Combat Resurrection in Warlords of Draenor
Blizzard has recently added to Warlords of Draenor Alpha Patch Notes some information about changes in the current Combat Resurrection system.
But before presenting them, let’s talk a little bit about Combat Resurrection?
Have you ever thought about how the combat resurrection is important for PvE Players? And how a change on it’s dynamics can change almost every raid boss fight we can find in World of Warcraft?
Many non-hardcore raid groups – those that make a nice progression without rushing for it – get to the point of including in their strategies the use of combat resurrection at specific moments of the fight to succeed. That helps us understand how important that perk is for mechanics as a whole, and also explains why Blizzard keep changing it as new expansions come to light.
Back in Vanilla we had an almost infinite Combat Resurrection possibility, although it was not considered exactly legitimate it was a legal use of game mechanics. After many expansions the number of times a group could resurrect a member has changed and fixed to make the raiding experience the most strategic it could be.
For Warlords of Draenor, Blizzard is coming with a new set of restrictions which comes to make the “Battle Res” more transparent and understandable. Let’s take a look.
Combat resurrections are an extremely powerful tool that players have while in combat. Naturally, we apply some limitations. In Mists of Pandaria, that limit was 1 resurrection during a given raid boss encounter for 10-player modes and 3 for 25-player modes. With Flexible difficulty introduced in Patch 5.4, we erred on the forgiving side, and gave Flexible Raids 3 resurrections regardless of raid size.
In Warlords of Draenor, the Flex tech has expanded to more difficulty levels, and we needed a new system to handle combat resurrections more fairly. We knew that continuing with a constant 3 would encourage using the smallest possible raid sizes, while scaling with hard breakpoints would discourage specific group sizes just under those points. Additionally, the limit is not shown anywhere in-game, so it can be easy to lose track of how many resurrections the raid has available (or even know that the limit exists).
So we’ve built a new system to be more transparent, and improve usability.
- During a boss encounter, all combat resurrection spells now share a single raid-wide pool of charges that’s visible on the action bar button.
- Upon engaging a boss, all combat resurrection spells will have their cooldowns reset and begin with 1 charge. Charges will accumulate at a rate of 1 per (90/RaidSize) minutes.
Example 1: A 10-player raid will accumulate 1 charge every 9 minutes (90/10 = 9).
Example 2: A 20-player raid will accumulate 1 charge every 4.5 minutes (90/20 = 4.5).
- A charge will only be deducted when a combat resurrection is successful (when the target accepts the resurrection).
- Raid frames now show a debuff indicating that a dead player has a pending combat resurrection available.
- Outside of raid boss encounters, combat resurrection spells retain their normal cooldown behavior.
I’d like to highlight two things about the new system. The first is how often the Combat Resurrection will be able for use. In Warlords, we’re going to have the maximum of 30 players in a Raid group (Flex). In a group of that size a Combat Res will be available every 3 minutes. Whether it’s good or not, now is not the time for us to judge. That will depend on many factors, such as the very difficulty of the fights on the upcoming expansion.
Other important point is the UI tracking all of that information. This will make the resurrection a lot more transparent and easy to control for every player. Not to mention it will make Raid Leader’s life a lot more confortable.