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Old 09/29/08, 8:04 AM   #241
mek
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Yes, hard-mode Sartharion will definitely be the last and the only serious world first when WotLK hits.

A number of Naxx bosses are undertuned to the point of being mind-numbingly boring, unfortunately. While Maexxna, Loatheb, Anub'rekhan, Faerlina & Patchwerk capture the essence of the original fights well, a lot of these encounters are not so lucky.

Heigan - could use something extra, just some unavoidable AOE damage if nothing else, this fight should not be 2mannable.

Noth - could use some more HP, it's not a good sign if you can skip most of the adds already in blues.

4H - This fight is too short and just too easy. They need quite a bit more HP, or perhaps the Shield Wall should come back, as it is not long until the first horseman drops and the fight is basically over. Right now it feels like Netherspite in that explaining the fight is the only challenge.

Gothik - I always do this with 2 healers, and it is very easy. The fight ramps up way too slowly, in that nobody has anything to do except for the last 30 seconds of adds on each side, where things get a little hairy, but before you know it it's over and you're rolling on loot. It is difficult to balance in a 10man though, because 3 healer comps will obviously have a very different time here.

Everything after Patchwerk - can be 1healed, and quite easily, excepting the zombies before Thaddius of course. I literally just pretend to be a dps'er for this entire wing, because it doesn't even stress 1 healer... god forbid you make the mistake of bringing three. Hopefully all of this is tuned better come release, as I would not be surprised to see it 5manned shortly after release otherwise.

Last edited by mek : 09/29/08 at 5:49 PM. Reason: oops, mixing up boss names

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Old 09/29/08, 8:18 AM   #242
Lactose
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Originally Posted by mek View Post
Loatheb - I always do this with 2 healers, and it is very easy. The fight ramps up way too slowly, in that nobody has anything to do except for the last 30 seconds of adds on each side, where things get a little hairy, but before you know it it's over and you're rolling on loot. It is difficult to balance in a 10man though, because 3 healer comps will obviously have a very different time here.
Sounds like you're referring to Gothik the Harvester here, not Loatheb.

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Old 09/29/08, 8:46 AM   #243
Nitz
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Originally Posted by Halion View Post
Following that, I'd like to clear Noth and Heigan assuming we have the dps to kill the gargoyles, these are not a joke.
YouTube - WOTLK Naxxramas 10 Man Raid: GARGOYLE BOSS
The exact same videos and commentaries issued when Naxxramas 1.0 was tested. We all know what became of it, duh ?

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Old 09/29/08, 11:29 AM   #244
Mikari
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Sapphiron could do with an enrage timer or if he has one it needs lowering. I managed to do a 14 minute kill yesterday where most of the dps had died due to stupidity and yet still managed to eventually kill him.

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Old 09/29/08, 12:45 PM   #245
Nitz
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The enrage timer was 15 minutes in classic if my memories are correct.

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Old 09/29/08, 12:48 PM   #246
KrinKer
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After my first experience in naxx10 and 25 I must say that i was a little let down by it. I had almost cleared the first naxx (up to sapp) and feel like some fights are just retarded easy, while others will just start endless qqing on the forums. I, on the other hand, must say that nothing is really hard if you know the fights.

To me everything needs to be a bit tuned up, granted it is the first raid in Wotlk, but people in greens shouldn't be able to go through it with ease. As weird as this sounds, I think that Gluth is going to be a guild killer. The kitting still needs to be pretty perfect and there isn't so much room for people to make mistakes in the kitting (there never was but still it seems like "kara" guilds will have a hard time on him weather it is the 25 or the 10 man version (which seems harder for some reasons)

Kel'thuzad is somewhat of a pushover (so is gothik) and it is a bit frustrating, it seems like there is something missing to the encounter, maybe bring the mind control back but make it not affect anybody that has main aggro over something (so that you tanks won't get mind controlled. Gothik completly lost what he was. He was probably the hardest boss in the zone pre-bc, everybody had to be perfect and you had to have perfect CC to think about it. Now it's just a glorified 4 minutes trash clear ...
I agree with what people have said earlier, sapp definetly needs an enrage timer !!

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Old 09/29/08, 1:04 PM   #247
Halion
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To KrinKer:

Edit 3: Gluth has been changed, you can no longer let him eat all the zombies and defeat him. My prior points regarding the fight are now null and void.

KT has MC in 25-man, not sure on 10, but I don't think so. Gothik was REALLY hard the first time I ran Naxx-10, they got feedback and nerfed it, I agree though, I think they nerfed to TOO far, it needs to be a little harder, but not what it was before.

Edit: They also really NEED to fix paladin taunting on this fight, once Gothik teleports to the Protadin's side, he cannot be taunted (because paladin taunt is based on the friendly target being attacked, not the hostile target being taunted) due to LOS issues and just runs back the other side. He's killable even with this, but one side having to deal with him from 100%-30% is really annoying and not at all how the fight is intended.

Also I think the real key to what you said "...if you know the fights", how many people got into Naxx@60? 5%? 2%? and that was of the raiding population in vanilla, how many of those people are still around and raiding? So, prolly less than 1% of the CURRENT WoW population did Naxx@60, some may have done farm runs @70 and that will help, but you still can't just pure-zerg like you can at 70. To quote one of my favorite cartoons "Knowing is half the battle" as this is very true in WoW, once you learn the strats, nothing is really that hard, people are pugging BT, I remember when the end of BT was rather hard, now pugs do it, because they know the strats.

2nd Edit: Also KrinKler, you're killing KJ, I don't want to sound "anti-elitest" but in reality you shouldn't be challenged by Naxx. How many top guilds were challenged by Kara or High King? (I know Gruul gave people issues due to being overtuned and I won't even go into Mag 1.0) I would honestly be scared if KJ killing guilds were having any kind of issues in Naxx, because what would that say for the 98% of raiders who haven't killed KJ? Should you be able to clear Naxx in greens? Prolly not but how many greens where you (or your co-raiders) actually wearing?

Last edited by Halion : 10/02/08 at 8:48 PM.

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Old 09/29/08, 1:50 PM   #248
KrinKer
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I wasn't trying to be an elitist, I've ran it with people in blues and greens and it was still a breeze which I think is somewhat wrong. I think it should be tuned for people in heroic blues/heroic epics. I think the zone is really fine for an entry lvl raid, i'm just saying it could use just a bit more tuning 'cause it seems to be a loot fest in there rather than an introduction to raiding ...

p.s. I didn't know about gluth and we also had problems with razuvious trying to have mind control rotation ... that was fun :P

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Old 09/29/08, 1:59 PM   #249
Halion
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Originally Posted by KrinKer View Post
I wasn't trying to be an elitist, I've ran it with people in blues and greens and it was still a breeze which I think is somewhat wrong. I think it should be tuned for people in heroic blues/heroic epics. I think the zone is really fine for an entry lvl raid, i'm just saying it could use just a bit more tuning 'cause it seems to be a loot fest in there rather than an introduction to raiding ...

p.s. I didn't know about gluth and we also had problems with razuvious trying to have mind control rotation ... that was fun :P
I agree with you, but it should be tuned for the average player in heroic loot, not the top guilds in heroic loot. I know that gear makes a rather large difference, but player skill also makes a rather large impact.

I think it is slightly undertuned as it is now, but I also understand Blizzard not wanting a new group / guild to zone into Naxx for their first attempt at raiding and after a night of killing nothing, say "Screw this raiding crap, its not worth it!" It needs to remain an introduction, I just don't expect top flight raid guilds to be challenged by it.

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Old 09/29/08, 2:09 PM   #250
sovelis41
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I'm not going to pretend to know Blizzard's reasoning behind anything they're doing, but perhaps their target tuning point is toons that have just finished leveling and haven't really 'farmed out' heroics all that much. I remember doing High King with full 5 man blues (maybe 1 heroic epic), and I was by far the best geared player in the raid. Most of the raid was rocking leveling greens, tier 3, and some tier 2 with some smattering of instance blues from leveling.

I can see both sides of the coin here, but the rationale could be that Blizzard wants a nice chunk of content for people to use as a springboard into the expansion. Get your 10/25 guildies or friends to level 80, assemble, and start getting back into raiding. You'll have something that your whole group can be a part of together at the start, and it will help you to get settled back into the raiding mode after leveling. Instead of placing the burden of gearing on an indivdual trying to constantly farm 5 mans, you can gear your raid as a whole in a fairly large instance. In order for this to work, however, the content will need to be tuned on the easy side.

For those of us that got to do a lot of Naxx pre-tbc, it will pale in comparison to it's original version's implementation (truly challenging end-game content), but I think it's a necessary sacrifice. Let those that missed out on all of the truly fun encounters in Naxx enjoy them, and let everyone who has seen it before skip through and onto the next tier in progression.

[e] Halion replied pretty fast! Anyways, determininig what is under/over tuned is a relative judgement. Were I Blizzard looking to "introduce people to raiding," I would favor what may be considered "under-tuning." They don't have much to lose by making Naxx too easy.

Last edited by sovelis41 : 09/29/08 at 2:20 PM.

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Old 09/29/08, 2:14 PM   #251
Douglas
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Originally Posted by KrinKer View Post
I wasn't trying to be an elitist, I've ran it with people in blues and greens and it was still a breeze which I think is somewhat wrong. I think it should be tuned for people in heroic blues/heroic epics.
I'm pretty sure that Blizzard isn't going to agree with you on that. My understanding is that the idea is for it to parallel heroics, not come after them.

I believe this is completely intentional, so you can solo your way to the level cap, and then start putting together teams of the exact size you intend to finish the game with. If you're going to finish with 10-man or 25-man, I don't think you'll ever need to enter a 5-man, heroic or not. Will you get an edge if you do so? Sure, but I think they very much don't want it to be required.

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Old 09/29/08, 2:25 PM   #252
Sydane
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Personally I'm a little mystified and quite disappointed with the entire "Naxx is an intro raid" difficulty they are pushing. Intro to what? I know WoW has a significant churn rate but that happens over time. No guilds are going to be learning how to raid in Naxx any time soon. Most of those leading the raids, along with a substantial part of the players, will have at very least been raiding 10 mans in BC for quite a while. At this point, nearly half the player base has T6 experience, much less Karazhan. So, who is getting introduced? I understand that it has the lowest gear requirements, that it is the first raiding instance of LK, but it isn't an introduction to raiding for much of anyone. Why do they want to release the expansion in a state where almost all the raid content will be chewed thru even by low end guilds?

Ever since the announcement of the 10/25 man structure, I've looked forward to difficult 10 man raids. There were plenty of places in Naxx where it could either test the limits of a raid group, or be substantial gear checks. All making Naxx easy does is introduce raiders to the pain of heartache when they finally do hit the wall in Ulduar, Ice Crown, or whatever it is. There doesn't even seem to be a clear indication of any increase in difficulty throughout the instance either. There's a substantial difference in the type of gear it takes to down Attumen and Moroes as opposed to Nightbane and Prince (not to mention the execution complexities of Netherspite and Chess). It's fine for one wing, or the first bosses of each wing, to be a pushover, that gives people something to accomplish. But do we really expect PuGs to clear Naxx by the end of December?

They can't release content fast enough to keep up with a world where the average person will outgear the T7 instances in a matter of a couple of months. There's nothing wrong with content being challenging at the appropriate gear level. Why shouldn't a Sunwell guild struggle in Naxx if they are undergeared? Their superior skill will offset a lot of the gear requirements, and when the masses catch up with the gear, they will get past it as well. Is anyone in a Sunwell guild actually happy about the idea of not having any challenging raiding to do for the next six months?

Numbers are easy to tweak, and I still have hope that at release that Sapphiron will absolutely require resist gear, Kel'thuzad will take either an expert group of raiders or a raid full of people in mostly LK epics, and Patchwerk will shred the undergeared tanks that try it. With 15 bosses in an instance, as well as heroic and rep gear being solid, it's not unreasonable to expect people to gear up some before clearing it. But I just can't see the top guilds being happy with sitting on their hands waiting for Ulduar and doing silly achievements for long. If they really feel like in six months the raiding base will be different enough that they need an "intro" raid, then they can nerf it just like they have everything else. But releasing easy mode Naxx seems like much more like a detriment in the long run.

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Old 09/29/08, 2:40 PM   #253
Douglas
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Originally Posted by Sydane View Post
Personally I'm a little mystified and quite disappointed with the entire "Naxx is an intro raid" difficulty they are pushing. Intro to what? I know WoW has a significant churn rate but that happens over time. No guilds are going to be learning how to raid in Naxx any time soon. Most of those leading the raids, along with a substantial part of the players, will have at very least been raiding 10 mans in BC for quite a while.
Eh, our experiences differ. I think I still know more people who have never set foot in a raid instance than who have.

On top of that, a lot of people quit playing a while ago, and a lot of people who are playing quit raiding a while ago, and a lot of folks from both of those groups may be coming back. And, some people are using the refer-a-friend program to actually refer friends, instead of multiboxing, so there really is an influx of fresh blood.

There really does need to be an intro-level 10-man raid, and it really does need to ramp up gradually.

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Old 09/29/08, 2:43 PM   #254
sovelis41
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I see where you're coming from, Sydane, and I've given it a lot of thought myself. There is still more time before release so who knows exactly how hard it is going to be whenever we finally walk into Naxx10/25 on Live. To me, introduction to raiding doesn't mean "Raiding For Dummies," but something for guilds to get a foothold on. In TBC I really wanted a 25 man instance I could go to every week and spend a good chunk of time with all of my raiders after leveling. Something with enough content to test apps, theorycraft specs, and just have a good time. With 2 or 3 tier 4 25 man bosses, we would spend one night in a 25 man (most of the time half a night), and the rest of the time was breaking the guild down and doing attunements in 5/10 mans until we could start tier 5.

I've come to approach this from the view of a raid leader/co-guild leader. The most ideal situation to get your guild started again on the raiding grind is to have something you can raid with minimal prep after leveling. If the isntance is tuned so that your raid needs to be in heroic loot, heroic epics, or something similar, then we're almost back to where we were at the start of TBC where you need to funnel your raid through smaller instances to get them ready for the real thing. WIth this methoud, I won't have to wait any longer than it takes people to level. The faction of my raid group that doesn't have a large amount of time out of game due to work/family priorities will welcome a 25-man with open arms that they don't have to pre-gear in 5 mans to participate.

If I can just transition back to 25 mans by simply counting the number of 80s on my guild list, that will be a relief on management.

Yes, those that run the 10 mans and heroics in their spare time will have an advantage, but I think making Naxx doable straight out of a leveling state is a good move. Hopefully Ulduar is a good challenge, but it is one I'd much rather face after gearing in a 25man than trying to filter people through 5 and 10 mans.

Last edited by sovelis41 : 09/29/08 at 2:48 PM.

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Old 09/29/08, 2:46 PM   #255
KrinKer
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The problem will be in the next tier of raiding. If naxx is too easy, they can't make ulduar to hard. If naxx is too easy the problem might be that all raiding will be too easy in lk. It is probably to early to tell tho

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