So there’s been a lot of talk about raid mechanics lately thanks to Blackrock Foundry being released. Some say it’s the most fun raid in years, and others say that overkill mechanics on the final boss, Blackhand, are destroying guilds left and right. You’ve also got Hans and Franz – a fight that apparently requires more dramamine than being on a Carnival cruise while sitting in a moving car and reading a book.
Former WoW developer Xelnath has been posting a series of blog entries about boss encounters he designed. They are definitely worth a read to get a peek into what goes on when it comes to raid boss development. If you don’t want to read it (Shame on you!) and want to know what goes into the process – the short answer is: “A whole lotta.” A whole lot of what? Just a whole lotta. Not half a lotta. A whole lotta. Tons of factors go into the design process including breakpoints, damage calculations, strategery required, etc.
Raid design certainly isn’t easy but I’ve got good news for all the MMO developers out there! I’ve developed what I believe to be the PERFECT raid boss fight. It’s chock-full of mechanics that I know everyone loves. I talked about my ideas on twitter and a bunch of people chimed in with their mechanic ideas as well, so credit goes to those folk too.
So let me introduce you to my raid boss. Blorglbloog! Its full name is Blorglbloogastraszagosa’chimonde’jaeden-garRande. (Accent on the “e.”) As we all well know – long, hard to pronounce names are an absolute must so raid leaders and folks in mumble struggle as much as possible to announce the boss during the fight.
You’ll notice that I created his design with a purpose in mind. He has an incredibly generic shape and a tiny face so it’s next to impossible for melee attackers to tell if they’re actually hitting his backside. It also ensures that his frontal cone breath attack will hit at least 60% of the raid at any given time because the tanks won’t be sure which side they need to run to in order to turn it away.
I chose light blue as a color so that he sticks out in his lime-green dayglo boss room. My hope is that by doing this, the raid is induced to vomiting within 5 attempts. People want a raiding challenge – and there’s nothing more challenging than fighting human biological issues.
As for mechanics? I picked the best possible repertoire for my little Blorglbloog.
Now, it’s a 32 minute fight with approximately 16 phases. There’s also some RP cutscenes in the beginning, middle, 3/4ths of the way, and at the last 1%. These cutscenes are 15 minutes long, mandatory, and are guaranteed to crash your main healer’s WoW client. However, I must warn everyone that the only part of the fight that actually matters is the last 2%. This is when Blorgl will berserk and do every single one of his mechanics with a 75% damage modifier. There’s a hard-enrage at 45 minutes because I wanted to make sure that the fight didn’t drag on too long.
After the raid chips away at 2% of his HP, he’ll use one of his first zone mechanics. Blorgl will spit out four types of colored acid spots on the floor. The raid will need to stand in the “good” acid spot in order to avoid an enormous raid-wide AoE pulse that happens every .2 seconds. I’ve made a handy chart to demonstrate which color is the right one to stand in:
After 15 seconds the “bad” zones will melt away, revealing what I personally think is the best possible mechanic in a raid – an elevator. Random raid members will be teleported on to the elevators and have to wait for it to move back up to the top floor in order to rejoin the battle. Sometimes the elevator won’t load properly and they’ll plummet to their deaths, but that’s what they get for having a crappy internet connection lol.
If enough people stand in the “good” zone, the buff they receive will transform their character that specifically chose to play because they know and are experienced at using it into a “boogerling.” These boogerlings are considered vehicles and have their own action bars which may or may not require a UI reload depending on the player’s addons. Boogerlings have 7 unique abilities which the raid won’t have time to read, but one of them is a CRITICAL DoT that must be applied on the boss every 3 seconds or the boss will enrage and it will be an auto-wipe. This transformation happens to healers and tanks as well as DPS because I firmly feel that if you rolled a healer, you secretly want to learn an entirely new DPS mechanic on the fly so here’s your chance!
After the boogerling phase, gigantic ice walls will erupt from the floor. These icewalls provide a line-of-sight barrier around the room. The boss will teleport itself and the two tanks behind a random set of barriers which will leave the healers and DPS to try and figure out where the Hell they need to stand in order to keep the raid going. The walls reset to new positions every 13 seconds so the raid must constantly be on the move. This ensures that ranged DPS will never get to attack due to LOS, and also ensures that melee DPS will never get to attack since the boss is constantly moving.
At 50%, the room will flood with a goolike, watery substance and the underwater phase will begin! The raid will be forced to operate on both the X and Y axis while trying to maintain their rotations. After a minute or so, a portion of the water will drain and the raid can hop on to small pieces of floating debris. The collision detection on this debris will purposely be poor so that it adds an extra layer of challenge to the fight! This way everyone can laugh in enjoyment as they can’t navigate the ridiculous jumping angle to get on to stable ground. If more than 1 person is in the goo after 2 minutes, the goo explodes and kills everyone.
At 20% the REAL fun begins as a curse is applied to a new raid member every 15 seconds.This curse MUST NOT be dispelled or it will blow up and automatically kill the tanks from a distance. So tell your healers to uninstall their debuff tracking addons or they’re gonna be in trouble! The curse will last until the end of the fight, so I hope your healers have plenty of mana left 10 minutes in!
Once you whittle Blorglbloog down to 15%, he will begin using his tank mind control mechanic. This is a channeled spell will target both tanks and cause a complete threat wipe. The mind controlled tanks will enrage and gain a 75% damage buff. They will also be specifically programmed to target the healers in the raid. Every time a healer is killed, Blorgl will heal up to 40% of his HP.
So now the raid is in the homestretch at 10%! Along with his other mechanics, Blorgl will begin the “council” phase of the fight. He will summon his 8 most trusted advisers that will rush into the fray! Each adviser has a different ability ranging from a cleave that AT LEAST 15 people must stack in to mitigate raid damage to a timestop spell. The only visual difference between Blorgl and his council of sub-bosses is a very small mustache/goatee combo on the clones.
Now we’re down to 5%! The real DPS race is on as Blorgl begins a countdown to self-destruct. The raid must chip off his remaining 284 million HP within 1 minute or Blorgl will permanently explode for the week, preventing any further attempts and destroying any loot he may have had on his body.
At 2%, Blorgl enrages and uses each of his abilities at a 50% increased rate. Wait, this is the final minute of the fight? Oh, did I say 50%? I mean 150%! If any of his clones are left alive at this point, they will merge back to Blorgl and heal him for 300% of his HP.
DOESN’T THAT JUST SOUND LIKE AN ABSOLUTE BLAST? I think I have developed what is, quite possibly, the must fun raid boss in the history of gaming. Look at all those AMAZING mechanics.
And wait, I’m not finished. Because you face not one, but TWO BLORGLBLOOGMUNGMAWS!
In all seriousness, it’s easy for me to sit in my non-developer chair and criticize raid mechanics. I have the luxury of not being in the industry and knowing how complicated the process really is. As a player I can sit here and demand that they add in a mechanic that causes skittles to spew out of my CD drive as a reward for downing a raid boss without realizing how complicated it may be or if it’s even feasible. Raid development is a lot of work. Blorglbloog agrees!