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Old 09/10/07, 1:35 PM   #276
Earthhoof
Von Kaiser
 
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Tauren Druid
 
Arathor
Originally Posted by Vaccine View Post
I'm not against killing lore characters as a rule, but this just seems a step too far, when previous lore has set precedent that people wouldn't stand a chance against an aspect.
It has been stated that the Red Dragonflight is siding with the mortal races, aiding them against the Blue's crusade. So, on the simple end, we might find an "Essence of the Red" sort of thing. On the complex end, it could be an event where you're aiding, say, Alexstrasza in her attempt to covince Malygos he's wrong (or aiding *her* in killing/deposing him).

We might also find that Malygos has been in some fashion influenced or enthralled by another power. Aspects have proven susceptible to the Old Gods in the past, and I believe it's been confirmed that the Forgotten One is an Old God active under Azjol-Nerub.

I realize this is firmly under "speculation", but I would doubt we're killing Malgyos (though it's possible there's a storyline to depose him so that Tyrygosa can ascend to the head of the Blue flight), more like defeating/stopping/freeing/slapping him around. And, in terms of "Blue Dragon = Anti-caster", you could look at it the other way - if Malygos is so magic-centric, casters might be playing unusual and crucial roles to keep his power in check. *shrugs*

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Old 09/10/07, 1:36 PM   #277
aleyro
Piston Honda
 
Night Elf Rogue
 
Blackrock
Originally Posted by Renew View Post
Stopped reading here as this is false. Sunwell will come before WotLK.
Wow, don't know how I messed that up. fixed.

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Old 09/10/07, 8:31 PM   #278
Kaubel
Sledgehammer Emeritus
 
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Tauren Druid
 
Mal'Ganis
How about fixing it so that's it's not so horribly ugly and difficult to read?

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Old 09/10/07, 8:57 PM   #279
aleyro
Piston Honda
 
Night Elf Rogue
 
Blackrock
Originally Posted by Kaubel View Post
How about fixing it so that's it's not so horribly ugly and difficult to read?
Broken up into individual lists, ~20 items each; fixed some typos, etc. I could probably make it even easier to read by threading it, and grouping like themed ideas, but that would ruin the rambling flow of the conversation.

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Old 09/10/07, 9:33 PM   #280
Tacitus
Don Flamenco
 
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Goblin Warrior
 
Wildhammer (EU)
Wow, nice job on cleaning it up. Maybe some mod could edit that monster into the OP (since Teza most likely won't do it/read the thread)?

(Zul'Jin still wasn't a traitor >_>)

Brotherhood, Peace, Unity

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Old 09/10/07, 10:14 PM   #281
Opioid
Don Flamenco
 
Blood Elf Warlock
 
Kil'Jaeden
Originally Posted by Uljin View Post
I beg to differ. In Warcraft 3, the sound bite for the Darkspear spearthrower's is "Vengeance for Zul'Jin" Now to me that doesn't imply a lack of friendship between the Darkspear and the Amani, quite the opposite in fact.
Hell, you don't even have to go that far back. Roll a male troll and do /charge

Originally Posted by Tacitus View Post
Incorrect, the Amani trolls left the Horde when they began losing the Second War. Zul'Jin had nothing to do with this, so he left into exile in shame.

That's only because Zul'Jin is so cool. Amani and Darkspear still don't like each other, Zul'Jin managed to unite every troll tribe so that's the reason for that sound and the troll /charge in WoW.
What about the Revantusk, who are very much a part of the Horde? You can chillax with them in Hinterlands. In one of the questlines the acting leader of the Revantusk says he wishes their real leader Zul'jin would come back and kill all of their feral cousins in the Hinterlands effortlessly, but you have to do it the hard way.

Either way Zul'jin swore an oath to Doomhammer and as Thrall was passed legitimate sovereignty by him Zul'jin should not willingly declare war on the Horde. Its that same oath that caused him to impose self-exile after he disappointed the Horde in the last days of the Second War.

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Old 09/11/07, 3:16 AM   #282
Metrosexuelf
Don Flamenco
 
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Orc Hunter
 
Uldum
We still know very little about Zul'Aman. The one thing involving the Zul'jin fight that has been published is that he will take on the powers of the animal gods/avatars you kill earlier in the instance during the course of the fight. This is purely speculation but the fight might involve you 'exorcising' these spirits from him to set him free or some such claptrap.

You free him, he says thanks and gives you a chest of loot. At least... that's what I'm hoping. Story-wise Zul'jin is no more evil than Thrall and it would be pretty sad if we were handed another 'goes crazy' reason for killing someone.

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Old 09/11/07, 3:30 AM   #283
JulianMaiev
Von Kaiser
 
Blood Elf Paladin
 
Maiev
Trolls are into voodoo.

Zul'Jin was thought dead for quite a while.

An undead Zul'Jin would be pretty abominable to everybody on all sides of the conflict.

Just saying.

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Old 09/11/07, 3:50 PM   #284
Anaxo
King Hippo
 
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Gnome Mage
 
Khaz Modan
It doesn't even need to be voodoo, for that matter. Hameya's Plea, a quest in EPL, indicates that trolls can fall under the influence of the Lich King by eating infected meat, just like the citizens of Stratholme who became undead from eating the tainted grain from Andorhal. Given Zul'aman's proximity to the Plaguelands, it could be a possible scenario for why Zul'jin is aggressive to everyone, and a tie-in to the Northrend expansion.

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Old 09/22/07, 7:04 AM   #285
Furion
Don Flamenco
 
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Tauren Druid
 
Blutkessel (EU)
Sorry for digging this up but I figured some might be interested in
WoW-Europe.com Forums -> Info About 2.3/2.4 and beyond (Upd: 19-09)

WoW-Europe.com Forums -> Information About the Expansion (Upd: 19-09)

I found both threads very informative and it is a good compiliation of information, even if you happen to know most of it already.

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Old 09/25/07, 5:00 AM   #286
Metrosexuelf
Don Flamenco
 
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Orc Hunter
 
Uldum
One thing I'm curious about is whether or not they will keep Naxxramas the same in terms of having 15 bosses. My initial thought was that they would just go with a 'highlights' version with Horsemen, Maexxna, Heigen (b/c Loatheb is awful), Thaddius, Sapphiron, and Kel'Thuzad. That would be six bosses which is closer to the number of bosses in TBC raid instances.

However... while browsing the WoW expansion forum, I came across this from CM Bornak:

Also keep in mind that Anub'Rekhan is in Naxxramas, so players will clash with him one again.
Source.

Anyone else think it's a bit odd to have a 15 boss raid zone right off the bat when the largest TBC had was 9? Of course, I suppose they could always just make Naxx 2.0 the only Tier 7 zone as opposed to the dual-zones you had in TBC.

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Old 09/25/07, 5:11 AM   #287
PsiVen
Don Flamenco
 
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Dwarf Paladin
 
Kilrogg
Since Naxx naturally has a hub design, it fits with the (attempted) nonlinear model of SSC/TK and could certainly house the only T7 tokens. Plus there were complaints at the required mixing of 10- and 25-man content, so it's possible they intend to have a separate tier system (or no sets?) for the progression of 10-man raids.

I think they are very intentionally putting Naxx out there as a long starting zone so that we don't have the same problems as TBC release, where there were too few accessible bosses right away and even fewer were killable for most guilds. Assuming they keep the rough design and bosses similar, we're talking 4 very different entry-level 25-man raid bosses plus whoever ends up as the "Onyxia" of Northrend, versus most killing Maulgar and experiencing epic failure at the hands of Gruul and Magtheridon. The more paths at the entry point, the less likely it is that new raiders will become frustrated.

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Old 09/25/07, 6:27 AM   #288
Seneku
Von Kaiser
 
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Dwarf Warrior
 
Aggramar (EU)
Originally Posted by Metrosexuelf View Post
Anyone else think it's a bit odd to have a 15 boss raid zone right off the bat when the largest TBC had was 9? Of course, I suppose they could always just make Naxx 2.0 the only Tier 7 zone as opposed to the dual-zones you had in TBC.
Thats no bad thing in my view, the starting design of the TBC raids was nothing short of awfull and very poorly done in comparisson to even the TK/SSC level and I much preffer the hubbed nature of Naxx vs the shorter and much smaller instances like TK.

It does also seem like they realised the error with the 10mans and seem to be putting them as a side order of progression rather than a requirement to progress in the 25mans. The move from 40 man->10man->25man killed off a lot of guilds and caused so much drama, especially given that it was largely unseen as people expected and had planned for 40->25.

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Old 09/25/07, 7:15 AM   #289
Franklin
Von Kaiser
 
Blood Elf Mage
 
Khaz'goroth
Exactly, Naxx 2.0 if well tuned to the level of a 2.1 Gruul or Magetheridon would help smooth the transition into the harder content. Progression guilds who likely saw a lot of Naxx 1.0 can progress through the zone quickly while the more casual players can experience something they might see a lot of.

The biggest issue with TBC was the initial (over)tuning of the raid encounters versus the loot quality if they pull this off it will be a win for Hardcore and casual raiders alike.

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Old 09/25/07, 9:49 AM   #290
 Falk
Soda Popinski
 
Falk
Night Elf Druid
 
No WoW Account
Another perk of having Naxxramas as the entry level instance is, if they so choose to tune entry level gear equal to Sunwell drops, the forefront guilds could just skim past Naxxramas, since it's likely they've already experienced the first incarnation.

(I'm aware Tigole said they wanted a similar gear reset to TBC since 'players like upgrades and like them fast.' One can dream though. Dream and suggest...)

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Old 09/25/07, 10:21 AM   #291
Malan
Mind the gap.
 
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Malan
Tauren Shaman
 
No WoW Account
Originally Posted by Franklin View Post
Progression guilds who likely saw a lot of Naxx 1.0 can progress through the zone quickly while the more casual players can experience something they might see a lot of.
The way it was talked about in some interviews really made it sound like a well organized, experienced guild wouldn't even need to clear Naxx 2.0, that it would be more of a training ground for the new or less agile guilds. They also said that many of the bosses would be reconfigured so that its not the same instance that you're clearing, 4H was mentioned in particular, I believe 2-3 other bosses were explicitly named as well.

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Old 09/25/07, 10:24 AM   #292
Nurru
The beatings will stop once morale improves
 
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Nurru
Undead Priest
 
No WoW Account
I hope you're right Malan. I'm all for letting the other 99% of the population experience Naxx, but I spent enough time/money clearing that place to never want to go back.

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Old 09/25/07, 10:34 AM   #293
Giske
Piston Honda
 
Orc Death Knight
 
Al'Akir (EU)
Well, they have to tune down the instance so it fits with 25 man raiding and not 40. As mentioned, 4 horsemen would be impossible. The instance could turn out to be very different. It shouldnt be tied into any attunement process though.

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Old 09/25/07, 4:11 PM   #294
Elric
Glass Joe
 
Blood Elf Death Knight
 
Arygos
For the people crying about the location of Sunwell instances.... Where the hell else are they going to put them. The Sunwell is in the freaking blood elf lands.

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Old 09/26/07, 9:42 AM   #295
Seneku
Von Kaiser
 
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Dwarf Warrior
 
Aggramar (EU)
Originally Posted by Elric View Post
For the people crying about the location of Sunwell instances.... Where the hell else are they going to put them. The Sunwell is in the freaking blood elf lands.
Which ofc makes total sense lore wise/location wise. However in game terms its not so practical as you now have 2 of the major raid instances (and a new 5man) deep in Horde Territory which will be a nightmare on PvP servers for alliance players if there isn't some sort of change to the PvP flagging around the instances. Then also you have the fact that as its horde territory there will be no alliance flight points etc, there surely will have to be some sort of teleport system for alliance? Wont really find out till 2.3/2.4 hit the test servers I guess.

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Old 09/26/07, 11:15 AM   #296
PsiVen
Don Flamenco
 
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Dwarf Paladin
 
Kilrogg
The Sunwell is ostensibly not right in the middle of everything there but rather off to the side. For all we know the plateau with the instance gates is an entirely separate zone reachable only by teleportation...

As for Zul'Aman, something tells me that if people can manage to zone into Kara, they'll figure it out. Remember, Horde territory just means they don't have to fight if they don't want to. It's not like you'll be unable to retaliate as they beat the hell out of you, just that you might not get to gank them later.

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Old 09/26/07, 11:24 AM   #297
Deris
Great Tiger
 
Worgen Death Knight
 
Executus
Originally Posted by Giske View Post
Well, they have to tune down the instance so it fits with 25 man raiding and not 40. As mentioned, 4 horsemen would be impossible. The instance could turn out to be very different. It shouldnt be tied into any attunement process though.
I could be mistaken, but I believe at some point Naxx was originally designed to be 25 man, and they had to retrofit the zone for 40 when they decided to push the 25man raid content to TBC. Really 4H wouldn't be too much of a stretch considering even a Holy Paladin could tank the back two with relative ease. So figure 2 Warriors, 2 Druids, 2 Paladins at least. You could even Hunter pet tank the back two. I remember using alt warriors with bad gear on some nights.

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Old 09/27/07, 6:41 AM   #298
Giske
Piston Honda
 
Orc Death Knight
 
Al'Akir (EU)
You're thinking of doing Naxx at level 70 when it was designed for 60. They will be redesigning it for level 80 now so you cant really say something like a hunter pet can tank the horsemen.

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Old 09/27/07, 10:02 AM   #299
Playered
Soda Popinski
 
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Tauren Druid
 
Twisting Nether (EU)
Its still possible to use 4HM, especially with a 4th tanking class available to people.

Adapt the marks and you have 1 man rotation moving through it (think the 6 tank strat), the benefit to adjusting the mark system too is it makes things easier for the rest of the raid too.

They didn't hit very hard on the tanks anyway.


The fight can be do-able for 25 people without having one of the 4HM having a sick day.

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Old 09/27/07, 10:05 AM   #300
Kink
King Hippo
 
Tauren Druid
 
Outland (EU)
Originally Posted by PsiVen View Post
As for Zul'Aman, something tells me that if people can manage to zone into Kara, they'll figure it out. Remember, Horde territory just means they don't have to fight if they don't want to. It's not like you'll be unable to retaliate as they beat the hell out of you, just that you might not get to gank them later.

I would think that an area around the instances could be marked as contested territory, because I doubt the horde can (as of now) lay claim to the sunwell. So there could be a sort of mini zone border that PvP flags you. This would prevent the cases where an unflagged horde is hovering around the alliance just waiting for a soft squishy target. Or "gank squads" hanging around and insta gibbing an alliance player without them being able to defend themselves or attack their antagonizers first.

We have Arenas which are essentially small areas that flag players as they enter, as well as seamless zone borders to contested zones etc. I do not think it would be a big deal to implement.

There is light at the end of the tunnel.
The only problem is, it's often an incoming train.

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