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Old 06/21/06, 12:00 PM   #1
Feldia
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Burning Blade
I imagine the idea of mods like this has been discussed here before, but a thread on the Raid and Dungeon forums left me wondering.

http://forums.worldofwarcraft.com/th...p=1#post568968

Originally Posted by Kendrek
KLHThreatmeter mod is trivializing most endgame boss fights. Now dont get me wrong, I'm not against all boss mods. I just think this mod is crossing the line, being able to tell exactly where you stand on the aggro list at any given time during a fight is just too overpowering. This means classes like mages, warlocks and dps warriors can pump out maximum damage and only back off when their threat level on the meters gets too high. I think this mod is as overpowering as the one that would cancel heals when your target would be at a certain % health.

Its become a requirement to have in most high end guilds. Since our guild started using it, wipes cause of aggro management have become non-existant. While at the same time mage and warrior dps climbing about 20%. Now I know I will probably get flamed for this post, but I'd rather blizzard take it out now, instead of tuning encounters around it.
Is there any truth to the bolded text? I've been raiding for basically as long as I've played this game. I've "been there done that" with regards to every raid zone in the game. Yet, I've never once so much as considered using this mod. Nor am I aware of any other top tier raiding guild actually making use of such a mod.

So the question I put forth is: Does your raid guild actually use this mod? (or something similiar)

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Old 06/21/06, 12:06 PM   #2
ex-sheepy
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requirement? no, not yet (if ever)

however it is really convenient and really well made -- it's primary use in EJ is allowing players who are being introduced to new fights to watch their aggro accordingly, so they don't waste time feigning/wanding/feinting etc while they could be doing much more damage


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Old 06/21/06, 12:06 PM   #3
Randuin
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Mal'Ganis
I've heard about this mod back in the huge thread about Warrior aggro generation, and we've never used it. If it's really that useful then :/

But yea, I'm pretty sure it's nowhere near a requirement for high end achievements.

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Old 06/21/06, 12:10 PM   #4
 Kurisu
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No one uses it to my knowledge and if i found out anyone in my guild was using it id give them a swift kick to the balls


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Old 06/21/06, 12:11 PM   #5
♦ Praetorian
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We've started using it a bit, but it's really hardly necessary. As a raid leader, I see its primary value as a macro-level tool in improving DPS, rather than a micro-level helping hand on particular boss fights. The people who pull aggro and die from time to time already know their limits and stay near them -- this mod doesn't really change much in that sense. But there are many people out there who are too hesitant, be it out of fear of pulling aggro or whatever, and they're wasting a LOT of potential DPS as a result. That's who I see this mod helping the most, and it's useful in that regard. It's a bit eye-opening for the guy who's just plugging along as per usual, worried about aggro, to realize "Oh shit, I have 25k threat but the tank has 50k, why the hell am I so worried about aggro?"

It's also very interesting to compare tanks' threat generation in terms of weapons, specs, and tanking strategies.

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Old 06/21/06, 12:16 PM   #6
 Hamlet
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I initially stayed away from this mod, as te early iterations couldn't take into account everything that would be needed to make a practical raiding tool. But while I doubt it would be as overwhelming as OP suggests, a functional threat meter would be interesting to play with.

How advanced is it at this point?
Also, is it still getting updated freqently? I don't want to try to get 40 people to install something unless it's mostly settled down.

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Old 06/21/06, 12:30 PM   #7
 frmorrison
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It just started using it as well, it is interesting to me to see how everyone stands on the list. It makes it easy to see the 30% more aggro rule for ranged classes.

It is good tool to use, it works pretty well, so why not use it? Certainly many guilds have done fine without using it, but more tools in your toolbox is always good.

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Old 06/21/06, 12:35 PM   #8
Avair
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We have been using this for a while, and its a great mod. Its been well tuned for all of BWL at least as far as I have seen. It's primary help is on aggro sensitive fights like Vael, where you can see exactly who is next on the threat list. And raid leaders can yell at people who are too high.

The best use of it is as teaching tool in my mind. Before we started using the mod, it was unclear to a lot of people exactly how threat really worked. On a fight like the Broodlord/Firemaw it's not necessary, but it make the mechanics of the fight really obvious. The exact threat reduction of a knockback/wing buffet are immediately obvious.

As a DPS class, it really helps me put out as much damage as possible, avoid wasting energy on feints, and time my vanishes to be optimal (i.e. as late as possible).

No one uses it to my knowledge and if i found out anyone in my guild was using it id give them a swift kick to the balls
Everybody needs to be using it, or it doesn't work. It's not like damage meter. Some moves like Sunder can't be tracked exterally, so without a chat channel to sync, it can't get a complete picture.

More over, why the hostility to this mod? Tools are tools, and this one is a great way to learn the mechanics of the game.

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Old 06/21/06, 12:44 PM   #9
• Snowy
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I think in all honesty it helps the most at increasing DPS, not preventing people from pulling aggro... I can count the number of times people pulled aggro in BWL in our raid on probably my 2 hands, but the number of people who are cautious and paranoid about pulling aggro outnumber that by far. It would increase efficiency with a domino effect -- bosses die faster, less healing required, healers can toss in some dps, boss dies even faster.

The only issue I had back when I used it was it did make the game a little laggy for me. Maybe that's better now.

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Old 06/21/06, 12:48 PM   #10
berg
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You should take everything you read on the r&d forums with a wheelbarrow of salt.

The wow forums are so silly. They moderate topics with caps but people can post blatantly incorrect information or present wild speculation as fact and that is acceptable. Before long the factual content is surpassed by nonsense.

In the end the community forums should above all else be a place for interested parties to learn about the game but the misinformation is so thick it is impossible for a newbie to pick the real from the fake.

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Old 06/21/06, 1:03 PM   #11
Kytrarewn
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Originally Posted by Margot
Our DPS doesn't really care about the mod, they know their jobs quite well. Vael dead in two tanks, third never even has to move. But when encounters can potentially require multiple tanks on the same mob, the threatmeter is good for warriors to keep themselves paced. At least that's been my experience as a warrior; our rogues tell me the mod isnt that useful except for knowing when to cool it on a long fight (Chromag for example).
Is it even possible to pull aggro as a Rogue on Chromaggus, time-lapse or not?

The one "long sustained fight" that I can think of on which it's possible to pull aggro based on purely "orvercoming the 'threat cap'" is Flamegor, (or possibly Ebonroc, but the mob should be taunted at all times).

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Old 06/21/06, 1:14 PM   #12
Redziggy
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A large portion of our guild uses this mod. I held out for a while but then I decided to give it a shot. It really doesn't help me much as a hunter, but it does give me a much better idea about where people stand on aggro. If there are 15 classes with no aggro reduction ahead of me, it might make me forget about using FD but that's all.

We only started using it when we got to Vael and several people couldn't control their aggro. It has been useful to learn how threat looks on Vael, Broodlord, and the drakes but I would hardly say it's required for raiding.

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Old 06/21/06, 1:14 PM   #13
Largo
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Ner'zhul
RE: Kytrarewn
We decided to do BWL last night amidst all of our server dc/restarts (5-6 total? At least I saw the end of the Mavs/Heat game...) and though only one tank had died on a TL Chrom, one of our rogues ended up keeping agro and holding it through the final 9%...

RE: KTM, we've used it a while, starting around the time we were learning Vael. We've kept it around and mostly find it best to gauge caster dps.

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Old 06/21/06, 1:19 PM   #14
Kalman
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How the hell do you pull aggro on a TL Chromag? Unless I'm misunderstanding things, the roges should be getting a full aggro wipe every 5-6 TLs, since there's no reason for them not to eat the TL.

Melador> Incidentally, these last few pages are why people hate lawyers.
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Old 06/21/06, 1:26 PM   #15
Largo
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Ner'zhul
We had people resisting TL last night. Enough to stay on the agro list instead of being wiped from TL's.

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Old 06/21/06, 1:27 PM   #16
Kytrarewn
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Time Lapse should still wipe aggro after 5-6 even if resisted. At least that's how it worked in 1.9/1.10, we didn't get a TL Chromy last night, so maybe it was changed.

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Old 06/21/06, 1:28 PM   #17
Kalman
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We actually remind people to click off GOTW on TL.

Melador> Incidentally, these last few pages are why people hate lawyers.
Viator> I really don't want to go all Kalman here.
Bury> Just imagine what the world would be like if you used your powers for good.

Clearly law school has done wonders for me.

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Old 06/21/06, 1:46 PM   #18
 Maestroquark
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About 15 of us used to use KTM. It definately did help a bunch of people up their DPS levels after we saw the difference between tank and DPS aggro levels.

Unfortunately, our server is already laggy and spastic enough without this mod. With it, people with slower computers (whether or not they are actually using the mod) got dragged around. This was becoming increasingly apparant to us in the Supression Room. It affects all users, those with and without the mod, because KLHTM hijacks the CTRA channel for its broadcasts. Anyone in the CTRA channel will be recieving constant updates that require CPU time to compute. "Is this a CTRA message?" "Is this part of this mod?", etc.

Have 10 people running KTM in a CTRA channel, and have one person read the raw data from that channel (/join it like a normal channel). KTM pushes out a ton of data.

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Old 06/21/06, 2:33 PM   #19
Brock Landers
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This is the greatest mod ever made. It raised the damage of our DPS classes by at least 20%. Using this mod does as much for your dps as upgrading from a shitty level 40 green weapon to an ass kickin BWL epic.

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Old 06/21/06, 2:56 PM   #20
Fellwraith
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Definitely not required, we have plenty of tanks who don't install it because they're still playing on 286's with 28k dial-up wireless modems and this mod brings their connection to a screeching halt.

All it does is help dps push the envelope and maybe helps a bit on Vael when you're first learning it (by now we have a good sense of who's tanking next, did it entirely without it). I used to be a lot more cautious with my feinting, this caused me to open up a bit more.

It's a time-saving add-in not an I-WIN button.

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Old 06/21/06, 3:00 PM   #21
Thorb
Piston Honda
 
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Lothar
We are started using it, I kinda hated it at first since somehow I knew people would not magically start to understand how fights work.

You still pull aggro on firemaw when the tanks eat enough buffets. Before it was kinda hard to know exactly when it would happen now we have a graphic representation of what's happening and we can say things like "Hmm he fucked up there, start to be carefull and next one be ready to move in ".

On onyxia due to how bugged phase 3 start seem to be, the meter seem less usefull. It work well for p1 though.

It work pretty well on TL chromagus initially, but it seem to not take into account the aggro wipes that seem to occur. (Btw what's the deal with that? Is this a normal behavior? A bug? A different TL that wipe aggro?). So once the MT lose aggro on TL due to whatever, the meter start to be borked and it's very difficult to look at it to have an idea of what is going on.

It help OT know where they are though so I guess it's usefull for that, knowing if they are next or who they are above off, etc.

As far as "removing this mod" I have no idea how they could do that without changing the aggro system from the ground up to say, use hidden random range for hate instead of fixed value or something. As far as I know the hate values are calculate in a vacuum then plugged in the channel as you do hability, checking for stuff like which stance you are in, what talent you have like defiance, etc, and calculating the estimated correct value.

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Old 06/21/06, 3:35 PM   #22
Xizorz
Piston Honda
 
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Gurubashi
Originally Posted by Margot
Originally Posted by Kytrarewn
Is it even possible to pull aggro as a Rogue on Chromaggus, time-lapse or not?
You're right, Flamegor is easier to do this on, Chromag came to mind because it happened once and it was hilarious/memorable. But yes, with crazy rogues (or depending on encounter, mages/warlocks) all things are possible.
I don't know how this is possible if your tank is awake and your rogue vanishes at the proper point, unless you went in before the first 2 breaths and pulled early.

The MT has such a huge threat advantage on chrom, and tons of rage.

I've pulled aggro once on TL chrom, and it was right after a tank transition where I decided to be stupid. If I am not mistaken, time lapse is a 50% aggro reduction? That's what I've read but I never really found a consistent source for the mechanics of timelapse.

So if you had say 1.9x the threat of the OT, got yours halved by TL, and went in before the OT could properly position and build threat for 20-30 secs (which is what I did), I guess that would account for it.

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Old 06/21/06, 3:44 PM   #23
Avair
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If it raised your DPS by 20% they were slacking/needed to learn2play.
Unless a player has access to a personal WoW tutor who can watch over them and point out ways to improve, I would suggest that is mod helps players do just that. A graphic dynamic respresentation of how threat works is a heck of a lot more instructive than reading formula's in a forum.

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Old 06/21/06, 3:58 PM   #24
Kalman
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Removing this mod would be surprisingly simple: remove all abilties for mods to talk to chat channels automatically. IE, make sending to chat require a hardware event of its own.

Of course, that would also break quite a few other mods.

Melador> Incidentally, these last few pages are why people hate lawyers.
Viator> I really don't want to go all Kalman here.
Bury> Just imagine what the world would be like if you used your powers for good.

Clearly law school has done wonders for me.

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Old 06/21/06, 3:59 PM   #25
Thorb
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That would break a ton of mods yeah. Shared DM meters, ctraid, this one, calendar?, etc, etc. Maybe it would be a good thing,

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