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Old 06/30/09, 10:22 AM   #376
Talgog
Don Flamenco
 
Human Death Knight
 
Archimonde
Originally Posted by Grizzly View Post
I wonder how this will affect pickup groups. I would hope everyones ID would reset except those who wish to opt into staying with the current raid ID to avoid people being locked into a second week of a crappy raid.
Yeah, if anyone can do it, this seems spectacularly prone to griefing or Raid ID "theft."

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Old 06/30/09, 10:29 AM   #377
gia
 
Blood Elf Priest
 
Genjuros (EU)
Why are you assuming that people will remain saved for an entire second week? There is a "remove raid lock extension" button in the screenshot. I would imagine that you will be able to drop the extension at any moment and "reset" your instance ID so you can start fresh for the week.

Which can be useful in another way as well. If your guild can't raid for a certain week perhaps you will be able to save an ID and clear it later then reset it and clear it again during a single week. You would have to kill at least one boss to get saved though. I wonder how new players entering the instance are handled though, I mean people should not be able to enter an extended instance if they were saved in another one during the previous week, otherwise people could potentially clear things twice every week, first in an extended partly cleared instance, and then in a fresh one.

Last edited by gia : 06/30/09 at 10:37 AM.

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Old 06/30/09, 11:00 AM   #378
Giulls
Glass Joe
 
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Blood Elf Paladin
 
Burning Legion
The raid lock extension most likely only make the raid lock resetting mechanism pass over your lock without doing it away, a kind of flag that says "Don't reset this raid!". So come Tuesday your raid would not be reset, then you can disable the 'flag' and next week you're good.

It makes much more sense on Blizzard's part than allowing you to have it reset when you're done by removing the exension lock.

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Old 06/30/09, 11:03 AM   #379
Cirocco
Piston Honda
 
Undead Rogue
 
Stormrage (EU)
Originally Posted by gia View Post
Why are you assuming that people will remain saved for an entire second week? There is a "remove raid lock extension" button in the screenshot. I would imagine that you will be able to drop the extension at any moment and "reset" your instance ID so you can start fresh for the week.

Which can be useful in another way as well. If your guild can't raid for a certain week perhaps you will be able to save an ID and clear it later then reset it and clear it again during a single week. You would have to kill at least one boss to get saved though. I wonder how new players entering the instance are handled though, I mean people should not be able to enter an extended instance if they were saved in another one during the previous week, otherwise people could potentially clear things twice every week, first in an extended partly cleared instance, and then in a fresh one.
From my understanding, from reading and not from personal experience, the remove raid lockout extension is available up till the raid is going to reset as normal and not something you can do the next week. If the comments from people on the PTR are correct then this is simply to extend your current raid for an entire week with no option to reset it during the second week.

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Old 06/30/09, 11:14 AM   #380
Mordinm
Piston Honda
 
Orc Shaman
 
Ner'zhul
I would hope it's an opt in system and not an opt out system. There doesn't seem to be any good reason I can see to allow a raid member to extend other raid members lockout. If one person opts to extend the raid even if the rest of the raid doesn't notice until the next week they can still resave themselves to the instance. Having to opt out makes it too easy to miss out if someone decide to extend the raid just before they log out Monday night.

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Old 06/30/09, 11:18 AM   #381
mjulven
Glass Joe
 
Gnome Mage
 
Khadgar (EU)
From what we know so far there is a button that saves that person to a specific raid ID. What if the person the presses the button is the only one to be saved to a specific raid ID for another week? This would mean that none will be saved in a raid ID for weeks because of a pug and that everyone in the raid does not have to press the button to get saved. I imagine that everyone can just go into the Raid ID that someone saved for them, even if it was that one you had last week.

Obviously Blizzard could have a completely other solution to this problem, but this is what makes sense to me given the info we got so far.

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Old 06/30/09, 11:32 AM   #382
mhr_78
Von Kaiser
 
Tauren Death Knight
 
Aggramar (EU)
I think its really simple. You can petition an ID not to be reset and keep that ID for your character, now someone else could do the same or not do it which will get his character free to enter a new ID next week. However the person who is now free to enter a new ID can also enter the ID that got extended by e.g. your guilds raid leader.

So if someone decides its worth to save a certain ID for the next week it will not force you into being saved next week, only the person who chooses to do so will be saved.

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Old 06/30/09, 12:16 PM   #383
Camaris
Piston Honda
 
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Human Paladin
 
Kul Tiras (EU)
A few random observations concerning the Argent Tournament:

- As far as new dailies go, it seems you can now get 10 Champion Seals a day from them. Possibly more could drop in the AT instances, but I haven't seen anything particularly conclusive about that.

- I'm Crusader already, but if I understand it correctly, the extra quests given in the Argent Crusade tent require you to finish that achievement. It seems a bit harsh to lock away a few daily quests behind 6 exalted factions, especially for old characters that finished questing before the buffed rep gains. It sounds like you could be stuck doing the 5 dailies for seals or commendations while you work on your faction reps.

- For anyone who hasn't been on the PTR, the "random monsters" in the instance are actually present outside as well. At least the beasts and the magnataur are tied down with chains and looked after by Taunka and Tauren hunters. With the Tirion/Varian/Garrosh speeched discovered as well, it seems the patch isn't that devoid of lore as we were possibly led to believe.

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Old 06/30/09, 12:36 PM   #384
Cranberry
Banned
 
Blood Elf Paladin
 
Tanaris
Originally Posted by Camaris View Post
- As far as new dailies go, it seems you can now get 10 Champion Seals a day from them. Possibly more could drop in the AT instances, but I haven't seen anything particularly conclusive about that.
Is that 10 total, or 10 from the new dailies (+5 from the old, for 15 total)?

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Old 06/30/09, 4:32 PM   #385
Mordinm
Piston Honda
 
Orc Shaman
 
Ner'zhul
Originally Posted by Camaris View Post
- I'm Crusader already, but if I understand it correctly, the extra quests given in the Argent Crusade tent require you to finish that achievement. It seems a bit harsh to lock away a few daily quests behind 6 exalted factions, especially for old characters that finished questing before the buffed rep gains. It sounds like you could be stuck doing the 5 dailies for seals or commendations while you work on your faction reps.
That's a bit of a harsh mechanic for DKs. I don't think it all that unreasonable for the other classes. On alts started after TBC hit I was exalted with city factions by the time I had finished the Valiant dailies (doing champions quests along with Valiant of course.) Non-DK will also have a huge chunk of Argent Crusade rep from doing champion quests. So if they do the grind to champion factions and chose the rep item over the purse, it's just a week or so to unlock the new quests and that's without instance rep or questing.

My DK on the other hand is going though it now. It's going to take over a month of grinding Valiant/Champion quests just to top off my city reps. That's over and above what it takes to champion all factions. To top it all off his Argent Cursade rep is at Friendly due to DKs getting Ebon Hold rep in place of Argent Crusade rep.

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Old 06/30/09, 4:44 PM   #386
Emeraude
Bald Bull
 
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Night Elf Warrior
 
Sargeras
They normalized rep gains from quests across the board. In other words, if you need city rep, visiting those 1-20 starting areas for each city is an easy way to get faction rep, once you hit exalted with any city the rep spreads to the remaining factions. It's far more effective then turning in those Writs, and far less time consuming since you pretty much 1-shot everything effortlessly.

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Old 06/30/09, 5:15 PM   #387
Cathela
Still Bald Bull
 
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Human Paladin
 
Earthen Ring
Originally Posted by Camaris View Post
- I'm Crusader already, but if I understand it correctly, the extra quests given in the Argent Crusade tent require you to finish that achievement. It seems a bit harsh to lock away a few daily quests behind 6 exalted factions, especially for old characters that finished questing before the buffed rep gains. It sounds like you could be stuck doing the 5 dailies for seals or commendations while you work on your faction reps.
There are two Crusader achievements per faction; "Exalted Crusader" has the rep requirement, regular "Crusader" doesn't. Are you sure you aren't confusing the two?

Originally Posted by Emeraude View Post
They normalized rep gains from quests across the board. In other words, if you need city rep, visiting those 1-20 starting areas for each city is an easy way to get faction rep, once you hit exalted with any city the rep spreads to the remaining factions. It's far more effective then turning in those Writs, and far less time consuming since you pretty much 1-shot everything effortlessly.
Regardless, I still can't imagine them saying "Okay, now go back and do the starter quests for each of your faction's races, and then we'll let you do the new tournament quests!"

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Old 06/30/09, 5:32 PM   #388
 nathanbp
Great Tiger
 
Gnome Mage
 
Aegwynn
Originally Posted by Cathela View Post
There are two Crusader achievements per faction; "Exalted Crusader" has the rep requirement, regular "Crusader" doesn't. Are you sure you aren't confusing the two?
If you check the achievement on WoWHead PTR version you can see it's the Exalted Crusader one: Exalted Argent Champion of the Alliance - Achievement - World of Warcraft. It does seem strange that they tied it to this one instead of to the regular Crusader achievement.
Originally Posted by WoWHead
Rewards
* Title Reward: Crusader. Unlocks Crusader dailies at the Argent Tournament.

Originally Posted by Crowl View Post
If you have to control a robot dinosaur that fires lazers and there's a time when you shouldn't be shooting those lazers then the encounter is clearly flawed beyond hope of fixing.

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Old 06/30/09, 5:51 PM   #389
Terp
Piston Honda
 
Troll Hunter
 
Crushridge
Originally Posted by Camaris View Post
A few random observations concerning the Argent Tournament:

- As far as new dailies go, it seems you can now get 10 Champion Seals a day from them. Possibly more could drop in the AT instances, but I haven't seen anything particularly conclusive about that.

- I'm Crusader already, but if I understand it correctly, the extra quests given in the Argent Crusade tent require you to finish that achievement. It seems a bit harsh to lock away a few daily quests behind 6 exalted factions, especially for old characters that finished questing before the buffed rep gains. It sounds like you could be stuck doing the 5 dailies for seals or commendations while you work on your faction reps.
There's an achievement on the PTR for being exalted with the Sunreavers and being a city's champion. It's listed reward is "Unlocks Sunreaver dailies at the Argent Tournament". With it I can get 3 dailies that reward one seal each. Are you sure about those last two seals? That seems a decent enough trade off for losing the Valiant quests.

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Old 06/30/09, 5:54 PM   #390
Dubbleutyeff
Von Kaiser
 
Orc Warlock
 
Destromath
The series of achievements is:

"Champion of the Alliance" - Champion with the 5 factions
"Exalted Champion of the Alliance" - Champion and exalted with the 5 factions
"Exalted Argent Champion of the Alliance" - Champion and exalted with the 5 factions, exalted with the Argent Crusade

Only the last one rewards anything: "Title Reward: Crusader. Unlocks Crusader dailies at the Argent Tournament."

You have to plan this in advance, but you can continue to do dailies for a city if you don't turn in the Valiant marks, just trash them.

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Old 06/30/09, 7:26 PM   #391
Camaris
Piston Honda
 
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Human Paladin
 
Kul Tiras (EU)
Okay, I've checked the exact breakdown of the new dailies.
  • The five old "Champion" dailies account for 5 Champion's Seals each day.
  • Becoming exalted with the Silver Covenant/Sunreavers unlocks 2 questgivers at the "Valiant" tents. They give 3 dailies, rewarding a total 3 Champion's Seals per day.
  • Becoming Crusader unlocks 2 further questgivers in the Argent Crusade tent. They give 2 daily quests, rewarding a total of 2 Champion's Seals per day.
  • In addition, the brief continuation of the Black Knight story grants 3 Champion's Seals (not repeatable).

Last edited by Camaris : 06/30/09 at 7:46 PM. Reason: lists of quests from MMO database

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Old 06/30/09, 9:40 PM   #392
Dubbleutyeff
Von Kaiser
 
Orc Warlock
 
Destromath
Originally Posted by Camaris View Post
- As far as new dailies go, it seems you can now get 10 Champion Seals a day from them. Possibly more could drop in the AT instances, but I haven't seen anything particularly conclusive about that.
WoW -> Under Development -> Argent Tournament - Crusaders' Coliseum

New 5-player dungeon with three encounters that will include Champion’s Seals as each one is defeated

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Old 07/02/09, 9:52 AM   #393
Chaya
Glass Joe
 
Draenei Shaman
 
Medivh
Originally Posted by Dubbleutyeff View Post
You have to plan this in advance, but you can continue to do dailies for a city if you don't turn in the Valiant marks, just trash them.
You don't have to trash the Valiant seals, they're not unique. You could get 100 from the same faction, then turn them all in with the other factions at once.

EDIT: To clarify, you also don't need to trash the seals to continue getting the dailies; as long as you haven't turned in the 25 you'll keep getting them every day.

Last edited by Chaya : 07/02/09 at 1:14 PM.

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Old 07/04/09, 3:36 PM   #394
Talanik
Piston Honda
 
Tauren Druid
 
Zuluhed
I have a few questions about the new raid system, if anyone knows

With 4 instances being released

10 man
10 man Heroic
25 man
25 man Heroic

How will this function? Will the fights remain the exact same in all four instances?

Will the Heroic versions feature the same fights as 10/25 man, only upgraded HP/Dmg, or will they function as "hard" modes and have completely new and different abilities?

Will the Heroic versions be possible at the start of the patch for most guilds, given that no one knows the fights, and the level of gear might be slightly lower? Or will they be semi linear with 99% of guilds clearing 25 man first for a few weeks before progressing into 25 man heroic?

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Old 07/04/09, 8:05 PM   #395
Lucinde
Piston Honda
 
Human Priest
 
Lightbringer (EU)
Of course nobody knows for sure until we see the fights on the PTR, but an educated guess:

10-men = regular 10-men raid. It's reasonable to assume this will be tuned for people that have done Ulduar 10 (not hardmodes), meaning it will be tuned for ilvl 213-219.

10-men heroic = the 10-men "hard mode" raid. It seems likely that the fights in here will be the same as the normal mode fights with various upgrades to make them harder. This can be health, damage output, a stricter enrage timer, new mechanics or any combination of the above. It's fairly safe to assume it will be similar in difference between Ulduar normal and Ulduar hardmodes. I guess these fights will be tuned for people that have done Ulduar 10 hardmodes, some Ulduar 25 normal modes and the regular 10-men colloseum, which would put it at ilvl 226-232.

Scale both of these up to 25 men and you get the idea.

Will the Heroic versions be possible at the start of the patch for most guilds, given that no one knows the fights, and the level of gear might be slightly lower? Or will they be semi linear with 99% of guilds clearing 25 man first for a few weeks before progressing into 25 man heroic?
Again, it's safe to assume it will be similar to Ulduar. I'd be amazed if the guilds that cleared Ulduar in the first 2-3 weeks would struggle on any of the normal modes. It's *much* more likely those guilds will kill the first (and only available) boss in 1-2 hours and then spend their maximum amount of tries on the heroic boss before moving back to Ulduar for the rest of the week.

The 25-men heroic fights (or some of them) are probably extremely tough and/or grossly overtuned (similar to Ulduar hardmodes were and some still are) so only the top 100 guilds can finish them before they get nerfed.

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Old 07/04/09, 8:24 PM   #396
Tunch
Piston Honda
 
Undead Rogue
 
Detheroc
I was under the impression Heroic Colisseum wasn't unlocked until you had beaten Normal. Thus putting first Heroic attempts at 4 weeks into the patch deployment?

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Old 07/05/09, 12:04 AM   #397
Beliandra
Don Flamenco
 
Dwarf Priest
 
Daggerspine
Originally Posted by Tunch View Post
I was under the impression Heroic Colisseum wasn't unlocked until you had beaten Normal. Thus putting first Heroic attempts at 4 weeks into the patch deployment?
That seems to be what the previews are implying:

From WoW -> Under Development -> Argent Tournament - Crusaders' Coliseum ..

"New epic 10- and 25-player raid dungeon with five encounters, with each encounter being unlocked one week at a time"

From World of Warcraft Community Site ..

"To embark on the epic Trial of the Grand Crusader, you must first prove your worth by clearing either the 10 or 25 player version of the Crusaders' Coliseum's normal mode."

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Old 07/05/09, 1:36 AM   #398
Tunch
Piston Honda
 
Undead Rogue
 
Detheroc
By that wording (I think "Trial of the Grand Crusader" is the 25-man Heroic), you may be able to do 10-man Heroic bosses as they become available.

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Old 07/05/09, 4:04 AM   #399
Beliandra
Don Flamenco
 
Dwarf Priest
 
Daggerspine
Originally Posted by Tunch View Post
By that wording (I think "Trial of the Grand Crusader" is the 25-man Heroic), you may be able to do 10-man Heroic bosses as they become available.
No, the patch notes spell it out:

Trial of the Champion - 5-player (normal and Heroic mode) dungeon.

Trial of the Crusader - 10 and 25-player (normal mode) raid dungeon.

Trial of the Grand Crusader - 10 and 25-player (Heroic mode) raid dungeon.

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Old 07/05/09, 12:58 PM   #400
Talgog
Don Flamenco
 
Human Death Knight
 
Archimonde
And now to go in a completely different direction.

It is my understanding that, as of 3.1, Resilience was still effective against PvE mobs, if not desireable for most tanking because it didn't do anything other than protect against crits. In 3.2, Resilience has since been changed to provide a flat reduction to all forms of incoming damage in addition to the anti-crit and anti-DOT functions.

Does anyone have test results on this new mechanic in PvE?

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