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Cataclysm Raid Changes

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Post by Ataris Mon Apr 26, 2010 10:28 pm

Nethaera wrote:We're continuing to refine the raid progression paths in Cataclysm, and we'd like to share some of those changes with you today. Please enjoy!

The first of the refinements being made is that we're combining all raid sizes and difficulties into a single lockout. Unlike today, 10- and 25-player modes of a single raid will share the same lockout. You can defeat each raid boss once per week per character. In other words, if you wanted to do both a 10- and 25-person raid in a single week, you’d need to do so on two different characters. Normal versus Heroic mode will be chosen on a per-boss basis in Cataclysm raids, the same way it works in Icecrown Citadel. Obviously the raid lockout change doesn't apply in pure Icecrown terms though, as this change goes hand-in-hand with a few other changes to raid progression in Cataclysm.

We're designing and balancing raids so that the difficulty between 10- and 25-player versions of each difficulty will be as close as possible to each other as we can achieve. That closeness in difficulty also means that we'll have bosses dropping the same items in 10- and 25-player raids of each difficulty. They'll have the same name and same stats; they are in fact the exact same items. Choosing Heroic mode will drop a scaled-up version of those items. Our hope is that players will be able to associate bosses with their loot tables and even associate specific artwork with specific item names to a far greater extent than today.

Dungeon Difficulty and Rewards

  • 10 and 25-player (Normal difficulty) -- Very similar to one another in difficulty; drop the exact same items as each other.
  • 10 and 25-player (Heroic difficulty) -- Very similar to one another in difficulty; drop more powerful versions of the normal-difficulty items.

We of course recognize the logistical realities of organizing larger groups of people, so while the loot quality will not change, 25-player versions will drop a higher quantity of loot per player (items, but also badges, and even gold), making it a more efficient route if you're able to gather the people. The raid designers are designing encounters with these changes in mind, and the class designers are making class changes to help make 10-person groups easier to build. Running 25-player raids will be a bit more lucrative, as should be expected, but if for a week or two you need to do 10s because half the guild is away on vacation, you can do that and not suffer a dramatic loss to your ability to get the items you want.

We recognize that very long raids can be a barrier for some players, but we also want to provide enough encounters for the experience to feel epic. For the first few raid tiers, our plan is to provide multiple smaller raids. Instead of one raid with eleven bosses, you might have a five-boss raid as well as a six-boss raid. All of these bosses would drop the same item level gear, but the dungeons themselves being different environments will provide some variety in location and visual style, as well as separate raid lockouts. Think of how you could raid Serpentshrine Cavern and Tempest Keep separately, but you might still want to hit both every week.

We do like how gating bosses over time allows the community to focus on individual encounters instead of just racing to the end boss, so we’re likely to keep that design moving forward. We don't plan to impose attempt limitations again though, except maybe in cases of rare optional bosses (like Algalon). Heroic mode may not be open from day one, but will become available after defeating normal mode perhaps as little as once or twice.

In terms of tuning, we want groups to be able to jump into the first raids pretty quickly, but we also don’t want them to overshadow the Heroic 5-player dungeons and more powerful quest rewards. We’ll be designing the first few raid zones assuming that players have accumulated some blue gear from dungeons, crafted equipment, or quest rewards. In general, we want you and your guild members to participate in and enjoy the level up experience.

We design our raids to be accessible to a broad spectrum of players, so we want groups to be able to make the decision about whether to attempt the normal or Heroic versions of raids pretty quickly. The goal with all of these changes is to make it as much of a choice or effect of circumstance whether you raid as a group of 10 or as a group of 25 as possible. Whether you're a big guild or a small guild the choice won't be dependent on what items drop, but instead on what you enjoy the most.

We realize that with any changes to progression pathways there are going to be questions. We're eagerly awaiting any that we may have left unanswered. To the comments!
Zarhym wrote:Here are some clarifications to a few common questions we're seeing.

Regarding how the raid dungeons will share the same lockout. This means that you cannot do separate instances in the same week. If you defeat an encounter in 10 player normal mode then you are locked to the 10 player mode of that dungeon for that week and can flip between 10 player normal and 10 player heroic on a per boss basis (assuming heroic is available). In this scenario you cannot do the 25 player version. Is this correct?


Correct. There should be no circumstances under which you kill a boss more than once per week on the same character. However, in the same way that you can decide on a per-boss basis whether to try normal vs. hard mode, we might allow you to change between 10 and 25 on a per-encounter basis for additional flexibility. If you started a raid in 25-player mode and then found that you couldn’t get everyone together later in the week, you might be able to downsize the next few bosses to 10-player.

Will legendary items be available through 10 player dungeons? How about special mounts like Invincible?

In some of these specific cases, the answer is that we just don’t know yet. We’re going to have to walk a fine line between dropping the same items in both 10- and 25-player modes, versus still offering something extra for the 25s. If we over-reward the 25s, then players who like 10-player raiding will still feel compelled to find more warm bodies. If we don’t provide any extra incentive for 25s, then some players may stop playing with their friends in order to avoid the extra organization required for a large raid.

Overall, our goal is that you make the decision between whether to raid with 10 players or 25 players based on what you find fun and not because of the reward structure.

For perspective, it might help to look back at how we changed lockouts and hard modes on every single raid tier of Wrath of the Lich King to see what felt right and try to fix problems that arose from previous tiers. After seeing the first tier of Cataclysm raiding, we may decide to adjust our design for the next tier.

How many pieces of loot will drop for 10 and 25 player modes respectively?

When we say “25 should drop more loot,” we’re just sharing a philosophy. You shouldn’t assume that this means that 10-player modes will drop 1 item or that 25-player modes will drop 6 items, or whatever. We haven’t finalized how much loot will drop, but our general goal is that 25s should drop more to help make up for some of the logistical cost.

Will achievements be broken down by 10/25 modes? Will realm first achievements/titles be only for 25s? Will meta-achievement mounts be available for both versions still?

There will just be raid achievements, not 10- vs. 25-player versions in most cases. The achievement won’t care if you complete it in 10s or 25s. If we do meta-achievement mounts, it’s possible we’d still have different colors of mounts, or maybe even different mounts; but for some players that might mean that 25s feels mandatory again, which would be a potential problem. This is the kind of thing we’re going to have to consider carefully, and again, we might try a few different implementations before sticking with something we like.

We’re also not sure about realm first achievements or titles. We don’t want to encourage, say, 25-player focused guilds to run a 10-player raid instead because they think that will get them the ream first title faster. One potential solution is you can earn a realm first title in 10 or 25, but not both. These types of achievements also serve as great content for guild achievements.
Sounds like good ideas overall to me. Just thought I'd share. Smile

Your thoughts?
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Post by Geldar Mon Apr 26, 2010 10:40 pm

Your thoughts?

That they are making it more easy and casual friendly. While alot of people will be benefited from these changes, it does look like its getting closer to one of those free-mmo`s.
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Post by Elízabéth Moren Mon Apr 26, 2010 11:14 pm

Your thoughts?

There making the game even more friendly to the nabcakes who cant play this game fo' shizzle. I am practicly seconding what Geldar said.
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Post by avaiel Mon Apr 26, 2010 11:50 pm

These changes sound like it will make it more fun, imo.. I dont really see any argument as to why they shouldnt do it.
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Post by Gunnell Mon Apr 26, 2010 11:57 pm

avaiel wrote:These changes sound like it will make it more fun, imo.. I dont really see any argument as to why they shouldnt do it.

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Post by Elízabéth Moren Tue Apr 27, 2010 12:16 am

Eruadan/Gunnell/Graham wrote:
avaiel wrote:These changes sound like it will make it more fun, imo.. I dont really see any argument as to why they shouldnt do it.

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What does this strange message mean?
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Post by Mallea/Trollmeat Tue Apr 27, 2010 2:49 am

Equalising 10 and 25 shouldn't have any real effect on difficulty, and should allow smaller groups to raid productively. Hardly anyone complains now about 40 mans being axed completely, remember?

I mean, this isn't a message saying "everything will be easy now". Take it in your stride, and wait before you criticise what hasn't been specified. At the moment it seems like a welcome addition for many RP guilds, since they tend to struggle with securing a stable body to raid 25s with.
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Post by (Goggy) - Exilius Tue Apr 27, 2010 5:56 am

Good changes tbh, let us whom aint got the time to spend, not to loose out on alot of progress due to being unable to do both versions of all raids for gear/badges. :X
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Post by Saevir Tue Apr 27, 2010 6:09 am

These changes are fantastic.

And yes, there is nothing in this indicating that things will be easy in cataclysm, just that you'll be getting the same out of raiding whether you do it in 10 or 25man.

What boggles my mind is all the doomsayers claiming that 25man raiding will die because no one would choose 25man raiding over 10man raiding. So what if it dies (it most likely won't)?
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Post by Guest Tue Apr 27, 2010 6:55 am

We're continuing to refine the badge/emblem and PvP point systems in Cataclysm and we'd like to share some of those changes with you today. Please enjoy!

Our primary goal when approaching badges in Cataclysm is to address a lot of the confusion that comes with these currency systems. To that end we're changing badges to a more straightforward point system, similar to the ones we've used for a while for Arenas and Battlegrounds. There will be a total of four types of points you can earn in Cataclysm (two for PvE and two for PvP), and these will remain the same even as we introduce new content.

Here's the breakdown:

PvE
Hero Points -- Low-tier, easier-to-get PVE points. Maximum cap to how many you can own, but no cap to how quickly you can earn them. Earned from most dungeons. (most like the current Emblem of Triumph)
Valor Points -- High-tier, harder-to-get PvE points. Maximum cap to how many you can own, as well as a cap to how many you can earn per week. Earned from Dungeon Finder daily Heroic and from raids. (most like the current Emblem of Frost)

PvP
Honor Points -- Low-tier, easier-to-get PVP points. There will be a maximum cap to how many you can own, but no cap to how quickly you can earn them. Earned from most PvP activities.
Conquest Points -- High-tier, harder-to-get PvP points. There will be a maximum cap to how many you can own, and a cap to how many you can earn per week. Earned from winning Rated Battlegrounds or Arenas. (currently called Arena Points)

When a new tier of raiding gear is released or a new PvP season begins, your higher tier of points will be converted into the lower tier. For instance, if a new tier of raid gear is released, your Valor points will be converted to Hero points, and similarly if a new PvP season begins your Conquest points will be converted to Honor points. Of course that means with these new releases you'll always begin without any of the higher tier of points, and thus be unable to stockpile them.

As noted for Conquest points, the Rated Battlegrounds and Arenas will be sharing this same point type. Because of that, it will in fact be possible to get the best PvP items without setting foot in Arena; however, more powerful armor and weapons will of course require more Conquest points, so players who win their matches more often will still gear up faster. We're removing personal rating requirements on almost all items; they're definitely removed for weapons. We might offer a few items to the absolute best players based on personal rating, largely as cosmetic or 'bragging rights' type items. And you'll have the option of purchasing the previous season’s gear with the more readily available Honor points.

We do plan to have a way to convert Honor points (PvP) into Hero points (PvE), and vice versa, at a loss. The conversions will be possible, but it won't be a 1:1 rate, and you'll have fewer points after the conversion process. We won't allow the higher tiers to be exchanged for each other, however.

To explain the reasoning for the weekly cap on points for the higher tiers, this is to provide flexibility in how players choose to earn the points without feeling like they have to do all of the content as often as it is available. If your Valor income from raiding is sufficient, you may not feel the need to run Dungeon Finder every night, or perhaps even at all. Likewise, a PvP player could choose to participate in a lot of Rated Battlegrounds but no Arenas, or focus on both, and still be able to earn the points they want.

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Post by Guest Tue Apr 27, 2010 7:02 am

We're removing personal rating requirements on almost all items; they're definitely removed for weapons.
...sigh...tsk...meh...**@#!


Last edited by Draniah on Tue Apr 27, 2010 7:07 am; edited 1 time in total

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Post by Nayan Tue Apr 27, 2010 7:04 am

Draniah wrote:To explain the reasoning for the weekly cap on points for the higher tiers, this is to provide flexibility in how players choose to earn the points without feeling like they have to do all of the content as often as it is available. If your Valor income from raiding is sufficient, you may not feel the need to run Dungeon Finder every night, or perhaps even at all. Likewise, a PvP player could choose to participate in a lot of Rated Battlegrounds but no Arenas, or focus on both, and still be able to earn the points they want.
"Not having a cap, is limiting you" wat? Rolling Eyes
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Post by Guest Tue Apr 27, 2010 7:41 am

Elízabéth Moren wrote:
Your thoughts?

There making the game even more friendly to the nabcakes who cant play this game fo' shizzle. I am practicly seconding what Geldar said.

Basically to people such as myself, who is a mediocore tank and a horrible DPS. I like it =D

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Post by Muzjhath Tue Apr 27, 2010 8:29 am

Draniah wrote:When a new tier of raiding gear is released or a new PvP season begins, your higher tier of points will be converted into the lower tier. For instance, if a new tier of raid gear is released, your Valor points will be converted to Hero points, and similarly if a new PvP season begins your Conquest points will be converted to Honor points. Of course that means with these new releases you'll always begin without any of the higher tier of points, and thus be unable to stockpile them.
About this, let us just hope they will not introduce different kinds of points in the PvE system, bringing it back to doing heroics for raid level gear from points. But rather keeping heroics for heroic points and gear.

As for the whole same lockout. I see both good and bad things about it. More good than bad tbh. I just hope that they aim on ballancing the difficulty closer to what 25man is now with 10mans than bringing 25mans closer to 10man.
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Post by Saevir Tue Apr 27, 2010 8:46 am

Marogg wrote:
Draniah wrote:When a new tier of raiding gear is released or a new PvP season begins, your higher tier of points will be converted into the lower tier. For instance, if a new tier of raid gear is released, your Valor points will be converted to Hero points, and similarly if a new PvP season begins your Conquest points will be converted to Honor points. Of course that means with these new releases you'll always begin without any of the higher tier of points, and thus be unable to stockpile them.
About this, let us just hope they will not introduce different kinds of points in the PvE system, bringing it back to doing heroics for raid level gear from points. But rather keeping heroics for heroic points and gear.

As for the whole same lockout. I see both good and bad things about it. More good than bad tbh. I just hope that they aim on ballancing the difficulty closer to what 25man is now with 10mans than bringing 25mans closer to 10man.

The way it is described, hero/honor points will always be for the previous tier of gear, while valor/conquest/arena points will always be for the current tier. This is exactly like it is now with badges. Only rather introducing a new pve currency every tier, they are just converting your current valor points to hero points and changing the cost of the outgoing tier gear instead (like it is already done with arena sets). You'll still be able to get tier-gear by doing heroics. no change there.

The limit per week on valor points seems like a nice way to set the pace for acquiring them at something that won't burn people out in the long run.
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Post by Kristeas Sunbinder Tue Apr 27, 2010 8:54 am

I don't care, i'll just grab whatever raid i can get my hands on anyway Razz
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Post by Grufftoof Tue Apr 27, 2010 10:26 am

I second what Saevir says. We have both seen the changes in raiding through TBC to Wrath. The badge system is clunky at the moment, the one for Cata seems much better. The 25 raids won't suddenly disappear, why should they? People will still want challenges, or to play with certain people (thier guild of friends maybe?)

As always with big announcements about raiding and changes to it, theres gonna be a whooping and a hollering and calls that the game is dying, dead or ruined.

Streamlining is not death. It can be an indication of massive change, or just removing of clutter and opening up to more people. The game is definitely getting more and more "open" (casual is such a dirty word). It's all about polish. And upgrading the client, game and your playing experience. Just look at the old school talent trees, or tier 0 - 6 gear etc, early quests, or areas etc.

The game is still a challenge (how many of you have killed heroic 25man LK? though maybe not so bad as original C'thun...).

There are a handful of games on the horizon (though far, far away) that could grab some business from Blizz, potentially at the start of 2011 (not "long" after Cata launches?). And this is a business afterall. And would it be a suprise that Blizzard pushes for as much money (ie subscriptions) as possible, via as many as ways as they can? Opening content and gear is one way of that for sure.


/ramble off
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Post by Quin Tue Apr 27, 2010 10:55 am

I'll whine about it when it hits me.
ps. killed cthun never killed LK lel.
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Post by (Goggy) - Exilius Tue Apr 27, 2010 10:56 am

Overall, Roleplayers if anyone should be happy. Some of uss miss out on alot of gear, mounts and achievements due to our dedications to our RP guilds and nifty communities. Overally opening things better, will better allow us to enjoy the mani aspects of the game aswell. X)

Good points Gruffy
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Post by Wubeh Tue Apr 27, 2010 11:00 am

Great, now there will be one less excuse for people sucking, Awesome.

Wait, that nails me as well.

FUUUUUUUUUUUU
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Post by Geldar Tue Apr 27, 2010 11:23 am

Overall, Roleplayers if anyone should be happy. Some of uss miss out on alot of gear, mounts and achievements due to our dedications to our RP guilds and nifty communities. Overally opening things better, will better allow us to enjoy the mani aspects of the game aswell. X)

Good points Gruffy

That might also be a bad thing. Remember when in Vanilla raiders were raiding only and RPers were RPing only and it was good, as RP was everywhere and people just bothered with what they liked. Now that boundry got bleak with TBC and the easy 10 mans and RPers decided it would be fun to explore new oportunities and see what PvE is like thus a slight decline of RP.

Now i am not one for saying that there will be another decline in RP because of this but it makes me wonder what impact it would have when everyone starts going: "Easy raids, lets go PvE. We can RP some other time."
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Post by Nayan Tue Apr 27, 2010 11:25 am

Geldar wrote:That might also be a bad thing. Remember when in Vanilla raiders were raiding only and RPers were RPing only and it was good, as RP was everywhere and people just bothered with what they liked.
That was also a slow death for many RP guilds, as people left to be able to raid. Now they can raid and stay. Depends how you see it, really.
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Post by Grufftoof Tue Apr 27, 2010 11:32 am

Nayan wrote:
Geldar wrote:That might also be a bad thing. Remember when in Vanilla raiders were raiding only and RPers were RPing only and it was good, as RP was everywhere and people just bothered with what they liked.
That was also a slow death for many RP guilds, as people left to be able to raid. Now they can raid and stay. Depends how you see it, really.

Opening up to both sides. RP and Raid! Exactly!
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Post by Saevir Tue Apr 27, 2010 11:37 am

Furthermore, existing dedicated raiders who would like to RP, but can't because they have 25-man hardmode raiding + 10-man hardmode farming + archivement raiding in previous tiers + other farming every week, may be able to get back into the RP a bit more now that blizzard is putting limits on the gain after a certain amount of farming.
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Post by Wubeh Tue Apr 27, 2010 11:41 am

"Easy raids, lets go PvE. We can RP some other time."

Lets just hope they dont make PvE as fuckeasy as its been in Wrath.
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