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Old 08/07/07, 3:22 PM   #876
aleyro
Piston Honda
 
Night Elf Rogue
 
Blackrock
Originally Posted by Earthhoof View Post
From Tigole:


Great news! :oD Entry-level Naxx, tuned for 80 with new loot and (presumably) alterations of some encounters (speculation, but based on discussions here and the fact that some fights may have to change slightly for 25 players).
I wouldn't be shocked if they took naxx, turned each wing into a seperate instance, and used it as a quest/leveling hub throughout the grind from 70-80.

5 mans:
deathknight wing as the first instance; just razuvious and gothik, though.
full spider wing

10 mans:
plague wing
abom wing

25 man:
enter through heroic version of the 5m deathknight wing, which includes 4hm now, then go to frostwrym lair.

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Old 08/07/07, 3:22 PM   #877
tedv
Observation: I am awesome
 
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Goblin Priest
 
Mal'Ganis
Originally Posted by Darkrenown View Post
Surely you'd just re-etch your weapon back to the min-max ideal while the uber moves are on their long cooldown?
I'd assume you'd be unable to re-etch while in combat, the same way you can't drink in combat.

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Old 08/07/07, 3:24 PM   #878
Opioid
Don Flamenco
 
Blood Elf Warlock
 
Kil'Jaeden
Originally Posted by Darkrenown View Post
Has anything been said about the order of runes mattering? It would be even more interesting if the placement of rune affected how long it takes for them to regen, or if certain combinations of runes gave a bonus to certain spells.
Having taken up my own question from earlier, no, nothing about order thus far.

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Old 08/07/07, 3:29 PM   #879
mek
Don Flamenco
 
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Draenei Shaman
 
Tichondrius
Originally Posted by Earthhoof View Post
From Tigole:
Sounds like fun. Hopefully we destroy KT's phylactery (sorry, philanthropy) instead of turning it in for a trinket this time. :P

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Old 08/07/07, 3:32 PM   #880
Vlad3
Von Kaiser
 
Human Warrior
 
Lothar
Originally Posted by Earthhoof View Post
From Tigole:

Where did you get that statement ? Tigole mentioned vaguely that it would be cool to come back to Naxx and scale it at Molten Core level didnt find anything else mentioned in other board or at the convention.

Nevermind I found it The MMO Gamer » BlizzCon: Interview With WoW Lead Designer Jeffrey “Tigole” Kaplan

Last edited by Vlad3 : 08/07/07 at 3:38 PM.

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Old 08/07/07, 3:38 PM   #881
Earthhoof
Von Kaiser
 
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Tauren Druid
 
Arathor
Originally Posted by Vlad3 View Post
Where did you get that statement ? Tigole mentioned vaguely that it would be cool to come back to Naxx and scale it at Molten Core level didnt find anything else mentioned in other board or at the convention.
It's a quote from a BlizzCon interview with him, found here.

It seems to me to be a pretty clear statement of intent, but arguably it could be one of those things that would be nice but that they never get around to. I am seriously hoping they do it, though. It's a golden chance to open such good content (and so MUCH - that's a big dungeon) to many people who haven't seen it before. Plus it's natural with the plot tie-ins ... not like anyone is going to miss seeing it over EPL.

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Old 08/07/07, 3:45 PM   #882
Draegan
Von Kaiser
 
Orc Death Knight
 
Mal'Ganis
A vast majority of WOW players have never see Naxx, one of them being me, and would love to get a chance to get in there with relevant loot. I doupt I could get my small guild I'm in these days to try it out as it is now.

Looking for a guild.

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Old 08/07/07, 3:59 PM   #883
Shabadu
bullets
 
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Orc Shaman
 
Mal'Ganis
- 25-man encounters are typically less forgiving of deaths than 40-man (due both to raw numbers and due to fewer of the class that's dying - losing one of four priests is very different than one of two). Any encounters where deaths are difficult to avoid that might need some changes?
I'm thinking some minor changes to Heigan to avoid poorly timed teleports to the tunnel would go a long way to fixing unavoidable deaths here. The encounter was totally completable with 25 players at level 60 simply because some sucked at dancing or got shit luck with class/time issues teleported to the tunnel.

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Old 08/07/07, 4:06 PM   #884
Gurruk
[self initWith:Apple from:Microsoft]
 
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Orc Warrior
 
Bonechewer
I firmly believe the whole Naxx at 80 has been in the works for a long time. I always wondered why they started down the path of Dreadnaught shoulders for the Mantle of Abramis (on a PTR build for awhile) and then changed it to Doomplate recolored. Reusing Naxx not only saves on boss work, the can recycle all that cool art, that fits so well with an undead, cold theme.

None of the other Tier3 set art has be reused has it? I only paid attention to the warrior art.

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Old 08/07/07, 4:09 PM   #885
Earthhoof
Von Kaiser
 
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Tauren Druid
 
Arathor
Originally Posted by Gurruk View Post
None of the other Tier3 set art has be reused has it? I only paid attention to the warrior art.
Not that I know of - and this is a pity, because the Warlock Tier 3 is, I think still the most awesome look in the game. Nothing else looks quite so bizarre and distressing. The hood looks ridiculous on Gnomes (though so do most helms).

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Old 08/07/07, 4:11 PM   #886
Bryne
The Treachery of Forums
 
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Orc Warrior
 
Mal'Ganis
The level 70 dungeon blues are slightly modified models of the T3 gear, with new textures.

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Old 08/07/07, 4:12 PM   #887
Shabadu
bullets
 
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Orc Shaman
 
Mal'Ganis
Originally Posted by Gurruk View Post

None of the other Tier3 set art has be reused has it? I only paid attention to the warrior art.
Dreamwalker shoulders and helm were retextured for Moonglade helm/shoulders and Wastewalker shoulders. The only change was removing the serpent portion of the shoulder model. Assasination shoulders and helm are modified bonescythe.

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Old 08/07/07, 4:14 PM   #888
Charsi
Don Flamenco
 
Night Elf Warrior
 
Stormrage
I'd love to see Nax again - even having "beaten" it. I reckon that it would be rather interesting if, after having been defeated the first time the Necropolis above the Plaguelands made it's way back to Northrend and finally landed (crashed?) there. (Then again, maybe crashed monolithic structures has been done to death already.) It would be an instant geographical landmark and natural quest hub. Discrepancies and changes in the interior and to the encounters could be attributed to damage.

As Aleyro suggested it could even be a multiple-cap "winged" dungeon, with a 25 man raid consisting of Frostwyrm Lair and Kel'thuzad. In the current Nax you teleport up there. Perhaps in the new you would actually climb the exterior.

As for reusing Tier 3 models.. i'd love a Dreadnaught-styled DPS set Dreadnaught still looks amazing in my view. Now if only they'd keep the bonuses, too...

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Old 08/07/07, 4:41 PM   #889
konsept
Glass Joe
 
Orc Warrior
 
Executus
first time post... be gentle...

after reading most of this thread, there were some pretty good ideas about naxx being in 3.0, and some good lore reasons... but again, no one will want to do the "same" fights again at a different level...

so they will have to change the fights a bit... and since its a entry level instance, there cant be that many bosses. so heres my little idea, what if some of the bosses in each wing "team up" after being defeated so easily, they are essentially weakened so what about a heigan/gothik fight or a 2 horsemen (2 really died, 2 faked it lol) + razuvius, Patchwerk and grobbulus, and when you kill one of them Gluth spawns and needs to be offtanked until the other dies... stuff like that would be kinda interesting imo.

all this happens after the defeated "NECROPOLIS" naxxrammas was sent back to northrend, to be again merged back with its full size "CASTLE NAXXRAMMAS"


i also liked how someone said that kil jaedan might look to pull a "arthas" and fuse with a higher being to become stronger... well what if he kil'jaedan is actually A'dal.. and merges with kael's spirit, OR he kil'jaedan is actually the guy in EPL that you turn Kel'Thuzad's phylacerty into.

sorry for the spelling mistakes, its been a while since ive played (im back for wrath)... thats another thing, stop calling it WotlK, thats just silly, just call it wrath... =D

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Old 08/07/07, 4:42 PM   #890
Lodekim
Don Flamenco
 
Human Warrior
 
<Ret>
Mal'Ganis
I would be absolutely ecstatic to see Naxx redone (most of it) even after having completed the dungeon many times. I still don't believe anything that's been done before or since quite lives up to the level of amazingness that was Naxxramas. (Illidan comes close, Illidari Council sorta, but still doesn't beat it)

If retuned and possibly a few changes that make it more than just "hey guys remember this fight" I think it would be a great starting place, and if they could build off of that into the later Northrend dungeons, I would be a happy man. I'd mostly be interested to see how they change the mechanics of certain fights to be feasible with 25 (horsemen/Kel'thuzad mainly) but if done well I would be happy to fight my way through the pinacle of raiding once more.

And more t3 graphics can't hurt, Dreadnaught graphics owned everything. And the fact that there was a full set of stuff that just went together in the dungeon made it even sweeter. Full Dreadnaught, Crypt Fiend Cloak, The Face of Death, and The Hungering Cold, no set of gear has looked that sweet since.

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Old 08/07/07, 4:56 PM   #891
Lambach
Don Flamenco
 
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Tauren Druid
 
Cenarion Circle
The frost dmg gloves that drop off trash in kara use the t3 lock art. Thats the only extra peice I could think of that used the tier three models. Im pretty sure you're right and they've been saving them.

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Old 08/07/07, 5:12 PM   #892
Amorfati
Glass Joe
 
Gnome Warlock
 
Silvermoon
Originally Posted by Lambach View Post
The frost dmg gloves that drop off trash in kara use the t3 lock art. Thats the only extra peice I could think of that used the tier three models. Im pretty sure you're right and they've been saving them.
The [Jaedenfire Gloves of Annihilation] use the tier 3 warlock skin, as well.

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Old 08/07/07, 5:25 PM   #893
Darkrenown
Don Flamenco
 
Orc Death Knight
 
Stormrage (EU)
Originally Posted by tedv View Post
I'd assume you'd be unable to re-etch while in combat, the same way you can't drink in combat.
Well no, but unless you're in a fight for 30 mins you'd re-etch after combat ended unless the CD was up. So having an uber abilty on a long CD needing mixed runes wouldn't help too much with min-maxing runes.

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Old 08/07/07, 5:48 PM   #894
andastra
Don Flamenco
 
Human Mage
 
Kilrogg
Originally Posted by Shabadu View Post
I'm thinking some minor changes to Heigan to avoid poorly timed teleports to the tunnel would go a long way to fixing unavoidable deaths here. The encounter was totally completable with 25 players at level 60 simply because some sucked at dancing or got shit luck with class/time issues teleported to the tunnel.
I always thought that because of the way the timers worked, you get less and less time to get out of that tunnel after each dance stage. My guild has always thought of that mechanic as a soft enrage, so you can't have too many people dead at the start.

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Old 08/07/07, 6:00 PM   #895
Cathela
Still Bald Bull
 
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Human Paladin
 
Earthen Ring
On a completely different subtopic, I realized in the shower this morning that the "free spelldamage on healing gear" could actually be implemented within the existing itemization. Due to the 1.5-power scaling of cost as you increase a stat, you can convert approximately 29% of the +healing on an item into +damage/healing and still end up with the same itemization cost.

So, for example, an item with +100 healing could be converted into an item with +29 damage/healing and +71 straight healing. Since healing has a cost coefficient of 0.455 and damage/healing has a cost coefficient of 0.855, the math looks like this:

0.455*(100^1.5) = 0.455*(71^1.5) + 0.855*(29^1.5) (to within less than 1%)

This is nice and clean because it doesn't involve futzing around with the established itemization formulas. What's more, this actually seems like a reasonable number. Your typical entry-level raid-geared healer with +1000 healing would get a "free" +290 spelldamage... not enough to make him into any kind of dps powerhouse, but certainly a nice number to farm with.

So my prediction is that all items with

"Equip: Increases healing done by spells and effects by up to X."

will be changed to have

"Equip: Increases spell damage by up to 0.29X and healing by up to X."

My comrades are my weapons, and I am their shield.

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Old 08/07/07, 6:02 PM   #896
mandella
Glass Joe
 
Tauren Druid
 
Burning Legion (EU)
Wonder what will be the explanation of moving and even exsitence of Naxx in Northend. Because putting it there out of the blue would simply suck lore and logic wise.

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Old 08/07/07, 6:03 PM   #897
Kasonic
Don Flamenco
 
Orc Death Knight
 
Hyjal
Well, it is a floating fortress that was in Northrend to begin with...

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Old 08/07/07, 6:06 PM   #898
Daenrya
The Bad Guy
 
Blood Elf Mage
 
Kargath
Originally Posted by mandella View Post
Wonder what will be the explanation of moving and even exsitence of Naxx in Northend. Because putting it there out of the blue would simply suck lore and logic wise.
How so? It makes pretty good sense. Kel'thuzad moved Naxx from Northrend in the first place to stage an invasion of the Eastern Kingdoms and Kalimdor. So when the Kirin Tor take the page from his play book and move their city to function as a floating base to assault his back yard, why doesn't it make sense to recall Naxxramas to the defense of Icecrown? Think of Naxxramas as the Lich King's Aircraft Carrier if it helps.

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Old 08/07/07, 6:25 PM   #899
Tristanian
Dreamwalker
 
Night Elf Druid
 
Kor'gall (EU)
In regards to Naxxramas, I think I'll play the devil's advocate a bit. Let me start by saying that, there is nothing really preventing players from going back to that instance, even today, besides the attitude that dictates progression should be linked to shiny, powerful epics and although this logic contains elements of truth, there is always the fun factor to consider.

Call me an "elitist jerk" if you must but I'm among those that would not like to see, a simply "scaled down" version of Nax in WoTlK. Haven't beaten the instance as well in its initial incarnation, I feel that it would serve no purpose to fight the exact same bosses, using the exact same mechanics and employing almost the same strategies. That's regardless of how good their loot table might be. Naxxramas was unique during its time because it combined variety (separate wings) with the right quantity/quality of encounters while its difficulty was scaling properly. I believe that most people that have completed it, will agree that essentially clearing the same content in a different raid design setup wouldn't accomplish that much.

However if the instance was to be redesigned, offering not only new items but interesting encounters with something unique to bring to the table, while keeping its original "elements of success" intact, then I'm all in for it. I sincerely hope, if it's ever brought back, it will be more than a shadow of its former self, so that its value isn't diminished and people get to experience the real deal.

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Old 08/07/07, 6:31 PM   #900
drats
Don Flamenco
 
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Tauren Shaman
 
Kel'Thuzad
Originally Posted by mandella View Post
Wonder what will be the explanation of moving and even exsitence of Naxx in Northend. Because putting it there out of the blue would simply suck lore and logic wise.
*cough* Dalaran *cough*

Actually, given that KT is more or less the Litch Kings second in command, it makes perfect sense that we'd see another Naxx in Northrend. We might even find the Ashbringer while we're there :-p. I hope they really tone it down to a Karazhan level of difficulty, it won't do much good to retune it to a BT level of difficulty.

More Naxx means more Scourge Invasion Events!!

Edit @ Tristanian & Ribeye: I don't think they're bringing it back for the people that already beat it. They'll be plenty of new content for the trailblazers.

Last edited by drats : 08/07/07 at 6:37 PM.

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