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Old 05/02/07, 1:03 AM   #51
Mong
Glass Joe
 
Undead Warrior
 
Blackrock
Finally infernals wont drop out of the sky and crush a healer for 10k! And those impossible to interrupt shadow volleys on the last 2 adds ~_~

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Old 05/02/07, 1:13 AM   #52
Freddie
Not quite a walrus
 
Freddie's Avatar
 
Human Warrior
 
Dragonblight
Originally Posted by Russta View Post
I seem to be the only tank in my guild who feels Magtheridon's trash is obscenely broken. It feels like they were accidently coded way beyond their actual level for certain things. No level 72 mob in the game should crush to that degree nor parry and dodge so many attacks.

I'm also not a fan of being feared off a mob, going back in to be death coiled, reflecting death coil then being hit with it's hate reset knock-back.
I'm in a similar position. I _detest_ these packs, and seem to get a death coil/knockback one 90% of the time. It's great spending 20-30 seconds at the start of the pull with my mob running all over the place while I play death coil/fear/death coil/fear/knockback...

Also, the 2x T4 tokens dropping is awesome. Now there's some chance we'll actually see a Priest/Druid/Warrior token drop before the next expansion (0/12 Gruul+HKM combined).

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Old 05/02/07, 1:51 AM   #53
Osse
King Hippo
 
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Orc Hunter
 
Stormscale (EU)
Sounds great, although no hunter mana / synergy changes. :/

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Old 05/02/07, 2:59 AM   #54
Ivriniel
Piston Honda
 
Human Paladin
 
Outland (EU)
Originally Posted by Mong View Post
Finally infernals wont drop out of the sky and crush a healer for 10k! And those impossible to interrupt shadow volleys on the last 2 adds ~_~
Idd, i think that's a really good change. Having one of your 3 warlocks insta killed by a spawning infernal is not quiet fun :o

Wonder what the "making it easier to interrupt volleys" means, less block/parry ?

Always fun, when you're on the last 3 adds, you finally get lucky on a gcd so you can bash a cast, only to see it missed/got parried/blocked :S

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Old 05/02/07, 3:05 AM   #55
 squiffy
Don Flamenco
 
Goblin Rogue
 
Blackrock
Originally Posted by Ivriniel View Post

Wonder what the "making it easier to interrupt volleys" means, less block/parry ?

Always fun, when you're on the last 3 adds, you finally get lucky on a gcd so you can bash a cast, only to see it missed/got parried/blocked :S
My guess is that the cast time is going to be longer, something I wish they'd do for Nightbanes' Bellowing Roar too.

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Old 05/02/07, 3:47 AM   #56
 Hamlet
<Druid Trainer> Emeritus
 
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Tauren Druid
 
Mal'Ganis
Originally Posted by Dozer View Post
The Inspect range change is more significant that it appears, IIRC every mod that uses a 10-yard range check feature uses the "is inspectable" flag for its functionality. :\
I believe trade range and duel range are also 10 yards.

Yes, it would suck surprisingly much if we were to lose our 10yard range filters, though.

EDIT: Just checked, RDX uses Duel range--CheckInteractDistance(uid, 3).

Links: Moonkin Resto WoWMath Twitter YouTube
Please don't PM requests for advice on UI or specific gear choices.

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Old 05/02/07, 4:17 AM   #57
Kyne
Von Kaiser
 
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Blood Elf Paladin
 
Mal'Ganis
Concerning the Death Coil change:

Since they are categorizing Death Coil into a diminishing returns with "Horror" effects it seems like they're hinting that they will either be a) categorizing other existing abilities as "Horror" effects or b) adding new abilities that are categorized as such.

It'll be interesting to see where it goes from here.

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Old 05/02/07, 4:20 AM   #58
Zraknul
Soda Popinski
 
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No active account.
Orc Death Knight
 
No WoW Account
Really good changes on the whole.

The consecration nerf is basically kicking the holy paladin while he's already down. Time to finish off that farming alt.


Originally Posted by Cathela View Post
Pardon the derail, but what was the original reason for not just calling Death Coil a fear?
As earlier mentioned, it's main intent was for protection against rogues/warriors which. If it was a fear effect it wouldn't do the job. It's also appears pretty important protection against a feral druid stun lock these days.

Originally Posted by Kyne View Post
Concerning the Death Coil change:

Since they are categorizing Death Coil into a diminishing returns with "Horror" effects it seems like they're hinting that they will either be a) categorizing other existing abilities as "Horror" effects or b) adding new abilities that are categorized as such.

It'll be interesting to see where it goes from here.
Probably a bit of both a) and b).

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Old 05/02/07, 4:26 AM   #59
exog
Piston Honda
 
Undead Warlock
 
Dunemaul (EU)
Regarding the pvp gearcheck system:

What if you put all your gear in the bank, sign for arena, and put it back on after getting a match?

Wonder if this gearcheck takes banked gear into consideration, and how it would value epic resistgear or recently discarded/banked weapons...

I suppose the system could sum the ilevel of all your available gear using the best item you had access to pr slot, but then again, you might not really use the item with highest ilevel.

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Old 05/02/07, 4:30 AM   #60
Greybone
Soda Popinski
 
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Tauren Warrior
 
Mal'Ganis
Originally Posted by exog View Post
Regarding the pvp gearcheck system:

What if you put all your gear in the bank, sign for arena, and put it back on after getting a match?
Don't you think Blizzard would consider this?

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Old 05/02/07, 4:37 AM   #61
exog
Piston Honda
 
Undead Warlock
 
Dunemaul (EU)
Im sure they considered it, tho i wonder if they came up with a flawless solution, hence i tried to find holes in it out of curiosity.

To elaborate: Say the gearcheck mechanic also consideres banked items (if not, ppl would bank gear before signing). And assuming the gearcheck must happen before you get a game.

Then banked items would somehow be taken into account when finding your "gear rating". Therefore i question if this approach has flaws, and how an accurate calculation of all your character+banked gear could happen fairly.

Edit2: If you cannot do gearchanges (with bank) after signing only the items on your char+bags would matter. Question then becomes, if you have 8 trinkets in ur bags, what trinkets ilvl would be used?
The highetst one? Like Bloodlust brooch, then what if you use pvp+renataki in the arena, then you will theoretically be penalized for having gear in your bags...

Last edited by exog : 05/02/07 at 4:44 AM.

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Old 05/02/07, 4:54 AM   #62
koaschten
In the rear with the gear!
 
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Worgen Rogue
 
Auchindoun (EU)
Originally Posted by exog View Post
The highetst one? Like Bloodlust brooch, then what if you use pvp+renataki in the arena, then you will theoretically be penalized for having gear in your bags...
What are you penalized for, that you use items better suited for arena then just looking at the ilvl?

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Old 05/02/07, 5:05 AM   #63
oldmandennis
Don Flamenco
 
Tauren Druid
 
Kel'Thuzad
Originally Posted by Greybone View Post
Don't you think Blizzard would consider this?
I think they would consider it, and then implement a flawed and easy to game system anyways.

An ilevel gearcheck might have made sense back in the day when a big problem in PvP was T2 groups destroying Pug's. A level based gear check is going to do nothing about the flaccid interest in BG's atm. If it takes the average of all your gear it heavily penalizes a raider who logs on with his PvE spec at the end of the night. If it doesn't, it can be gamed. Of course, both of these objections have nothing to do with the fact that if interest remains flaccid, there woln't be enough games going to match people according to gear, making the whole thing a total waste of developer time.

And assuming there is a miraculous revival in interest, a gearcheck would do nothing to address the biggest imbalance in BG's - Pug vs team.

They originally announced this system way back when it might have been a -partial- solution for the T2 team vs green/blue Pug problem. My guess is that they farmed it out to lameintern01, and he finally finished, so here it is regardless if it is relevant.

Some sort of personal rating system is necessary to make BG's successful long term, then tie that to rewards and make some new maps and you are on your way to staving off Warhammer.

Originally Posted by koaschten View Post
What are you penalized for, that you use items better suited for arena then just looking at the ilvl?
No, you face a harder team then somebody who has the same gear, minus the brooch. That is the penalty.

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Old 05/02/07, 5:07 AM   #64
Ivriniel
Piston Honda
 
Human Paladin
 
Outland (EU)
Originally Posted by Zraknul View Post
As earlier mentioned, it's main intent was for protection against rogues/warriors which. If it was a fear effect it wouldn't do the job. It's also appears pretty important protection against a feral druid stun lock these days.
Sorry to derail this, but i still find it amusing to give a spell which is supposed to be a defensive mechanism against melee a 30yard range............

The DR on it could be for mass pvp too, altough i've never really heard about someone being chain deathcoiled :o

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Old 05/02/07, 5:27 AM   #65
Quigon
Bald Bull
 
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Tauren Warrior
 
Kil'Jaeden
In regards to magtheridon, most guild's dps is fine if no one dies.
In addition, your incoming damage is mostly between two things - shadow bolts, and the infernal. They're nerfing a lot of the incoming damage. I bet you could do this fight with 5 healers now.

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Old 05/02/07, 5:34 AM   #66
exog
Piston Honda
 
Undead Warlock
 
Dunemaul (EU)
Originally Posted by Ivriniel View Post
Sorry to derail this, but i still find it amusing to give a spell which is supposed to be a defensive mechanism against melee a 30yard range............

The DR on it could be for mass pvp too, although i've never really heard about someone being chain deathcoiled :o
Making a horror category and placing DC in it could simply be "clean-up-coding" or they might intend to put more spells into the category, or perhaps they wanted to alleviate the issue(if such a thing exists) with 2 locks horror-locking(tm) someone

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Old 05/02/07, 5:42 AM   #67
• Chicken
 
 
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Ginakursia
Goblin Warlock
 
No WoW Account (EU)
Originally Posted by Drauk View Post
Using ActionButton to check if the target is in range is much more CPU consuming task that checking inspect range. As far as i know every mod that tried to do this was bringing game to being unplayable in raids.
The API for that was heavily improved actually, instead of checking whether an ActionButton is unusable, there's now the IsSpellInRange() function for checking whether a specific unit is in range of a spell or item.

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Old 05/02/07, 5:54 AM   #68
Kirion
Don Flamenco
 
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Tauren Shaman
 
Deathwing (EU)
Originally Posted by Chicken View Post
The API for that was heavily improved actually, instead of checking whether an ActionButton is unusable, there's now the IsSpellInRange() function for checking whether a specific unit is in range of a spell or item.


And its actually faster than inspect method. BigWigs range checking modules use it.

42.

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Old 05/02/07, 6:25 AM   #69
Vhad
Don Flamenco
 
Night Elf Warrior
 
Silvermoon (EU)
I wonder if it's really based on ilvl on all your items, you could just stock up on stupid greens to lower you gearlvl and face badly geared people anyway and steamroll them. Anticipating information about this system.

What!?

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Old 05/02/07, 6:26 AM   #70
kaytwo
Von Kaiser
 
Draenei Mage
 
Dunemaul
Originally Posted by exog View Post
Making a horror category and placing DC in it could simply be "clean-up-coding" or they might intend to put more spells into the category, or perhaps they wanted to alleviate the issue(if such a thing exists) with 2 locks horror-locking(tm) someone
Point of order, if my calculations are correct you'd need 40 locks to truly horror-lock some poor sap (and he'd need a pocket healer to survive after about the 20 second mark)... but it would basically be worth the trouble for the hilarity of it. Fraps please!

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Old 05/02/07, 6:27 AM   #71
Schneeb
Don Flamenco
 
Night Elf Warrior
 
<SIN>
Neptulon (EU)
Originally Posted by Quigon View Post
In regards to magtheridon, most guild's dps is fine if no one dies.
In addition, your incoming damage is mostly between two things - shadow bolts, and the infernal. They're nerfing a lot of the incoming damage. I bet you could do this fight with 5 healers now.
I really dont like how they have added a new drop (and a token) to increase mags value yet this seems like a HUGE nerf as phase 1 was the only real problem and that was tuned with the decreased HP...

The mag trash is hard but with a melee to interupt and eat fears or just 2 tanks the sheer array of abilities are controllable, I dont care for killing these packs of 'non-epic-dropping-non-bosses' but I do care that one of the most complex and enjoyable fights in BC will be tivialised(further).

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Old 05/02/07, 6:39 AM   #72
nellkee
Glass Joe
 
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Draenei Shaman
 
Ner'zhul (EU)
For Magtheridon, I think the change wasn't really needed. As said before, the phase 1 was the real difficulty of this fight. It would be nicer to reduce his hp, the fight is too "long" with no real change during the phase 2.

About Netherspite, what do they mean by "while crazed" ? Enrage ?

And finally 2 tokens on a boss, took long enough :P

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Old 05/02/07, 6:43 AM   #73
Brissa
Not enough rage
 
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Gnome Warrior
 
Argent Dawn (EU)
Originally Posted by Schneeb View Post
I really dont like how they have added a new drop (and a token) to increase mags value yet this seems like a HUGE nerf as phase 1 was the only real problem and that was tuned with the decreased HP...

The mag trash is hard but with a melee to interupt and eat fears or just 2 tanks the sheer array of abilities are controllable, I dont care for killing these packs of 'non-epic-dropping-non-bosses' but I do care that one of the most complex and enjoyable fights in BC will be tivialised(further).
There will be more interesting and complex encounters that cater to the high end raiders as time goes by. And while im happy we managed to kill mag pre (second) nerf I cant help but think a second nerf is a good thing that will only open up more of the endgame to lower tier raiders.
I mean on my server there are 2 guilds with mag kills and no guild with any kills in SSC. Lowering overall difficulty to allow more guilds to join the current endgame can only be a good thing for all parts involved.

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Old 05/02/07, 6:48 AM   #74
Nausicca
Von Kaiser
 
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Orc Shaman
 
Khadgar (EU)
You seem to be forgetting the Consumable re-tunement.

Yes the fights will be easier, but then our dps and hp and mana etc etc will be lower than before, so it will balance itself out in the main part.

Have love, will travel.

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Old 05/02/07, 6:56 AM   #75
Painful
Glass Joe
 
Human Rogue
 
Azjol-Nerub (EU)
Originally Posted by exog View Post
Making a horror category and placing DC in it could simply be "clean-up-coding" or they might intend to put more spells into the category, or perhaps they wanted to alleviate the issue(if such a thing exists) with 2 locks horror-locking(tm) someone
I had assumed that perhaps Imp Howl of Terror might also be placed under this category, since it is similar to Deathcoil, a virtually instantaneous flee in horror effect.

Last edited by Painful : 05/02/07 at 7:01 AM. Reason: For clarity hopefully

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