive drop in performance this week. The Priest loses even more ground here, falling 9 spots into 13th, opening 4th up for Arms. Beast Mastery moves even higher here, grabbing 5th and moving in front of Elemental and Frost DK, as Marksmanship brings up the rear and completes the Hunter sandwich in 8th. Affliction breaks into the top 10, just ahead of Unholy which dropped to the final spot.

      Mythic+ All Keys All Percentile Data by Warcraft Logs.
      Raw DPS U.GG DPS Rankings
      U.gg's rankings are based on actual DPS taken from Warcraft Logs data, focusing on the top players and span the past two weeks.
      Frost DK finds itself on top in the raw DPS rankings, as Augmentation isn't calculated properly here. Fury and Arms grab the next two spots, moving ahead of Ret, and the Fyr'alath wins continue in 5th, where Unholy finished the legendary axe streak. Even Survival joins the Hunter good times in 8th, where all three specs gather, just ahead of Balance who closes out the top 10.
      Mythic+ All Keystone DPS rankings by u.gg.
       
       
      For even more in-depth data for each individual key head on over to Warcraft Logs. And if you're interested in more info on the specs themselves you can always check out our class guides (updated for the pre-patch), as well as our Mythic+ guides and Mythic+ tier list.
    • By Stan
      For the next two weeks, the Archaeology quest for Spirit of Eche'ro is available on live servers, so don't forget to get the rare mount before it's gone for 6 months!
      How to Get the Spirit of Eche'ro Mount
      1. Download MapCoords or some other add-os that displays coordinates in the game.
      2. Teleport to Azsuna from the Stormwind/Orgrimmar Portal Room or use your Dalaran Hearthstone to reach Dalaran (Legion) if you have one in your inventory.
      3. Seek out Archaeology Trainer Dariness the Learned in Dalaran at 41,26 and learn Archaeology if you already haven't.
      4. Accept The Right Path quest from the Archaeology Trainer and make your way to Thunder Totem in Highmountain.
      5. Talk to Lessah Moonwater to accept Laying to Rest. For the quest, you must collect 600 Bone Fragments of Eche'ro by rotating between four digsites in Highmountain. The exact locations with coords are outlined below.
      Digsite 1: Darkfeather Valley (50, 44) Digsite 2: Dragon's Falls (58, 72) Digsite 3: Path of Huin (44, 72) Digsite 4: Whitewater Wash (39, 65) it takes roughly around 2 hours to get the mount.
      Spirit of Eche'ro
      "The spirit of Huln Highmountain's pet moose."

      Hurry up! You only have until August 21, 2024, to get the mount!
    • By Stan
      MoP Remix characters that will transfer over to retail will receive a gear boost!
      With Patch 11.0.2 now live on Public Test Realms, you can copy over MoP Remix characters from retail! It appears all MoP Remix characters will receive a character boost so you can dive straight into action when the War Within expansion launches.

      We can't unfortunately log in to the game with the MoP Remix char on the PTR so we can't confirm the Item Level of gear for max level characters. However, keep in mind that the gear boost will scale with your level, so if you're below max cap, you will receive gear appropriate to your current level.
      When Can We Expect MoP Remix Characters to Transfer to Retail?
      MoP Remix ends on August 19, so we assume the characters will need to be transferred to retail by August 22 when Early Access begins.
×
×
  • Create New...