How Are Raid Fights Made? – World of Warcraft Encounter Designer Interview



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Hey Folks, just want to quickly thank. Lead Encounter Designer, Taylor Sanders & Senior Encounter Designer, Steven Cavallaro a ton for coming on the stream today and talking about boss design, this was a super insightful conversation – Also a massive shoutout to my fellow Co-GM Liquid Scott. really hope you guys enjoy this conversation!

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0:00 – Introductions
2:24 – Difficulty Curves in Raids
4:33 – Making hard mechanics
8:00 – What’s it like to watch the RWF as a designer?
11:05 – How confident are you in the boss tuning during the race?
14:29 – Tuning for RWF guilds, as well as “regular” guilds?
17:39 – Designing mechanics around Weak Aura’s
20:16 – The current state of Private Aura’s
22:20 – How much focus do you have on Mechanic Visuals?
25:23 – Designing fights around Death Knights
27:28 – Unexpected player solutions?
29:08 – What difficulty level do you start making a boss on?

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48 thoughts on “How Are Raid Fights Made? – World of Warcraft Encounter Designer Interview”

  1. Remove valorstones, have crests upgrade 3:1,4:1,5:1,6:1.
    Weathered (Explorer/Adventurer) > Carved (Veteran) > Runed (Champion) > Gilded (Hero)

    Combine explorer and adventurer tracks.
    Kill myth track, just have it be +3 at one level at the top of everything. IE Myth = 6/6 Hero +3ilvl

    Reply
  2. One day they'll have to remove parry, it's just outdated. Encounters require you to reposition in ways that can't avoid hitting the boss from the front.
    And NO, people know they have to dodge cleave attacks/cones. But if you want to perform well on high intensity movement encounters you'll learn to hate parry.

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  3. I'd be curious to know how their process works for the very beginning of an encounter. Do they get a briefing from world/lore people on what kind of abilities the boss may or may not even have? And then how do you begin? Do you think in terms of challenges per role? Do you start with a plethora of possible abilities right for that boss? What comes first, the arena or the abilities?

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  4. Incredible video and great questions. So interesting and insightful. Those guys absolutely love what they do – say what you want about wow in general, but the raids have been a constant highlight of the game for a long time.

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  5. Please design fights with less movement in the future. Playing an immobile class, or a spec which need to cast is a nightmare in this raid. It should be possible to make a fight super challenging without the need of non stop movement.

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  6. I want to know how mythic sylvannas was made. Someone is going to start sweating bullets. Phase 1 was too long with too much dead air/simple mechanics, Phase 2 was too long, Phase 3 was the actual fight, and was excellent, but took 10 minutes to reach. That's called padding.

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  7. When it comes to weakauras I just don't understand how the devs reached the conclusion that broodtwister was a reasonable fight without any kind of addon solution. If they had made that entirely a private aura it would have made the entire fight undoable. Would have loved to see 20 devs try broodtwister without some kind of third party solution. Why not build in the marking of players for eggs from the get-go instead of hiding difficulty behind an addon pack? Meanwhile princess was way better designed that required essentially no addon intervention to actually do the fight.

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  8. They are made poorly with lame mechanics. Pull the boss around. Move out of the area of effect. No juice. How come my guild of thrives can’t sneak by and steal stuff in raids from the bosses dungueins or lairs or castles. Bosses are powerfull to resist control spells but maybe I’m strong enough to slow down its attacks or bind an arm or leg for a few seconds. It’s just gather an air or grind mobs till you hit bosses why not make it so those monsters drop stuff like keys I mean what type of boss just lets you roll into his lair in unlocked doors. Why no magic force fields that can be multicast together to add increases in damage midigation.

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