In order to enter some raid-level dungeons in World of Warcraft, you are required to be ‘attuned’ to those dungeons (usually signified by a key added to your keychain). Attunements are a carryover from EQ, and Blizzard has shown remarkable self-awareness about the complexity of the attunement process, even poking fun at their actual attunement process on April Fool’s Day.
A couple of months ago, World of Warcraft removed Attunements from its highest level dungeons. The removal of attunements from these dungeons beg the question – is Attunement just too hardcore for the larger audience that is now playing MMOs, thanks to WoW? Or do they still offer positive value?
Here was the old post that announced the decisions.
After a lot of thought and deliberation, we’ve decided to remove the attunement requirements to enter Serpentshrine Cavern and Tempest Keep: The Eye. While many of our attunements in the Burning Crusade have been good progression checks, a few of the attunements have turned out to cause unnecessary stress on guilds either doing the content or attempting to do the content. With Black Temple and Battle for Mount Hyjal thriving, we want to encourage (rather than prevent) new guilds and raid groups to attempt Serpentshrine and TK. We are going to leave the current attunement quests in the game so that players can still engage in the challenge and the lore of those quests should they choose to. At a later point, we are considering adding a final reward step to those quests as well (that way those who have already completed them would not miss out on a *new* reward).
The reaction from the boards was mostly negative – but then, the reaction from the boards was mostly from players who had already slaved to complete these attunement quests. There is also a huge contingency of players who are concerned that, now that anyone can just stroll into Serpentshrine, Blizzard will feel pressure to dumb down those instances. For players who love World of Warcraft, but feel challenged by very little of it, this is the Armageddon.
Why did they do it? I suspect they ran the numbers. Check out the numbers that Brandon found on WoWjutsu.
Karazhan – 50% completion
Gruul – 40% completion
Magtheridon – 18% completion
SSC – 2% completion (a big drop from the average of ~8% for the rest of the zone, I guess Lady Vashj is hard)
The Eye – <1% completion (with 18% killing Void Reaver, a boss that is probably too easy for the quality of loot drops…)
Hyjal – Nearly 0%
Black Temple – Nearly 0%
WoWJutsu only catalogs guilds who have made significant progress in Karazhan, so of the guilds that hit Kara on a regular basis (roughly 10K, according to Brandon), only a pittance of them are even trying SSC, Hyjal and the Eye (Black Temple just went live, so low numbers there are not surprising). This is coming up on NINE MONTHS after the Burning Crusade went live. That’s a lot of development dollar (design, art, qa) that players aren’t seeing at all.
And of course, there is the other reason – logistics. Guild and raid logistics is the game killer for huge portions of the game. The always excellent Blessing of Kings scratches the surface of this topic:
As well, I think the implementation of the fourth class of attunements is not done well. It’s not enough to be able to attune your current raid, you need to be able to attune your entire raiding force. For example, let’s say your guild successfully defeats Kael’thalas. The next day, all excited, you head for Mount Hyjal. What are the odds that you will be able to field a full raid? For most guilds, the odds are low, because you need the exact same 25 people as the previous night. But you won’t get the exact same people. A couple will not be able to log on for real life reasons, and you’ll need to swap other people in. Only because of the attunement, you can’t. And that’s just messy and saps your momentum.
So are attunements bad? Not necessarily. Handled correctly, they can be useful for acting as gear and/or idiot checks. The Karazhan attunement is both necessary and tuned about right – you can’t go to Kara until you’ve proven that you can survive 4 different 5-man dungeons. Still, in a 10 man dungeon like Kara, one bad player has a huge impact on the success or failure of the raid, so attunement is more valuable.
However, the more people an instance requires, the frailer the instance becomes, and this becomes evident in 25 man runs.
- Sometimes a member who comes on Tuesday can’t come on Wednesday.
- Sometimes a member gets disconnected mid-instance, because the Internet sucks.
- Sometimes a member discovers, you know, girls in real life.
- Sometimes a member gets kicked for cyberstalking the guild’s primary healer.
In these cases, it’s very easy for a 25 man raid to become 21 members sitting on their thumbs, hoping someone will log on and save their evening. Attunement acts as a barrier to reaching for players on the bench, marginal players who may not really be geared enough, but will provide better DPS while they manage to survive than no DPS at all. If those scrubs all require insane attunements too, then the raid is held hostage by the most unreliable members, which often results in guild instability in the long run. I recently left my old guild to join Brandon’s because I found I was spending two hours every Sunday night fishing while the guild leaders were trying to find ‘just one more healer’.
Non-attuned also allows you to reach outside of your guild easier as well. With Kara, you’re pretty much limited to whatever guild mates are online at the time. Gruul requires no attunement, and by contrast, it’s relatively easy to find an unguilded player, or member of a small guild that can’t field it’s own Gruul’s run, if you need an emergency fill in.
The trick is finding a proper balance, ensuring players are gated when appropriate (especially for smaller dungeons), but also making sure that logistics and real life doesn’t shut down a whole guild. Personally, I prefer ‘guild attunements’, where only one or two guild members have to do something to unlock an event for everyone- the Nightbane boss fight in WoW does something similar to this. Our guild made our primary tank unlock Nightbane, since it’s his gear that makes or breaks the whole fight for the guild. Once a guild leader gets these cues for when the primary guild members are ready to fill the tank and healing roles, it’s reasonable that he can use his judgment to determine when the rest of the guild is ready to try, and how deep the bench needs to be.
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