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).
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).
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.
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
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
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.
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.
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...
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?
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
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.
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
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.
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
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.
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.
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.
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!
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).
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
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.
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