Rasputin, wouldn't the inconvenience of leveling weapon skills (assuming no more Allistarj-esque shortcuts) give definite weight to a "level all weapon skills" achievement, then?
I think we'd all trade away this achievement to get rid of leveling weapon skills.
http://www.megaupload.com/?d=CX81UJZ8
For the lurking Phoenix Wright faithful.
What is the most important thing to you? Won't you grant me the pleasure of taking it away.
I'll need to check if it's just the servants who've been nerfed for weapon skill levelling or all banished mobs. Will take a run out to SMV tonight on beta to check.
The servants aren't actually banished, I don't think. They take full damage, but they can't die. The Corruptors in Shadowmoon, on the other hand, are immune to attacks.
Even if they've removed all the "tricks", there's always RFC/Stockades..
I'll have to go digging for the source, not quite sure where it is off the top of my head. But I wouldn't hold my breath.
Yes, for some reason they seem adamant not to change that. Even though their previous argument for it is solidly shot. Could there be anything technical or something? It just seems weird that they just straight up say no.
Very interesting observation from Tobold on a Priest plus 4 Death Knight Hellfire Ramparts run:
By some fluke of fate we found, besides one staff for me, only weapons and armor Death Knights can use.
The question is, fluke or design? The odds on that outcome are exceedingly low. If loot drops are determined by the classes in the party, the change is highly significant.
Any other experiences that support or conflict with that finding?
Very interesting observation from Tobold on a Priest plus 4 Death Knight Hellfire Ramparts run:
The question is, fluke or design? The odds on that outcome are exceedingly low. If loot drops are determined by the classes in the party, the change is highly significant.
Any other experiences that support or conflict with that finding?
Ive seen 2 movies made by wowradio guys, some starting instances in northrend, most of the items they got ware mail, they had no mail users. So i guess just random luck, or its in effect only for low lvl instances.
Very interesting observation from Tobold on a Priest plus 4 Death Knight Hellfire Ramparts run:
The question is, fluke or design? The odds on that outcome are exceedingly low. If loot drops are determined by the classes in the party, the change is highly significant.
Any other experiences that support or conflict with that finding?
Definitely fluke. Anything will drop, but the loottables aren't that big, and some instances are more heavy on melee based stuff.
Yes, for some reason they seem adamant not to change that. Even though their previous argument for it is solidly shot. Could there be anything technical or something? It just seems weird that they just straight up say no.
No, they've gone out of their way to transfer entire guilds in the past.
Note #1: I find it interesting that there's no matching post on the US Forums.
Note #2: Content-wise, I'm wondering what kind of activity we're going to see in old-world content after Wrath is released. When BC came out, the old world was still actively engaged because you had Draenei/Blood Elf players leveling in all the old zones after leaving the new starting areas, and you also had Karazhan for the entry-level raid. Later on came the Duskwallow Marsh revamp. So, really, 6 Azeroth zones (Azuremyst/Bloodmyst, Eversong/Ghostlands, Deadwind Pass, and I would argue that the new cities/hubs of the Exodar, Silvermoon City, Mudsprocket and Caverns of Time add up to one more) in addition to the Outland areas.
Currently on the Beta, the only old-world engagement we've got so far is the new DK area east of EPL, but the uninstanced version has nothing in it. The removal of Naxxramas from the EPL scene means that many of the Argent Dawn quests from Light's Hope will become redundant, which cuts down on the viable content in EPL. The alteration of Naxx also represents the first time that a major portion of content (namely Tier 3) is being removed from it's place in progression. I think this calls for a substantial re-write of the WPL/EPL scene, and if that means revisiting Strat and Scholo (which would also match the theme of the expansion) then I'm certainly interested in the result.
Im a bit concerned about the complete removal of all T3 content. I dont think that T7 Naxx will be all the same 13 bosses, Id think theyd remove a few to make it more inline with the smaller raid sizes. So youre effectively getting rid of some bosses from the game completely. Sure, Ive seen it all and know it, but others havent.
We haven't seen any indication that they're planning on removing any of Naxx' bosses. I'd be very surprised if they weren't all still there.
I'd have to dig around for the blue post, but I remember reading that one of the major challenges they've been working hard on is letting Naxx remain essentially the same instance, same bosses, same feel, but tuning all the fights to 10 and 25 players. I, also, would be surprised if they leave bosses out. The only ones that are pretty useless are Grobb and a couple of the other loot-boxes that didn't have much lore (or in-game controversy) to them. They're certainly not going to take anything out of the DK wing.
Yes, for some reason they seem adamant not to change that. Even though their previous argument for it is solidly shot. Could there be anything technical or something? It just seems weird that they just straight up say no.
I don't think there's any technical limitation, seeing as how they allowed Oceanic PvE>PvP transfers a while back. Even though I've never played on a PvE server, I do support the idea of PvE>PvP transfers. The reasoning about levelling being more "dangerous" on a PvP server hardly holds water, since there's hardly any open-world PvP going on on PvP servers. And with Lake Wintergrasp coming out in WotLK, I'm sure that all open-world PvP would be concentrated only in that zone (provided it is interesting of course), further diluting the reasoning behind no PvE>PvP transfers.
On the topic of Scholo, it's interesting that Blizzard are taking opinions on that particular instance now. Maybe Arthas is planning something interesting in the labs of Scholo? It certainly is a ripe zone to cook up something diabolical. I just hope they reduce the trash density in the zone.
I'd have to dig around for the blue post, but I remember reading that one of the major challenges they've been working hard on is letting Naxx remain essentially the same instance, same bosses, same feel, but tuning all the fights to 10 and 25 players. I, also, would be surprised if they leave bosses out. The only ones that are pretty useless are Grobb and a couple of the other loot-boxes that didn't have much lore (or in-game controversy) to them. They're certainly not going to take anything out of the DK wing.
I wonder how Loatheb will be tuned. The pot sickness debuff changes that encounter in such a fundamental way that it's hard to tell what they're going to do there. Of course, that debuff also makes it impossible for Loatheb to be the "Insert gold, get epics" encounter that it was, so I suppose that it's an improvement.
Yes, for some reason they seem adamant not to change that. Even though their previous argument for it is solidly shot. Could there be anything technical or something? It just seems weird that they just straight up say no.
It's unlikely that it's a technical problem, considering that they've done PvE-PvP transfers before. More than likely they're delaying until maybe mid-WotLK to introduce it, so they can breathe more life into the xpac.
Originally Posted by Schnappi
It seems like Blizzard might bring Scholomance back in some way.
A retooled Scholomance would be nice, I just hope they address the amount of trash in that instance. The room with the 6 summoners is especially awful.
I wonder how Loatheb will be tuned. The pot sickness debuff changes that encounter in such a fundamental way that it's hard to tell what they're going to do there. Of course, that debuff also makes it impossible for Loatheb to be the "Insert gold, get epics" encounter that it was, so I suppose that it's an improvement.
I'm pretty sure we can start from the premise that they'd have tried to make Loatheb a less stupid fight in the first place.
This reminds me of something. Do we have any information of how precisely Naxx at 80 will match Naxx at 60? I haven't seen firsthand anything beyond "we're redoing the zone for level 80," but maybe I missed something. Just wondering why everyone seems to be assuming that we're essentially going to be in an exact copy of the level 60 zone with updated numbers.
Karazhan is 11 bosses (12 if you count the animal boss), so 13 bosses isn't that big of a jump, especially if there isn't a ton of trash. Plus with the sectioning you could see parts being entry level, and as you progress as a raid group you could skip them and go directly to the harder parts with better drops (imagine if you could always go in the back door of Kara for example). Besides, by level 80 the T3 content is so obsolete it would be a joke anyway, so it's not that great of a loss for it to be gone.
Personally I'm happy to see the evolution of some of the old content, even if it isn't in a tremendously significant manor. All they really have to remove from Light's Hope is the attunement quest and the gear turn in. It would be interesting to just upgrade those people to the T7 tokens, and give the attunement guy a portal to the new Naxx, and have the old portal port you to the new Naxx as well. None of that would be game changing at all, but would add some nice flavor.
I remember hearing something about taking a few bosses out to tune it to 80. I may be wrong of course, its been a while since the info was released. Instructor Raz is a good example of a boss I wouldnt think would be in 80 Naxx, as hes the DK instructor and all, and is stuck in the starting zone training all the new DKs.
Rasputin, wouldn't the inconvenience of leveling weapon skills (assuming no more Allistarj-esque shortcuts) give definite weight to a "level all weapon skills" achievement, then?
Sure. And an achievement which required you to touch the back left corner of the second room at the top of the stairs in each inn of both factions would certainly be impressive. That doesn't mean one should be required to do it in order to play the game.
This reminds me of something. Do we have any information of how precisely Naxx at 80 will match Naxx at 60? I haven't seen firsthand anything beyond "we're redoing the zone for level 80," but maybe I missed something. Just wondering why everyone seems to be assuming that we're essentially going to be in an exact copy of the level 60 zone with updated numbers.
There are screenshots floating around with a human paladin NPC explaining the bosses in Naxxramas using similar holographics like in Exodar (? I think they were there, never been to Exodar on an alliance character). He has confirmed all bosses but one...
← Click Here
It seems that Highlord Mograine has disappeared and thus the 4 horsemen are currently 3 horsemen and one missing person
The only non-spoilerific change seems to be that he doesn't mention Stalagg.
Next, I shall speak of the most powerful entities within the pinnacle of Naxxramas. Truly, these are two of the greatest threats to all of Northrend.
* Mr. Bigglesworth. The last living creature in Naxxramas, this cat is said to be the last thread connecting Kel'thuzad to his mortal life. It is said that any who dare to harm a hair on his head doom themselves to... wait a second, what is he doing on there? Commander Eligor Dawnbringer pounds on the display a few times.
Well, nevermind. I'm sure no one would be foolish enough to lay a hand on Kel'thuzad's precious pet.
* Sapphiron. Once a noble blue dragon within the mountains of Northrend, Sapphiron was slain by Arthas during his campaign through the frozen north. Resurrected to serve him, Sapphiron guards Kel'Thuzad's lair eternally, awaiting those who would dare tresspass upon his master.
* The Lich, Kel'Thuzad. He serves the Lich King without question, a necromancer of great prowess in life, turned to a master of necromancy after his death. It is said he is the most loyal of the Lich King's subjects. Kel'Thuzad has survived trials that would have long since shattered the souls of even the greatest of the Brotherhood. He readily gave his life at Arthas's hand, later to be brought back - reborn in the power of the Sunwell.
In the plaguelands, Kel'Thuzad was again defeated by the agents of the Argent Dawn. However, his phylactery was delivered to a false agent of the brotherhood. We have yet to discover who stole his phylactery or why.
We have discovered the false agent, he is
← Click Here
Father Inigo Montoy, the NPC you delivered phylactery to
I remember hearing something about taking a few bosses out to tune it to 80. I may be wrong of course, its been a while since the info was released. Instructor Raz is a good example of a boss I wouldnt think would be in 80 Naxx, as hes the DK instructor and all, and is stuck in the starting zone training all the new DKs.
It's not impossible to have 2 Instructor Razuvious NPCs simultaneously. For instance, we have 2 Kael'thas NPCs. Just say that Instructor Razuvious was training DKs in the DK starting area, then was promoted to train the "advanced" DKs in Naxx. Or just say that one Razuvious is the father, and the other is the son.
I remember hearing something about taking a few bosses out to tune it to 80. I may be wrong of course, its been a while since the info was released. Instructor Raz is a good example of a boss I wouldnt think would be in 80 Naxx, as hes the DK instructor and all, and is stuck in the starting zone training all the new DKs.
← Click Here
As far as I'm aware he's only in the "While you're still Scourge" part of the Death Knight starting experience. He isn't there any more in the version of the Ebon Hold that you can explore once you are no longer a part of the Scourge; the same with the other Naxx bosses the area contains and most of the other important Scourge figures.
The fact that it's one of the few areas in WoW that actually does advance chronologically as you play through it also means that we don't have to go for any kind of convoluted explanation. Razuvious was in the Ebon Hold training Death Knights before Highlord Mograine and a large number of Death Knights defected; afterwards Death Knight training was relocated to Naxxramas and Razuvious with it.
buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
Bosses have been in multiple places in the game before. It arguably increases immersion.
And, for that matter, Kel'Thuzad is hanging out on the Borean Tundra atm, so unless he's being replaced too, I think that it's clear that it's ok for bosses to exist both in and outside of an instance.