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Old 06/14/09, 6:30 AM   #126
Calixtus
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Calixtus
Human Warlock
 
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Originally Posted by Nemantopia View Post
I agree with the above two posts...the biggest problem with Alterac Valley [in my not-precisely humble opinion] is that killing the General is an instant win...and you don't need all four towers down to do it. There just wasn't enough incentive to hold strategic objectives, and even radically different Alterac Valley games usually turned out the same way. Both sides rush, first and second tower are taken and defended from reclamation, third and fourth tower are defended by anyone stuck at their faction's base, and once the main graveyards are taken it comes down to who was faster without strictly being better. PC interaction is limited to the occasional person trying to sneak a tower defend, forced Gazelle fights, and the path choke-points.
I don't think you're identifying the cause correctly. It could just be my battlegroup, but most AVs in my experience are not won with a tower still standing and an add being off-tanked. Most AVs are won because one side managed to delay and/or recap one of the towers, leaving an add still standing, and leaving the group of campers outside the general's fortress stumped. The towers - the defense or taking thereof - are important to securing victory, barring the presence of a few dedicated healers and tanks with real tanking gear.

The reason the towers are ignored isn't so much that you don't need them to win, as much as it is that you don't need to win period. Winning at any cost in an AV is not rewarding when compared to a "fast loss". Winning while trying your personal absolute best to win by paying attention to the strategic objectives, is not rewarding when compared to a fast loss where you've engaged in the HK farm. With the current honor system, it applies to all battlegrounds; Ultimately, winning - by paying attention to the strategic objectives - is not neccesarily the most personally beneficial option in terms of reward gained. There's also a massive element of tragedy of the commons that I'd argue ties in with the above, as well as being a separate issue.


I think that (almost!) regardless of how they design IoC, the same issues that plague it's predecessors will quickly make their way over, because their respective root causes are almost exclusively related to the design of the honour system rather than the design of the individual maps. Being a defender will not be beneficial to you as an individual compared to charging forward with complete disregard for the best way to win - like AV or AB. You have little to no reason to take advantage of all the tools available to you, and even if you decide to, you have no realistic hope of convincing your team to do the same, so the gain is negligble - like SotA.


Lastly, Crygil made a somewhat enlightning post about IoC;
As for skipping objectives ... that is something we've thought about. In this particular battleground, the objectives are more of a strategic choice and less of a "you must cap them all" scenario. Though kudos will be in order for those who manage to take all of the unique objectives.

[...] The whole battleground is designed with the intention of you seizing your goal. So yes, rush to the hanger and acquire the airship so you can assault the enemy keep. Or rush to the factory, and claim it, so you can bring the walls of the enemies keep down around their ears. Don't think for an instant though, that you're going to be able to win the day without the assistance of at least one of the three offensive locations.

As for reinforcements and why you should hold the resources that garner them. We don't have a fixed number to give for their totals just yet. However, the Oil Derrick and the Cobalt Mine aren't just conduits for reinforcement acquisition. They also give you honor. The longer you hold either of them, the more honor you're going to amass - win or lose.

Last edited by Calixtus : 06/14/09 at 8:11 AM. Reason: Premature posting
 
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Old 06/14/09, 12:42 PM   #127
Nemantopia
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Your point about reward/time is well taken, and I'm hoping that the Oil Derrick and Cobalt Mine will address this. My hope is that if honor farming becomes the point, honor farmers will heavily contest these two locations for:
1) more reinforcements to attrition
2) more honor gain
as opposed to fast-loss thinking. If that's the case, the actual strategic objectives will become important for dynamic games and strategies. Of course, the flip side of this is they may make the honor gain to be too strong. In this case, the reward/time becomes favorable for ONLY fighting at the resource locations to extend the attrition war. If that happens, they'll end up nerfing the honor gain too much and we'll end up right back at square zero...potentially fun battlegrounds turned into fast-loss farms. Here's to hoping that even if the honor gain starts too low or too high, it finds the right level.

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Old 06/16/09, 9:11 AM   #128
Calixtus
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Originally Posted by Nemantopia View Post
Your point about reward/time is well taken, and I'm hoping that the Oil Derrick and Cobalt Mine will address this. My hope is that if honor farming becomes the point, honor farmers will heavily contest these two locations for:
1) more reinforcements to attrition
2) more honor gain
as opposed to fast-loss thinking. If that's the case, the actual strategic objectives will become important for dynamic games and strategies. Of course, the flip side of this is they may make the honor gain to be too strong. In this case, the reward/time becomes favorable for ONLY fighting at the resource locations to extend the attrition war. If that happens, they'll end up nerfing the honor gain too much and we'll end up right back at square zero...potentially fun battlegrounds turned into fast-loss farms. Here's to hoping that even if the honor gain starts too low or too high, it finds the right level.
Actually, as long as the honour from those two platforms are zone-wide we'll see the road-fighting of AB regardless of how much honour you gain from the derrick/mine. To paraphrase the IoC preview, win or lose, the more resources you have accumulated in an AB the more honour you have gained from holding the bases. Does this mean that being the stalwart stables defender gives more honour than randomly zerging? No.

As long as random HK farming gives strategic objective honour plus HK honour, there will always be a "sweet spot", a percentage of the battleground participants who gets more honour from doing, well, nothing truly useful, without impairing the completion of strategic objectives too much. While this kind of calculating selfishness is fairly rare in the average battleground (mostly because you need to be able to mentally switch between zerg and strategy), the underlying principle that being selfish in a BG is more rewarding than working towards the common goal is very, very evident in most BGs (at least the ones I'm running), assuming you're "going to lose anyway".


Zarhym clarified the mount changes;

We've altered the original text to reflect that the decreased casting time for summoning mounts applies only to ground mounts. Flying mounts still require a 3 second cast time.
So no effect on Northrend/Outlands farming, 77+ dailies or 60-68 leveling.
 
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Old 06/16/09, 3:17 PM   #129
Heenk
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Ghostlands (EU)
Blizzard just released a new blurb about the Argent Tournament in 3.2

Still nothing about the new 5, 10 and 25-mans, sadly.
Also, I always thought 'quest hub' meant 'a place where you pick up quests', but it seems to mean 'a place where you go to complete a number of quests at once'.

With the release of the Secrets of Ulduar, the Argent Tournament opened its doors to heroes from all over Azeroth and saw champions arise from the ranks to take on the challenges before them to prove their worth. In the next upcoming content patch, Call of the Crusade, the Argent Tournament will be expanding its influence and players will be able to experience all-new dailies, rewards, and areas of interest.

Two New Quest Hubs
A new Cult of the Damned camp now sits overlooking the Tournament grounds and spying on the activity below.

Located on an island north of Icecrown, the former tuskarr village known as Hrothgar's Landing is a mist-shrouded staging point for Sea Vrykul raids upon the ships of the Silver Covenant and the Sunreavers in the waters between the island and Icecrown.

New Dailies and Rewards
Just when you thought you had seen and done it all, the Argent Tournament throws out the gauntlet once more and adds a new line of quests and rewards for players who have become exalted with either the Silver Covenant or the Sunreavers. Earn seals by participating in three additional random dailies and earn brand-new rewards.
  • New Tabards: Alliance characters will be able to earn the Silver Covenant tabard and Horde characters will be able to earn the Sunreaver tabard currently seen being worn by NPCs on the grounds.
  • New Mounts: New ground and flying mounts will be available for both Horde and Alliance. Alliance will be able to purchase the new Quel'dorei Steed and Silver Covenant Hippogryph. Horde will be able to purchase the new Sunreaver Hawkstrider and Sunreaver Dragonhawk.
  • New Pet: A brand-new pet, the Shimmering Wyrmling, will be available to characters of both factions who distinguish themselves.
Argent Crusader Dailies and Rewards
A new line of dailies and rewards for players who have earned the title of Crusader will be available with two random seal-awarding dailies.
  • New Heirlooms
  • New Argent Crusade Banner
  • New Argent Crusade Tabard: Ports you directly to the Tournament grounds.
  • An Upgraded Squire: As any good squire should, this upgraded squire now has a mount.
  • New Mount: A new Argent Crusade paladin-only charger will be available.
The Black Knight Returns
Just when you thought you had seen the last of the Black Knight, he makes his astonishing return to Tournament. Wait, didn’t you kill him?
 
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Old 06/16/09, 4:19 PM   #130
Marieth
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Forscherliga (EU)
An Upgraded Squire: As any good squire should, this upgraded squire now has a mount and can be called forth every eight hours for three minutes of duty. The upgrade cost is 150 Champion Seals and your squire will also offer one of three services: bank, mail, or vendor access.
That is an amazing upgrade, very neat idea. Time to save some marks then I guess.
I really like the idea of the whole tournament scene expanding, building up some sidestory leading to icecrown.

"...gone missing."
 
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Old 06/16/09, 10:12 PM   #131
Krag
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Tauren Druid
 
Runetotem (EU)
Also, for people leveling twinks:

Originally Posted by Zarhym
One thing I can tell you is that chest piece heirlooms will be available in the next content patch. They will provide a 10% experience bonus that stacks with the shoulder bonus.
World of Warcraft - English (NA) Forums -> 3.2 new heirlooms
 
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Old 06/17/09, 1:24 AM   #132
 adamb10
Von Kaiser
 
Human Paladin
 
Borean Tundra
Here come some profession buffs:

When the next major content patch launches we will be introducing epic quality gems and updating the perks for each profession. Please keep in mind that any of this information may see further changes before the patch launches.

The design recipes for cutting epic gems will be made available for purchase with Dalaran Jewelcrafter’s Tokens and there are several ways to obtain raw epic gems:

* Prospecting Titanium Ore
* Alchemy transmutations
* Purchased with Honor
* Purchased with Emblems of Heroism


Coinciding with the implementation of epic gems and the gain that Blacksmiths will receive through their perk from these new gems, we have gone through all of the perks in every profession and increased their values to match up accordingly.

Alchemy

* The Mixology benefits from Northrend elixirs and flasks have been increased
* Added a new pattern for Flask of the North, usable by players with a high alchemy skill. The recipe is purchased from the honor potion vendor. The Flask of the North increases your spell power, attack power, or Strength for 1 hour, and is usable in arenas. It is not consumed when used.
* Endless Healing Potion and Endless Mana Potion no longer usable in arenas. Amount of health and mana has been increased, and the cooldown reduced. They are still usable everywhere else.

Blacksmithing
* No changes will be made to this profession; it will continue to have the 2 additional prismatic sockets (which can hold the new epic gems)

Enchanting
* Values on Northrend ring enchants increased

Engineering
* Increased benefits from Hyperspeed Accelerators, Hand-Mounted Pyro Rocket, and Reticulated Armor Webbing glove modifications

Herbalism
* Increased healing from Lifeblood (Rank 6)
* Lifeblood now scales slightly with maximum health
* Lifeblood no longer affected by global cooldown

Inscription
* Master's Inscriptions increased

Jewelcrafting
* Dragon's Eye gems stat bonuses increased

Leatherworking
* Fur Lining values increased

Mining
* Toughness (Rank 6) provides more Stamina

Skinning
* Master of Anatomy (Rank 6) provides more critical strike rating

Tailoring
* Embroideries improved
World of Warcraft - English (NA) Forums -> Upcoming Epic Gems and Profession Changes
 
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Old 06/17/09, 2:34 AM   #133
Krixooks
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Barthilas
Two New Quest Hubs
A new Cult of the Damned camp now sits overlooking the Tournament grounds and spying on the activity below.

Located on an island north of Icecrown, the former tuskarr village known as Hrothgar's Landing is a mist-shrouded staging point for Sea Vrykul raids upon the ships of the Silver Covenant and the Sunreavers in the waters between the island and Icecrown.
As soon as I read this I thought 'Isle of Quel'Danas!'. It describes the areas as 'quest hubs' which is a little vague; yellow quests for experience and Sunreaver/Silver Covenant Rep? Dailys? Or a combination of both.

I sincerely hope that these two new areas do not contain any traces whatsoever of: Armistice and/or Mounted combat.
 
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Old 06/17/09, 4:52 AM   #134
Vaccine
wants scorpions that hovar without flapping
 
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Tauren Druid
 
Darksorrow (EU)
Just when you thought you had seen and done it all, the Argent Tournament throws out the gauntlet once more and adds a new line of quests and rewards for players who have become exalted with either the Silver Covenant or the Sunreavers
I'm not so sure about that, it kind of reads that you need to be exalted Sunreaver to even access these new quests (see quote) which would be nice and a good way to make sure everyone has mounted combat experience. I guess there will be one or two story chains regarding the new locations that lead into opening up the dailys once completed. Given you're going to need a combined total of about 1250 marks to get everything (less if you buy pets off ah/alts) I'm hoping they reward 2-3 each and the 5 man drops some.

As for Armistice, I agree it was pretty fun getting continously ganked whilst trying to accept quests or buy jewels from the vendor at IQD. Also the gank squads blocking off half the island were also fun.



(that was sarcasm)

 
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Old 06/17/09, 5:28 AM   #135
aegir123
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Undead Warlock
 
Balnazzar (EU)
The implementation of epic gems strikes me as a bit odd. Considering the availability of both patterns and raw gems the question is why add another tier of gems that are acquired as easily as the current one?

My guess would be added interest in honor, emblem of heroisms, titanium ore and an added perk to alchemy. They may want to boost the benefits from mining and alchemy and make heroics and honor grinding more attractiv but overall adding another tier of gems doesnt really change anything at all which is quite different from TBC where the gems, at least untill you could buy them with badges, were a benefit to high end raiders only.
 
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Old 06/17/09, 6:28 AM   #136
Unity
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Originally Posted by aegir123 View Post
The implementation of epic gems strikes me as a bit odd. Considering the availability of both patterns and raw gems the question is why add another tier of gems that are acquired as easily as the current one?

My guess would be added interest in honor, emblem of heroisms, titanium ore and an added perk to alchemy. They may want to boost the benefits from mining and alchemy and make heroics and honor grinding more attractiv but overall adding another tier of gems doesnt really change anything at all which is quite different from TBC where the gems, at least untill you could buy them with badges, were a benefit to high end raiders only.

If they're limited availability and the other professions keep up with epic gem blacksmithing then no-one without access stays a blacksmith; if they're limited and the other professions don't keep up than everyone with access rerolls to blacksmithing. That's true whatever the barrier to access is and neither is desirable unless you're trying to make gold by speculating on levelling materiels. So Bliz's real choice was between making epic gems widely available and keeping them out of the game.
 
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Old 06/17/09, 12:29 PM   #137
Douglas
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Originally Posted by aegir123 View Post
The implementation of epic gems strikes me as a bit odd. Considering the availability of both patterns and raw gems the question is why add another tier of gems that are acquired as easily as the current one?
I think as part of the time-based nerfing of content that we've all grown used to, no? This is going to make it easier for guilds that don't have Naxx on farm yet to get there. This is going to reduce the amount of time it takes to bootstrap up to Ulduar levels. This is going to reduce the amount of fale on Emalon. But it's kinda sneaky in a way -- players who can't put 2 and 2 together are going to feel like they beat the content without that content being nerfed, and that's going to make them happy.
 
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Old 06/17/09, 12:45 PM   #138
Cranberry
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Implementation of epic gems will also make blue-quality gems even cheaper than they already are, which is a substantial levelling nerf - 3-socketed Outland gear will last you a while into NR at this rate.
 
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Old 06/17/09, 12:47 PM   #139
Proudmoore
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Argent Dawn (EU)
I think you're overrating just how much of a bonus the epic gems are, Douglas. If we assume they will have 20 rating/30 sta, upgrading all my gems (9 sockets), I'd gain 54 sta (if I used all Solids), or 36 rating (just shy of 1% dodge if I used dodge rating).

Even if a full raid upgraded 8-10 sockets from rares to epics each, I just cannot see how that will make the difference between defeating Naxx/Emalon/watever and not doing so. Or rather, if it's that close, pure luck with crits/avoidance is likely to be the difference between defeat and victory as often as not. This is probably going to sound rather offensively elitist (not that that'll be remarkably unusual around here), but those same people who cannot defeat Naxx are unlikely to be those who pay through the nose to immediately have epic gems.
 
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Old 06/17/09, 1:30 PM   #140
Granger
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That might be at least partially true Proudmoore, but it's definitely a nerf to several achievements, especially the timed kill achievements.

Last edited by Granger : 06/17/09 at 1:54 PM.
 
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Old 06/17/09, 1:50 PM   #141
Mr. Crow
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Originally Posted by Proudmoore View Post
I think you're overrating just how much of a bonus the epic gems are, Douglas. If we assume they will have 20 rating/30 sta, upgrading all my gems (9 sockets), I'd gain 54 sta (if I used all Solids), or 36 rating (just shy of 1% dodge if I used dodge rating).

Even if a full raid upgraded 8-10 sockets from rares to epics each, I just cannot see how that will make the difference between defeating Naxx/Emalon/watever and not doing so. Or rather, if it's that close, pure luck with crits/avoidance is likely to be the difference between defeat and victory as often as not. This is probably going to sound rather offensively elitist (not that that'll be remarkably unusual around here), but those same people who cannot defeat Naxx are unlikely to be those who pay through the nose to immediately have epic gems.
There's a cumulative effect to this, though. Tanks get bonus stamina and defense, which increases their survivability marginally. Healers get bonus spellpower, or crit, or haste, or intellect, which increases their throughput and longevity via Replenishment returns. DPS get bonus AP, crit, or haste, or ArPen, and considering you've got more DPS in the raid than anything else, their likelihood to bring the boss down faster is increased. Marginal increases on one character aren't substantial, but marginal increases on all of those fronts (especially DPS, which has the highest representation in raids) is going to be a not-insignificant increase in raid effectiveness.

And I'm not sure that the argument of "people who can't get through Naxx aren't going to be the ones to buy epic gems" doesn't hold water with how much gold people are getting through dailies and other non-raiding incomes.

Bad players are bad players are bad players, and I would say it takes about 30% fail ratio in any group to turn Naxx into a nightmare, and so yes, there's going to be groups that don't benefit from this. But I could see these changes causing at least some turnaround for guilds that are struggling with that content if this is the only change that affects them.
 
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Old 06/17/09, 2:48 PM   #142
Urgok
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Draenei Shaman
 
Cenarius
Has any more specific information about the availability of epic gems come out? I assume that titanium ore will prospect into it at roughly the same rate that saronite turns into rare gems. But what about the alchemy patterns?

I have spent a good 30 minutes searching various threads and forums and don't have any more specific information. If there is here I'll edit later with anything I find.
 
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Old 06/17/09, 5:17 PM   #143
Leviathon
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Tauren Druid
 
Bonechewer
Originally Posted by Urgok View Post
Has any more specific information about the availability of epic gems come out? I assume that titanium ore will prospect into it at roughly the same rate that saronite turns into rare gems. But what about the alchemy patterns?

I have spent a good 30 minutes searching various threads and forums and don't have any more specific information. If there is here I'll edit later with anything I find.
You will be able to buy them with Emblems of Heroism and honor also.
 
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Old 06/17/09, 5:38 PM   #144
Darian_TruBlade
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<Zen>
Ravencrest
Their availability via Emblems of Heroism should encourage Heroics and Naxx PuGs, and keep new/more casual players from being locked out of progressing upwards. The honor versions are probably meant to have a similar effect on BGs.

"A man's IQ, yearly income, sexual prowess, ingenuity, physical appearance and generally every other aspect of his character can be condensed down to four digits: his Arena rating." - Zechsy [70 Rogue - Skullcrusher (EU) - 10/23/2007]
 
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Old 06/17/09, 10:25 PM   #145
Varuk
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Medivh
Fresh off the WoW Forums:

Originally Posted by Bornakk
In the next major content patch, the construction of the Crusaders’ Coliseum on the Argent Tournament grounds will be complete, and it will hold new challenges for players. We’d like to share some details on the new dungeon, which represents the next tier of content for the game, but keep in mind that this is still in development and subject to change. The Crusaders’ Coliseum will include:

* New epic 10- and 25-player raid dungeon with five encounters, with each encounter being unlocked one week at a time
* A more intuitive structure for harder encounters. This raid dungeon will have four different versions: 10-player, 25-player, 10-player Heroic, and 25-player Heroic, with each one using a separate lockout.
* Introduction of the Crusaders’ Tribute! Each of the Heroic mode instances has a new tribute system that will limit players on the number of attempts they get in the Coliseum each week to present a greater challenge for the most battle-hardened heroes. Additional rewards can be earned depending on the number of attempts left in the tribute run each week when the final boss is defeated.
* New 5-player dungeon with three encounters that will include Champion’s Seals as each one is defeated
* New tier of armor and weapons that are modeled with Alliance- or Horde-specific themes
So, in short, instead of running the instance twice a week we get to run it four times a week. Woot?
 
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Old 06/17/09, 10:32 PM   #146
KamPa
Don Flamenco
 
Night Elf Priest
 
Bronzebeard (EU)
Entire raid instance is getting the Algalon treatment in the "heroic mode". Is this really their way of making the content "difficult"? Well, it kinda makes sense with there only being 5 encounter with Sunwell gates system, but it seems very unimpressive.
 
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Old 06/17/09, 11:45 PM   #147
KrinKer
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Garithos
Am I the only one concerned by a tier of raiding with only 5 bosses ?? Granted there is regular and heroic and tribute, but 5 bosses seems really low for a tier of raiding. Is it possible Blizzard will introduce another "raid" in the mix ?
 
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Old 06/17/09, 11:49 PM   #148
Ptoleman
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Garona
The Algalon treatment is questionable for an entire instance, but it's subject to change and player feedback. It's possible they won't go through with it as they iterate on the PTR.

What I'm more interested in is the new hierarchy of raids. By separating the normal mode and the hard mode it frees Blizzard from having to "weave" increased levels of difficulty into a single encounter. Now they can just tune and add elements for each level of difficulty as needed without having to worry about any of the others. So "just" 5 bosses could easily turn out to be misleading, as each level of difficulty could vary wildly.

The only downside I see to this is having 4 lockouts, which could get pretty tedious after a while, but the many benefits of this separation outweigh that disadvantage in my opinion. For example, a guild that wants to start working on the hard difficulty won't have to waste their attempts on bosses they already have on farm.
 
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Old 06/17/09, 11:52 PM   #149
Prinsesa
Bald Bull
 
Blood Elf Paladin
 
Echo Isles
Perhaps its a Violet Hold-type deal where you fight 5 random bosses out of a potential ... 10 or 15? In the vein of Algalon's limited attempt timer to artificially lengthen the content learning phase, randomizing the bosses would also prevent players from continuously practicing on specific bosses.

"We do want Sanctuary to be the tanking seal"

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Old 06/17/09, 11:58 PM   #150
Ptoleman
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Garona
It's basically 10-man hard mode, I'm guessing. So the hierarchy goes like this:
  1. 10-Man Regular
  2. 10-Man Hard ("Heroic")
  3. 25-Man Regular
  4. 25-Man Hard ("Heroic")

Obviously no one can say for sure unless a Blue confirms it, but that seems the most logical interpretation of the new hierarchy from where I'm sitting.
 
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