World of Warcraft

Wrath of the Lich King encounters: What do you want?

With the Opt-In being announced recently for the Wrath of the Lich King beta, many lucky players will soon be checking out Northrend.

Now, as the title says, what would you like to experience in terms of encounter design in WotLK? There have been so many different encounters since World of Warcraft was released years ago, but some are more memorable than others. How about the “dance” during Heigan the Unclean in Naxxramas or Sapphiron where you must move behind the ice blocks or you die? There’s also Onyxia, where you have to move to the sides, depending on her position, or you’ll get deep breathed and most likely wipe.

Furthermore when Blackwing Lair came out, Razorgore was very hard and Blizzard had to change the design to make it possible to overcome by more guilds. Monsters kept spawning over and over in the Razorgore fight and you had to control Razorgore with a mind orb and while having Razorgore in control your mission was to destroy as many eggs as possible while the rest of the guild made sure to control the constant spawning dragonkin and orcs.

Several players enjoy the C’Thun fight in Ahn’Qiraj; it’s quite unique and takes a lot of coordination to overcome. A lot is going on at the same time, which is pretty much comparable to all the end bosses of the raiding instances in World of Warcraft. Ragnaros, Nefarion, Kel’Thuzad, Illidan and Kil’Jaeden. All very challenging and well designed encounters which forced your guild to overcome many challenges.

Thaddius in Naxxramas is another great example of interesting encounter design. You have to move to a different location depending on what debuff you have on you and if you don’t you will hurt the raid over and over and wiping is unavoidable. This requires from everyone to constantly be alert and to pay attention.

Moving on, one of the most well designed and challenging encounters in World of Warcraft so far has to be The Four Horsemen, again in Naxxramas. Taking on four bosses at the same time and balancing their positioning in such a way that the overall debuff in the room won’t stack high enough or it would wipe you out right away. A lot of coordination is required for that fight and it also had a gear check, Warriors needed several pieces of the Naxxramas set Dreadnaught or it was almost impossible to hold agro. What are your thoughts on gear checks like that? Some high-end guilds did cross-server recruiting of Warriors with enough Dreadnaught armor in order to progress faster. This hurt the guilds that lost their Warriors. All is fair in love and (racing) war right?

When reaching Sapphiron there were several challenges to overcome. The most obvious was how to counter the aoe frost aura which kept doing frost damage every tick. By now you’re thinking frost resistance and yet again this is a form of gear check – resistance-wise. In order to get the required frost resistance gear you needed frost runes which could be looted in all the boss rooms of Naxxramas. Yet again the higher-end guilds went out with an announcement, this time they offered to buy frost runes for high amounts of gold, even cross-server paying for the transfers and all. Other fights which require certain resistance gear is Princess Huhuran in Ahn’Qiraj. She’s hurting the tanks with her poison attacks, so you had to farm poison resistance gear for the tanks. Haven’t seen Maraudon for awhile? No problem! You will now.

In The Burning Crusade several fights requires a certain form of resistance, mainly for the tanks though. The exception is Mother Shahraz in Black Temple, pretty much everyone need to have high shadow resistance gear and the best gear for that require certain items which drop in Black Temple. It was pretty harsh to farm those items, but Blizzard increased the drop rate after a few guilds has successfully beaten her.

Looking back at all encounters in World of Warcraft, from Deadmines last boss to Kil’Jaeden, what type of encounter design did you enjoy the most and what encounters would you want to see more of and/or mix? A bit of C’Thun, Ouro and Sapphiron perhaps? That’d be crazy. Nefarion is a great and interesting fight which could be expanded upon further.

Another idea is to really expand on the final fight in Scholomance and turn it into a raid encounter; I like the idea of players being ported into separate rooms where their individual skill plays a large role. I.e. killing the monsters in the room you were teleported to will allow you to return to the fight. There are many ways to make that more interesting adding more challenges then just killing monsters, such as managing to jump over certain things (platform game!) or perhaps solve a riddle.

Platform boss idea

Everyone in the raid have to spread out on different platforms in the air. Each platform can only have a certain amount of players on it and if it exceeds the maximum amount, it will slowly start to break. New platforms will spawn during the course of the fight. Every three or so minute, the boss will destroy a platform, forcing the players on said platform to jump to a new one before they fall down and die. The hard part is to coordinate to have the right amount of players on each platform and to have one group move to a newly spawned platform if another group’s platform is destroyed and have to move to another group’s platform.

Eventually after a certain time has passed, no more new platforms will spawn but the current ones existing will be able to have more players on them. Uh oh.


There’s so many ways to create encounters, question is what you really want to experience and see more of in Wrath of the Lich King? Share your thoughts in the comments below.

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  • Paygan said 
    Fri, Jul 4 2008 4:45 AM ()

    They're quite sexy.

  • Austin34 said 
    Fri, Jul 4 2008 4:45 AM ()

    Dont feel like reading all this.

  • Fri, Jul 4 2008 4:45 AM ()

    I want to hop around on platforms!

  • Fri, Jul 4 2008 4:45 AM ()

    I would like to have hard instances like pre tbc, heavy tacs and stuff so much more fun
    not just tank and spank.

  • Styro said 
    Fri, Jul 4 2008 4:45 AM ()

    you know what i want?

    the fact that on the curse client when i select that i do NOT want to see these news pop ups that it actually does its job and does not show them to me.

  • Strawb said 
    Fri, Jul 4 2008 4:45 AM ()

    I like the Magtheridon-ish encounter. You have to perform a certain action at a certain time. If not, you will pay for it.

    Also, more events like Chess and Opera in Karazhan. I really enjoyed those, especially the first few times they were done. Maybe increase the difficulty a bit on such events, hmm?

  • Typhron said 
    Fri, Jul 4 2008 4:45 AM ()

    Sadly, I never was part of the epicness that was pre-tbc raiding. Perhaps some revamped structured will give my class the proper looking at it needs.

  • Godwolf said 
    Fri, Jul 4 2008 4:45 AM ()

    Now, I've been told there are some t6 fights like this, but I wouldn't know as I'm just getting into T5.

    But what I've always wanted to do was do a siege sort of raid. You and your 9 or 24 or maybe even 39 friends defend a central area (a castle, preferably) and are forced to do a certain number of tasks to prepare for every coming fight.

    To better clarify, let's consider the first boss is just a very powerful tank and spank situation. So during the first 5-10 minutes of the fight, the raid would kill trash mobs attacking the castle in teams and taking the drops to achieve certain goals.

    For the first boss (with high HP and damage to one target) the goal would be to create armor for your main tank to stop the boss from killing him and to create siege weapons to take down the boss faster. While the boss fight took place, those not actively engaged would start preparing for the next waves and boss.

    I think it would be a HUGE amount of fun but a challenging environment and a true test of skill for every player as an individual and as a group of people working together.

    ---------------------------------------------------------------------------------------------

    Another great idea for a raid would be the exact opposite of a gear check. It'd be a skill check. Imagine a raid instance that ANY guild at ANY time could try. In this scenario, every member of the guild, from the warriors to the warlocks, would have to wear a prearranged set of gear for their class. This would allow all players at a level, whether in t6 and been playing for years or in t4 and been playing for months to compete for quality drops.

    The important part of this would be to carefully balance the drops. Giving out high quality drops would reduce the importance of ever getting geared. While giving out lower quality drops would make it worthless

    To balance this, imagine that getting the tier item for something was NOT the only requirement. Imagine that every boss in the instance described above dropped tickets, and that tickets AND the tier piece would be needed to buy the actual tier item. An interesting idea, and something I think blizzard could play around with.

  • Fri, Jul 4 2008 4:45 AM ()

    An encounter where the boss is unkillable.

    No, seriously. Hear me out. You walk into the instance (say, Icecrown) and you're confronted with a sizable army with the boss (Mr L. King himself, maybe) at its head. After doing something like talking to an NPC or crossing a threshold, the army charges you. You have to get through the army without taking too many casualties and surviving long enough to either wait out a timer that causes the encounter to end (reinforcements arrive or some such), or achieve some sort of objective that requires the raid to break through the enemy lines.

    The catch is that, while the army isn't hard to kill individually, the boss is so HP-laden that it'd take you a day to kill him and he has all the powers one would expect of a head honcho - cleaves, AoEs, the works. Maybe he might even have no aggro table. To make things worse, he constantly heals and maintains his little army, shouts out commands, resurrects the dead and makes it generally hard to do anything other than frantically fight for your life and fend off his personal raid with your own motley band of raiders. A player dies, a ghoul is raised in their place. A mob dies, the boss will raise another. All you can do is not die and keep things at bay with CC, focus fire, tanking and good old-fashioned strategy.

    Eventually the encounter would be ended and you'd meet the boss again at the end of the instance to finish him off one-on-25, but you'd get a nice chest of loot for surviving the fight itself.

    Obviously theres a lot of kinks to work out. But it'd be intense as hell, a massive gear check, require tons of coordination and generally would make for a very unpredictable and wildly different encounter. The fights with no tank-and-spank mechanics are always the most memorable, and this would be the big daddy of them all.

  • Fri, Jul 4 2008 4:45 AM ()

    I would like to participate in an actual battle for a raid encounter. By this I mean, 40 of my guild members (maybe even more) face an army of NPC's in open warfare. This would be the most intense experience WoW could ever offer.

  • Have91 said 
    Fri, Jul 4 2008 4:45 AM ()

    How soon will players be contacted for this beta? I don't check my e-mail often.

  • 79robb said 
    Fri, Jul 4 2008 4:45 AM ()

    the pictures are ace

  • Fri, Jul 4 2008 4:45 AM ()

    That would be PERFECT for fighting Arthas!

    Fits perfectly with the lore AND the fact that Arthas controls a massive army in the first place.

  • GISP said 
    Fri, Jul 4 2008 4:45 AM ()

    3 connected "boss fights"

    I emagine a Necromaner encounter to be like this:
    A generated fight of NPCs that match every single player in the raid is summoned or risen from the ground, in terms of class and talent specs, an Army of 25 "former or turned raiders"
    If the raid has 4 tanks whit em, so does the raid encounter.
    If the raid has 2 fire mages and a single frost mage, so does the raid encounter.
    A hectic 25 vs 25, NPC vs Players whit bolts trown, curses and heals are flying all over the place.
    Every toon fighting for ther lifes.

    It could be a timed event in terms of the necromancer performing a ritual to summon another army, which you have to prevent, by reaching him in time. ( chest loot )

    When you reach him the 2nd "boss" encounter can start be started after ressing the death, and rebuffing, by starting a conversation whit the necro.
    After his monolog the fight begins.
    When the necro is death and the toon been looted, the Arthas reveals himself and starts another monolog, he then turns the death necromancer into a Lich, and both retreath to the icecrown and the the raid may move forward, leaveing the raid whit the knowledge of that they have to face the now turned lich again as a now even more powerfull beeing, and ofcouse Arthas himself.

    A nice storyline whit you encountering an army, the force behind ( the necromancer ) and the final encounter ( the newly created lich ) may unfold before your eyes, getting a insight of how Arthas work and how he keep getting reinforcements.

    The storyline could spand over 1 or 2 raids, the initial fight against the "Army boss fight" and the Necromancer as the first two fights in a raid dungeon, and the lich as the final encounter in the raid dungeon.
    Or let the lich be a boss encounter in a entirely differnent raid.

    -Thorghts?

  • Oldavai said 
    Fri, Jul 4 2008 4:45 AM ()

    I totally agree with that. I always wanted to feel like it was more than just the guild. Almost like Mount Hyjal, only I would like more NPC interaction. I have heard ideas before about alliance guilds having to work with an equal horde guild for a fight, and though there are tons of reasons why thats hard to coordinate, it would certainly make whichever encounter uses it to be EPIC.

  • Oldavai said 
    Fri, Jul 4 2008 4:45 AM ()

    I totally agree with that. I always wanted to feel like it was more than just the guild. Almost like Mount Hyjal, only I would like more NPC interaction. I have heard ideas before about alliance guilds having to work with an equal horde guild for a fight, and though there are tons of reasons why thats hard to coordinate, it would certainly make whichever encounter uses it to be EPIC.

  • Fri, Jul 4 2008 4:45 AM ()

    I like the Heroic Mechanar fight with the stacking buffs that can work for or against you.

  • Fri, Jul 4 2008 4:45 AM ()

    I thought a fight which forces one player and the boss together is coolest. Much like Big bad wolf in Karazhan, I LOVE fights where one raider is put on the spot at a time, and either succeeds or fails. While he's doing it everyone else is like "cmon cmon do it [name]!" and it really brings the group together in a sports-like way, where the raiders are your brothers.

  • ciortas0 said 
    Fri, Jul 4 2008 4:45 AM ()

    BAD grammar, but nice ideas

  • Fri, Jul 4 2008 4:45 AM ()

    I'd like to see something involving interaction between raid groups. Perhaps you have 15 people allowed in one area, and 10 in another, and doing certain things affects other the other side's experience. Say: kill a boss, and an easier path opens up for the other group, or take one boss down while the other team is fighting another, the living boss takes a massive amount of damage. Or perhaps take it further, one group is doing an endurance wave after wave encounter, like Hyjal trash, while another group is taking down bosses to end the encounter.

    Otherwise, I highly enjoyed the PvP style encounter in Magister's Terrace, where there's no tanking, and alot more dynamics from person to person. I think there should be much more dependance on the individual player, ala Teron Gorefiend, or cube clickers in Magtheridon's Lair.

    Another enjoyable thing is "Dragon" encounters and world bosses. You can pick and choose what bosses you do, make a sweep on Gruul/Mag, Doomwalker, Kazzak, do whatever you feel like with minimal trash!

    As for instances, I personally like the real time situations, like CoT's Old Hillsbrad. At one point of checking out a trial for Lord of the Rings Online, I was amazed at the storyline interaction in the opening sequences/quests. Granted, once you finished that, the game bored me, but the first couple hours were very cool!

    One other thing: Big bosses. Very, very big bosses. It makes things much more epic! ^_^

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