World of Warcraft: Midnight's First Huge Patch Makes World Bosses Hard Again
The open world enemies will no longer roam free
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If you are ever wandering the map in World of Warcraft and happen upon a group of players filling your screen with particle effects as they take down an enemy, then you've encountered a world boss. As the name suggests, these are higher-level enemies that roam the map rather than exist within instanced events. World bosses have been a hallmark of MMOs for as long as the genre has been around, but World of Warcraft is looking to change how they work.
World of Warcraft: Midnight's first major content update is coming next week in patch 12.1: The Curse of Ula'tek and it will introduce an entirely new world boss system. The official patch notes revealed that world bosses will no longer actually exist in the open world, rather they will be found in lairs. This is just a new name Blizzard is using for instanced content that will take the place of the traditional world boss. Rather than happening upon these encounters, players will now go to a specific location and queue for it like they would for raids or dungeons.
Image: BlizzardTalking to PC Gamer, lead encounter designer Taylor Sanders said that this change is meant to make these bosses more accessible and fun. "Lately, we found in recent updates and recent expansions that these experiences have really been a little bit lackluster," Sanders said, "A lot of players just cluster into a boss. It drops in a few moments. In the worst case, you might have to hop between servers to find a group where maybe the boss is up or the boss is attackable." This is a natural downside of world bosses existing in non-instanced areas. Large groups of players can take down a boss in a matter of seconds and those who miss the encounter have to wait for it to reset.
Another reason for the change, according to Sanders, is an attempt to recapture the experience of world bosses from early World of Warcraft. While these fights are now part of casual play, they used to require coordination and strategy. World bosses like Lord Kazzak could be incredibly tough and have challenging mechanics meant for high-level play. Today, more often than not, world bosses don't take much thought to defeat. Making these fights instanced allows for a more complex challenge for players, hopefully one that is far more rewarding.
While Sanders admits this was a trade-off in the decision to make world bosses instanced, he thinks it is worth it, "if players are going to have a better combat experience against the encounter." To that effect, lairs will feature far more customization than world bosses ever could. That includes the ability to choose the encounter's difficulty. The scale will go all the way up to Mythic (15–25) for players in search of a real challenge. The World of Warcraft community will be able to weigh in on just how well lairs work when they launch in patch 12.1 on Aug. 11.
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