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Old 06/05/07, 12:23 AM   #76
Dolce
Glass Joe
 
Human Warrior
 
Lightning's Blade
How difficult are these bosses really? When i ask this, I mean, all the way from the bottom (Attunemen) to Kael (im excluding Hyjal and BT for their undertuning reasons).

This sounds kinda wierd, but every boss in TBC seems just as difficult as the previous, excluding a few bosses.

In vanilla wow, it boiled down to MC was 1 boss with adds and 1 ability the entire time (no phases), then came ragnaros and he was a bit of a big leap in difficulty (onyxia too) with multiple phases, and in rag's case, if you didnt kill the adds in time, rag was back anyway to kick your ass, essentially the first version of a DPS check.

BWL, well there was Razorgore, which was the first truly execution fight. Over a year ago when we had Razor on farm, I said that a group in full UBRS blues could kill Razorgore if their execution was essentially what one could consider Curse or Nihilium's to be. Vael was an entirely different beast, and to this day, one of my favorite bosses because of how well designed the fight is (for its time at least, especially considering how bad other bosses in the zone were designed). In the middle of BWL, theres Broodlord thru Chromaggus, and to sum up these bosses nicely, the key attribute that increased their difficulty between them and MC bosses was movement, and instead of 1 ability, it was 2 to 3 now (think about that, up to 3 abilities, even the first boss in kara is more complex). Chromaggus was a bit different in that he had 5 different breaths, but really still only 2 abilities a week. Then came nef, and when learning nef, theres the gauntlet that is phase 1, then you get to phase 2. for now, think of it as you are the first to nef, and are now the first to see phase 2 ever in wow. he lands, he hits hard, he shadowflames, you still have adds up from phase 1, and on top of all this, he has class calls, which (until you get him on farm status) keep you on edge for what the next one is. and then theres phase 3. this was a boss that when learning it, was definitely a full step above what you previously fought.

Then AQ40 came out, if say skaram was less forgiving than he was for a guild that was killing nef before AQ40 was released, this is a boss with multiple abilities and a significant increase in the coordination. Bug Trio was definitely innovative in its own right. Now theres Satura, the first boss in the game with a real berserk timer, and for good reason, had she been tuned to be above BWL, it would have been very interesting (or not so much in the rogue's cases) to learn it because it would have been a decent DPS and idiot check. Fankriss's Snakes were a similar story, not killing them in time made them berserk. Huhu was 1. a NR check, 2. DPS check, 3. Tank check. All bosses up till this point (presume that they were in fact all tuned to be huhu difficulty in terms of unforgiving-ness) raised the bar as far as difficulty, 3+ abilities, adds aplenty, and with satura, berserk timers.

After Huhu, theres Twin Emps, which dramatically increased not only complexity, coordination, but also number of abilities and the truly first encounter where consumables were in some fashioned required (always needed to flask the tanks).

Fast forward to naxx, most inner bosses were twin emps difficulty, some more so, some not so (grobbulol!). Thaddius required an incredibly amount of overall raid coordination above everything else in that fight. Now: Four Horsemen, to me, this is the last boss to ever really increase the difficulty. Every boss up till 4HM was about nuke it quick, nuke it dead, kill adds, watch out for this ability, all the while, the raid is basically moving as 1 team. Not so with 4HM, this forced people to instead work as independent units, understand their role in the fight completely, and not die. I remember seeing in the WoW R&D forums a post about all the abilities (at that point, the most damage to any single horsemen was that there was a shield wall at 50%, no 20% shield wall or 100 mark berserk). This introduced the concept of taking your time while still going balls out.

Kael'Thalas may perhaps be the only boss to really prove otherwise, but I suppose the entire point of my post is that I don't think there is anything blizzard can do to increase the level of difficulty in which it would a guild like Nilihium a month to figure out, aside from being such a gear check that every member must have the best gear possible previous to the new boss, which I hope never happens. In my mind, the difference between Prince and Leoth is that one is a T4 boss, and one is T5, they are both as complex as the other.

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Old 06/05/07, 12:33 AM   #77
Randor
Don Flamenco
 
Night Elf Warrior
 
Kilrogg
What, no C'thun? Even Nef had his interesting moments when learning the strats. a

Anyway, i'd prefer not to have to face various gimmick bosses (Raz for instance) but think there should be some tuned for various groups so everyone can participate (melee-friendly) ones for instance.

A raid should be about using various classes and abilities so all contribute something and a raid boss should be challenging but still fun. A little lore and something unique also help. And while I think some boss fights are total disappointments (especially when on farm), most are designed with all of that I mentioned in mind.

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Old 06/05/07, 1:50 AM   #78
Stormheart
Piston Honda
 
Human Mage
 
Mannoroth
If anything, I think there are way too many bosses in TK/SSC that have good ideas and absolutely terrible implementations that make it un-fun. I hope to see a little more room for error in BT/Hyjal and maybe some less irritating mechanics.

Morogrim, Karathress, Lurker, Al'ar, and Leotheras are reasonable fights in that the design allows some room for error, but at some point you are punished for it. The mechanics are not unreasonable, and nothing awkward happens that you cant deal with. VR of course is a joke, but a good idea.

Hydross: The tripline idea is great, except that his flipping is just not programmed well.

Vashj: I understand the concept of adds being necessary, but this fight took it way too far. You sit there killing piles of adds, and if anyone dies, you are screwed. It just isn't fun at all. In P1, if a low hp(8500) person gets static charge/multi-shot, it can one round them, which forces u to walk backwards and die since you can't win unless u combat res. That is the epitomy of not fun. I do think it should be hard, but this fight just has too many elements that make it un-fun.

Astromancer: This is a pure gimmick fight. You either have 2 tanks with 500 arcane resist, you stack a ton of dps, or you go home. The concept of wrath is great, but the RSTS arcane missiles ruined this fight.(we obviously 500AR'd it)

What I want to see in hyjal/BT:

#1: No gimmick fights- I'm sure this won't happen, but hopefully theres no more than 1.

#2: No random mechanic/luck fights- Can anyone tell me how many fights are just random from experience?

#3: Margin for error- As perfect as my raid can be at times, the other 90% of the time, it would be great if one or two deaths didn't hose the raid on entry bosses like pre 2.1 SSC. Fortunately, it seems blizzard took this into account, whether intentionally or not, and made the fights more forgiving. While certain fights have to require perfection, they should be very limited in deployment, as banging your head on the same wall for days on end is less than entertaining.

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Old 06/05/07, 2:03 AM   #79
Zifna
Don Flamenco
 
Zifna's Avatar
 
Tauren Shaman
 
Nathrezim
Originally Posted by Melador View Post
True, it's more of a comparative bottleneck with respect to the boss-killing orgy that follows him. I think he's totally approprate for the last boss in the zone...epic feel, many stages, lots going on at once, lots of variation and strategy in things like add kill order and positioning. But it just feels like most guild's first thoughts upon killing him is going to be "sweet, now we can hit all those loot pinatas in BT!" rather than "sweet, we beat WoW!", which is too bad. Kael'thas deserves better.
I have to agree.

We're working on Vashj right now but I'm just not that excited about killing her. I think of her more like I think of Maexxna than like I thought of Kel'Thuzad (who I never got to). Killing her will be more of a "Yeah! We're partway there!" than "Woot! SSC Clear!!!!!!!!" that I felt about AQ or BWL.

I regret that... I wish things felt more epic.

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Old 06/05/07, 2:57 AM   #80
heel
Great Tiger
 
Dwarf Priest
 
Mannoroth
We killed Kael on Sunday night. Kael is perfect, the absolute best raid encounter that has ever come out of this game. The design of it is incredible. It took us four full nights to learn it - but the fight is so controllable, so dependant on execution, that I have no doubt that we will drop him within an hour this week. An endless parade of perfectly-tuned Kaels would make me very happy.

After we killed Kael, we went to Hyjal for some attempts on Rage Winterchill. Only three or four people in the raid had ever been in the zone, and none of them had done anything but trash. We killed Rage on our first attempt. Even so, the fight probably isn't too terribly far from where it should be, as the first encounter in the zone. The trash, on the other hand, is a bit excessive. Our first and only run through the waves of undead assailants was great, but if the following bosses are the least bit difficult, the "all of the trash leading up to the boss instantly respawns if you wipe" mechanic is going to get old fast.

Tonight we went to the Black Temple. Najentus is a good fight. It requires a certain degree of execution, and feels about right as the first boss of the zone. We killed him quickly, but we had already had a few hours on him on the PTR.

Supremus, on the other hand, is an abomination. Terrible encounter design, and untuned. I think a guild working on Hydross would have a much easier time dealing with this guy. I would suggest that he be made harder, but that would just make the (already uninteresting) encounter that much more agonizing. One pull to learn the fight, one pull to kill him.

Shade of Akama is a great fight. The lore tie-in is excellent and the mechanics of the fight itself are very interesting. Without ever having seen it before, though, we beat it within an hour or two. It could probably be made a bit more difficult.

On the one hand, I am pleased that bosses are finally falling over dead without massive resistance. On the other hand, I am concerned that we are going to run out of content three weeks from now. I don't think that it's really that big of an issue; in the long term, an extra month of learning doesn't really extend the life of the content that much. It would have been nice if the difficulty of the tier 6 stuff were tweaked up just a bit, but it's probably too late for that now. The bottom line is that Black Temple is very fun so far, and as long as my guildmates and I are having fun, there's not much to complain about.

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Old 06/05/07, 3:07 AM   #81
Liebestod
King Hippo
 
Liebestod's Avatar
 
Night Elf Druid
 
Elune
Yea, it seems like people have already expounded on my views on the issue, which may or may not be relevant because I've yet to see anything beyond Gruul's Lair.

There are a combination of factors which lead to the huge leaps which guilds make once they complete Tier 5 instances:

a) The final bosses of the Tier 5 instances are quite complex and apparently have a decent learning curve
b) The initial bosses (and arguably beyond) in Tier 6 don't
c) There's not a huge discontinuity in the gear requirements between the Tier 5 instances and the beginning of the Tier 6 ones.
d) To even start Tier 6 encounters, you have to have completely cleared Tier 5.

The result? Players end up bottlenecked at hard encounters (Kael), then break through them and face a series of "easy" encounters. This situation would have arisen in vanilla WoW if, say, killing C'Thun were a part of Naxx attunement... you would've seen guilds work on C'Thun for weeks, kill him, and then go into Naxx and kill a bunch of bosses in quick succession. A lot of guilds made significant progress in Naxx without killing C'Thun at all, even. Thus you can divide the instances into tiers of difficulty, but usually there's some overlap - the hardest BWL encounters were harder than the easy AQ40 encounters, the hardest AQ40 encounters were harder than the easier Naxx encounters. This appears to be roughly the case in TBC as well, but now there's bottlenecking.

To some extent, then, unless the attunements are reworked, we should accept some degree to which guilds who pass the bottleneck will rapidly kill a bunch of bosses. The alternative would be that everything would have a steep learning curve like Kael (not going to happen) or simply require much better gear. I think Blizzard has stepped away from huge gear check fights, and arguably this is a bad thing. There should be a Vael on BT or something.

I agree with the opinion that being able to walk into these dungeons and 20-man the first 5 bosses or whatever, even for the top guilds, is a bit disturbing, and is a sign that the encounters are significantly undertuned. I think we'll see things stealth-buffed, like Blizz did when AQ40 went live (right?) I doubt that they really expected for guilds to be taking shots at Illidan a couple weeks in. So we'll see.

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Old 06/05/07, 3:18 AM   #82
Schneeb
Don Flamenco
 
Night Elf Warrior
 
<SIN>
Neptulon (EU)
Originally Posted by Melador View Post
IMO, Blizzard should do periodic instance releases, and only when the previous instance is sufficiently farmed by the top guilds.

It's pretty ridiculous that Nihilum is working on Illidan when there are only 25 guilds or so worldwide that have downed Kael'thas. I suppose that speaks more to the tuning of the encounters in Hyjal and BT versus Kael'thas than the simultaneous release of multiple instances, but still it's kind of absurd. According to bosskillers, there are a full dozen bosses worth of separation between the #1 guild and the #23 guild. Something's gone wrong with the tuning.
The only thing seperating 100+ guilds from BT/Hyjal is the attunement, its clear that kael'thas is more taxing than alot of the 'tier 6' content...

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Old 06/05/07, 3:32 AM   #83
Trouble
Bald Bull
 
Trouble's Avatar
 
Trouble
Blood Elf Druid
 
No WoW Account
So what happens when all the top guilds kill Illidan and there's nothing to do for 6-12 months? What happens to the raiding community?

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Old 06/05/07, 3:51 AM   #84
Starkin
Glass Joe
 
Human Paladin
 
Grim Batol (EU)
Originally Posted by Trouble View Post
So what happens when all the top guilds kill Illidan and there's nothing to do for 6-12 months? What happens to the raiding community?
Simple, people will quit. Farming an instance was fine when you know you had to do so to be able to progress into the next zone, but with no content on the horizon, where's the motivation? Especially considering what happened to raiders and their gear when TBC hit.

It's become evident to me that Blizzard are no longer designing this game for the bleeding-edge. I for one cannot really say I blame them, they are after all in this to profit. If they can double the amount of people "beating the game" from the amount of people who beat KT, this will greatly increase the amount of people believing they can beat the game (thus playing more and increasing profits). They don't want another Kel'Thuzad. Does this suck for the bleeding-edge guilds? Of course it does, but that's not the point. They don't care how fast a boss dies, they care about how many guilds kill him.

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Old 06/05/07, 4:01 AM   #85
Xei
Don Flamenco
 
Xei's Avatar
 
Troll Monk
 
Mal'Ganis
Originally Posted by Starkin View Post
Simple, people will quit. Farming an instance was fine when you know you had to do so to be able to progress into the next zone, but with no content on the horizon, where's the motivation? Especially considering what happened to raiders and their gear when TBC hit.

It's become evident to me that Blizzard are no longer designing this game for the bleeding-edge. I for one cannot really say I blame them, they are after all in this to profit. If they can double the amount of people "beating the game" from the amount of people who beat KT, this will greatly increase the amount of people believing they can beat the game (thus playing more and increasing profits). They don't want another Kel'Thuzad. Does this suck for the bleeding-edge guilds? Of course it does, but that's not the point. They don't care how fast a boss dies, they care about how many guilds kill him.

Well, as someone pointed out with crude math and figures, the "bleeding edge" that have killed Kael as of now is somehwere around 0.02% of the WoW population. Again, not getting into the "average raiding guild" discussion - but an estimate of the average raiding guild being around the level of working on Mag/Hydross.

Why cater to the minority when it makes $$ sense to cater to the majority.

"Being a leader is not a position of power. It is a position of service." ~ Barestomper

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Old 06/05/07, 4:13 AM   #86
Amera
Jedi Knight
 
Amera's Avatar
 
Amera
Night Elf Priest
 
No WoW Account
Well that was the point several other posters were making. Other than broken bosses, high consumable requirements, or staggering instance releases, there is simply no way to make a fight a guild can't beat in a week or two of work. So since they released it all at once, they are left with the real possibility of having many people having worthwhile to do in a few weeks and months.

Given the other choices, I think staggering releases is a much more elegant solution to making content endure, and it also has the bonus of making each last boss feel more epic, rather than just another stepping stone.

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Old 06/05/07, 4:28 AM   #87
Schneeb
Don Flamenco
 
Night Elf Warrior
 
<SIN>
Neptulon (EU)
I wouldn't say Hyjal was badly tuned, the boss encounters we've done (First two) have been taxing for a raid that recently conquered The Eye but the main 'difficulty' is in that you cannot try the boss without the 30 minutes of fairly intense trash waves.
The third boss has only been killed by the two guilds at illidan (I think), both of which had to get thier loot via GMs because an NPC was the one to actually kill it.
My point being that Hyjal seems tobe quite nicely tuned when it comes to difficulty wether its the actual boss thats hard or the entire 'encounter'.
I can't talk about the difficulty of BT as we have 5 healers attuned because GMs didnt fancy fixing our bugged quest items

Last edited by Schneeb : 06/05/07 at 4:33 AM.

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Old 06/05/07, 4:38 AM   #88
Dakous
Don Flamenco
 
Tauren Druid
 
Drenden
Originally Posted by Praetorian View Post
By all accounts the tier 6 content is easier in many cases than the nerfed tier 5 content. How does that make any sense?
If the goal is to ensure the average WoW raider sees "the endgame" defined as something nebulous as being, let's say, the expansion's Patchwerk (I'm presuming there's a Naxx2.0-to-come), and this ( http://www.3hoys.com/raids/seventy.html ) is a representative sample ( the servers that I believe to be arbitrary that I follow all seem to follow that mold ), then what's a designer to do?

Make a rollercoaster to catch people up. Get over the hump, and it's all downhill screaming with glee until you reach the next climb.

My view of changes in the past is that Blizzard is afraid, to epic degree, of letting the gear genie out of the bottle, because stuffing it back in ("Hay, Nilihium got the cool epix ez11") is an epic PR landmine waiting to happen. Well, if this was a mistake... the genie is out, and it's time to make peace with one's maker.

Everybody is your brother until the rent comes due.

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Old 06/05/07, 4:56 AM   #89
Mariell
Glass Joe
 
Murloc Priest
 
Moonglade (EU)
Originally Posted by Dakous View Post
If the goal is to ensure the average WoW raider sees "the endgame" defined as something nebulous as being, let's say, the expansion's Patchwerk (I'm presuming there's a Naxx2.0-to-come), and this ( http://www.3hoys.com/raids/seventy.html ) is a representative sample ( the servers that I believe to be arbitrary that I follow all seem to follow that mold ), then what's a designer to do?
Continously improve gear that the 'average raider' has access to from previous content (like better rep grind epics that you can't fail at getting) until outgearing the content so much that the gear makes up for lack of skill? That is move the game away from 'skill' to nothing but pure time-sink.

Further once the people who want to raid but not badly enough to bother with the worst farming/time sinks run out of content to try; they can relax the time sinks by making shortcuts?

Nerfing encounters by giving out better and better gear kind of has the downside of making every other thing you can do in the game booring though. Just as getting the best instance blues (and the rep grind epics) is enough to make more or less every normal instance in the game too easty. Sure Heroics are still challenging (for me not having tried Magtherion yet); but wonder what will happen to them once getting better epics from raids? There is a risk that gear inflation leads to a situation where only the latest raid instances in the game are challenging enough to be fun to play.

Couldn't there be a risk that players quit because of every other thing beaides raiding is nerfed into oblivion by raid gear; while at the same time farming the same raid instance over and over again is booring; and not enough variation in gameplay? With some Kara epics its already the case that normal instances are booring. With an Alt, already knowing what quests/grinds to do for gear and with some crafted/pvp epics, it has already gotten to the point where the normal instances are booring before even getting heroic keys.

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Old 06/05/07, 5:02 AM   #90
Nuveena
Von Kaiser
 
Night Elf Warrior
 
Earthen Ring (EU)
Let's not forget that we are only 3 weeks into the period after 2.1, which for many players "opend up" the T5 content. What today might be 0.02% (or whatever) of the player base going to BT will be 20+% once they beat the T5 bosses (1-2 months from now?). And the more I read posts like one of the above (where the posters guild apparently has cleared 4 bosses since sunday), the more worried I become.

Progression through gear should really be an important part of this game. Now, take Patchwerk. I bet he wasn't exceptionally difficult for most readers here. His mechanics are quite straight forward, really and doesn't take weeks and weeks to learn the execution. Now, would you say it would have felt like an "epic" fight, if his damage output, HP's etc had been tuned to be doable in pre-raid gear / MC epics with a handful of T2 thrown into the mix? That's the sort of situation we have in BT now. People doing content in gear more than 1 tier below the instance.

Last edited by Nuveena : 06/05/07 at 5:09 AM.

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