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Old 03/21/07, 8:04 AM   #1
Dendory
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Hellscream
Official Blizzard attunement chart

Got this in my email today:

http://www.worldofwarcraft.com/bcattunement/

A lot of it was already known but there some more info on the last steps for attunement. Some of their minimum levels are funny and some of their attunement chains don't seem right to me.

On a related note they posted some info about Mag and how they went to balance 25-man raids:

http://www.worldofwarcraft.com/insid...agtheridon.xml

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Old 03/21/07, 8:31 AM   #2
Playered
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Nice find!

However I like to nit-pick the Balancing section of it xD

The raid encounters in World of Warcraft have all undergone significant balancing and tuning before going live in the game world.
Something feels abit wrong there, especially considering around half of the final bosses in raids have been bugged/untuned.

Generally, new raid encounters such as Magtheridon's Lair have their difficulty based on existing raid encounters - new ones are designed to be at least incrementally more difficult. From there, the designers spend considerable time testing the encounter to make sure it is tuned correctly and that it has the requisite polish.
You must wonder here, what exactly do they feel is tuned correctly? & didn't they have to patch in the requisite polish to SSL about 2-3 months after releasing it live in the game world?

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Old 03/21/07, 8:45 AM   #3
Hannibal777
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Originally Posted by Playered View Post

You must wonder here, what exactly do they feel is tuned correctly? & didn't they have to patch in the requisite polish to SSL about 2-3 months after releasing it live in the game world?

I heard something like EQ2 has even worse polish.

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Old 03/21/07, 8:53 AM   #4
Greybone
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Take the whining elsewhere please.

Good find, I especially liked the mag article, always fun to see how they're thinking.

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Old 03/21/07, 8:54 AM   #5
Starbucks
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You know what the attunement system really needs? A Gantt chart, that would be pretty interesting to look at. I might whip one up in Project later

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Old 03/21/07, 9:01 AM   #6
Schneeb
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The team eventually found a solution they were happy with - we'll leave it up to you, though, to discover what it is on your own...
This is frustrating, anyone who has reached 'phase 2' of mag will know that instead of anything complicated they just let all the abilities clash (you take damage and a debuff) and it 'counterspells' mag ... not improving the balance at all.
In my opinion this encounter is made hard by the 'gear check' on phase 1 and the coordination in phase 2 (and '3') - its made too hard when 1 person makes a mistake in a 5 man group (which you need 4 of) can cause 2-20k damage to everyone in the room leaving 5 substitutes, one of whom is tanking mag.

Sure lower group sizes allow for geater coordination and complexity. Relying on 80% of the raid doing something perfectly is harsh, if 5 people out of this 80% are somehow out of action then the encounter becomes impossible. I dont think any encounter has ever relied on such a high percentage of the raid being up, 15 out of 40 for huhuran - now those are more balanced dependacies.

I think this is blizzards new 'tuning' mechanic, how many people the fight depends on.
For example some SSC encounters depend on a certain number of tanks ( nothing new but still with a 25man raid make the encounter hard by reducing dps as the number of healers is fairly constant) and others depend on AOE classes

Last edited by Schneeb : 03/21/07 at 9:11 AM.

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Old 03/21/07, 9:26 AM   #7
Hanos
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I got a kick out of the minimum level for Botanica and Mechanaar being 65 and Arcatraz being 67... I didn't think you could summon in Netherstorm... and you sure as hell can't jump up there...

Shattered Halls and Steamvaults are listed as 55.... actually everything except Shadow Labs and the 3 Tempest Keep instances are listed as 55....

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Old 03/21/07, 9:30 AM   #8
Antoine
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Originally Posted by Hanos View Post
I got a kick out of the minimum level for Botanica and Mechanaar being 65 and Arcatraz being 67... I didn't think you could summon in Netherstorm... and you sure as hell can't jump up there...
Clearly the intended method is to have druids chain NS-Rebirth in midair while mages chain AP-PoM-Pyro

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Old 03/21/07, 9:39 AM   #9
 Ultramagnetic
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Originally Posted by Hanos View Post
I got a kick out of the minimum level for Botanica and Mechanaar being 65 and Arcatraz being 67... I didn't think you could summon in Netherstorm... and you sure as hell can't jump up there...

Shattered Halls and Steamvaults are listed as 55.... actually everything except Shadow Labs and the 3 Tempest Keep instances are listed as 55....
Maybe that's the absolute minimum level the instance portal will allow in. It seems silly to list that number though, I agree.

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Old 03/21/07, 9:47 AM   #10
Apate
POWER = MEAT + OPPORTUNITY = BATTLEWORMS
 
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ChickenArise
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Originally Posted by Hanos View Post
I got a kick out of the minimum level for Botanica and Mechanaar being 65 and Arcatraz being 67... I didn't think you could summon in Netherstorm... and you sure as hell can't jump up there...

Shattered Halls and Steamvaults are listed as 55.... actually everything except Shadow Labs and the 3 Tempest Keep instances are listed as 55....
You need a little more AFDB. This is obviously a mechanism to facilitate teleport farming

See you, auntie.

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Old 03/21/07, 9:53 AM   #11
Bender
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Originally Posted by Hanos View Post
I got a kick out of the minimum level for Botanica and Mechanaar being 65 and Arcatraz being 67... I didn't think you could summon in Netherstorm... and you sure as hell can't jump up there...

Shattered Halls and Steamvaults are listed as 55.... actually everything except Shadow Labs and the 3 Tempest Keep instances are listed as 55....
The minmum lvl for the vanilla wow raid instances are 51-55, it's just the lowest possible level you can enter the instance, it has nothing to do with when you can start making progress in it. They should perhaps make that clear, though.

I am Bender, please insert girder

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Old 03/21/07, 10:13 AM   #12
Sebudai
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Right, but how does a non-level 70 get to the zone in for those zones? =p

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Old 03/21/07, 10:13 AM   #13
Tanoh
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When we were leveling in TBC we had a very good resto shammy with us, he really liked resto and didn't want to respec, so he lived in instances with us. However he was a bit slower in leveling than us (not surprisingly).

For the normal "level 70" instaces, for example Shadow Labyrinth, you have to be 65 to be able to zone in (and once he dinged 65 we went back and cleared it with him as main healing) :>

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Old 03/21/07, 10:18 AM   #14
Anias
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Originally Posted by Bender View Post
The minmum lvl for the vanilla wow raid instances are 51-55, it's just the lowest possible level you can enter the instance, it has nothing to do with when you can start making progress in it. They should perhaps make that clear, though.
Perhaps a handy announcer explaining the task at hand would help?

You may be required to perform simple tasks, such as locating an exit. These simple tasks may be supplemented with insurmountable obstacles.

At level 65, the instance is floating in the nether and you can not fly. I suppose it's nice to have knees though. You can at least make it an extra few feet towards your destination.

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Old 03/21/07, 12:15 PM   #15
Lumi
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Druids can fly at 68 right?

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