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Old 10/21/06, 1:52 AM   #1
 Hamlet
<Druid Trainer>
 
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Tauren Druid
 
Mal'Ganis
Originally Posted by Praetorian
Loatheb. (Actually the same designer did Grobbulus too, but I actually like Grobbulus -- it's a fun fight and I like the concept. It's just too easy.) I just can't wrap my head around how the same person produces the ultimate "skill > consumables" fight and then turns around and makes a "deposit gold for epics" moneysink. :(

Edit: (BTW, to ward off any conspiracy theories, my knowledge about who
designed what, etc., comes from interaction with devs on the Naxx PTR.)
I work as a game designer (nothing remotely related to MMO's) and I rave about Naxx to my guildmates pretty often. Nearly every fight evinces a unique design idea. Grobbulus is great, by the way.

So what does Loatheb have? Start with Corrupted Mind. Awesome idea. Next, you have to prevent the raid from stacking healers to overcome a raw numerical requirement. So make it a DPS race. That's nothing new--it's Patchwerk.

Now you can almost see where this is going. You have a fight where the DPS can't get heals because of already existing mechanics, and you want them to die after a fixed amount of time. It tidies up an encounter idea with some neat design (Fungal Bloom isn't really relevent--you could have thrown that into any fight that needed to have a little more "going on").

But then what happens? It's not this guy's fault that consumables exist in the game. It's true, though, that there's little he could have done about it. Maybe he realized at some point that Corrupted Mind wasn't such an awesome idea after all, because in the context of the rest of WoW (which has consumables), it runs into a conceptual problem. By reducing spell-based healing to a miniscule amount, the aggregate effect of consumables, which have remained constant, becomes overwhelmingly important.


So what does he do, when there's maybe a week before he has to have his content locked down for the PTR, and he has this fight to deal with. You obviously can't balance it for a raid without potions and just leave it at that. Basically:
1) Have Loatheb hang a "no potions" sign on his door.
2) Scrap the Doom idea and give him a vicious Berserk.

1 is horribly unpalatable. There's no way to hide that in flavor, and it's not even great for design. It ruins a certain feeling that consumables have always had, as relible aid for players. Once they break a barrier by taking them away from us for a certain fight, they've lost something.
2 just leaves you with a phenomenally boring fight. Expensive or not, the potions are at least something that the players have to do during Loatheb, a fight already lacking in real action of any kind. It would barely have been worth putting into the zone (especially with Patchwerk already existing).

What would you have done if this fell into your lap?

---------------------------------

Remember a long time ago (maybe during BWL) when you said in a similar discussion that Blizz could never make a healer run out of mana? That's not literally what's going on at Loatheb, but I think the parallel is clear (and I'm out of time here, so I won't spell it out at the moment).

How the game has changed since then.


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Old 10/21/06, 2:25 AM   #2
Cryect
Bald Bull
 
Night Elf Druid
 
Stormreaver
Real simple just have a physical Effect that takes away so much of your life each time that slowly speeds up the rate at which its casted.

Players might use Major Health Potions but those are cheap in comparison to protection potions.

Edit: Also could have it be a Buffet/Mark style effect where each application increases the damage it deals so eventually its just goingt o kill you.

I need to do something useless.

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Old 10/21/06, 3:29 AM   #3
Zagzil
Don Flamenco
 
Undead Warrior
 
Korgath
The main flaw of Loatheb is that it requires Shadow Protection Potions, not that it requires potions.

Sapphiron tests healer mana quite a bit but instead of Shadow, dirt-cheap Frost pots makes the fight a lot more palatable.

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Old 10/21/06, 3:57 AM   #4
Vhex
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Blood Elf Paladin
 
Black Dragonflight
It's not just the shadow prot pots, it's all the other crap like fort pots, health regen pots, stamina food, etc...etc...that really make it a pain. I'd honestly rather just have it be a stacking debuff that each time lowers your total health by like 10% or something until it outright kills you. Just have Loatheb proc a cure or something on the MT, or hell, Blizzard is so fond of forcing shield wall rotations and the like might as well just make it so that if you get down to the 6th or 7th AE suddenly every swing becomes a potential insta-gib and really puts pressure on your healers.

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Old 10/21/06, 4:14 AM   #5
Daboran
King Hippo
 
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Twisting Nether (EU)
Originally Posted by Lodekim
Really, I wish they'd just remove protection potions, just stop having them able to be crafted, and design encounters that way. Would be a hell of a lot less annoying.
The problem there is that potions take a considerable amount of money out of the economy indirectly by using up farmable materials. What would be the use of Herbalism/Alchemy if the potions weren't useful?

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Old 10/21/06, 4:18 AM   #6
FunBall
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Magtheridon
Originally Posted by Vhex
It's not just the shadow prot pots, it's all the other crap like fort pots, health regen pots, stamina food, etc...etc...that really make it a pain. I'd honestly rather just have it be a stacking debuff that each time lowers your total health by like 10% or something until it outright kills you. Just have Loatheb proc a cure or something on the MT, or hell, Blizzard is so fond of forcing shield wall rotations and the like might as well just make it so that if you get down to the 6th or 7th AE suddenly every swing becomes a potential insta-gib and really puts pressure on your healers.
That'd kill the theme of the fight, which is that nobody but the tank gets heals, and everyone else will take so much damage that if they don't take care of themselves, they'll die before they can possibly get a kill.

The fight is all about self maintenance.

The best idea I read posted on these boards was a chest of shadow protection pots that only work in Naxx. Make it so that the chest only has 120 pots and requires a day (or soft reset or whatever) to get them again. You'd still need bandages and other items to prop up your health, but at least you would eliminate the need for 500g-600g in shadow pots.

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Old 10/21/06, 4:33 AM   #7
Mimirswell
Glass Joe
 
Human Death Knight
 
Medivh
Originally Posted by FunBall
The best idea I read posted on these boards was a chest of shadow protection pots that only work in Naxx. Make it so that the chest only has 120 pots and requires a day (or soft reset or whatever) to get them again. You'd still need bandages and other items to prop up your health, but at least you would eliminate the need for 500g-600g in shadow pots.
A variation on that would be to have Loatheb himself drop ~80 pots. This would require you to farm extensively while learning the counter but once on farm status, significantly reduce the gold invested per clear.

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Old 10/21/06, 4:55 AM   #8
Vhex
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Black Dragonflight
Originally Posted by FunBall
That'd kill the theme of the fight....
Difference of opinion then. If the theme is self-preservation then they had to know people would use shadow prot pots, in which case the serious drain on your guild bank or the mental state of your guild farmers is intended. So a magical chest that keeps refilling itself kinda beats the point.

Another alternative would be to make it non-magical damage doing a 30~40ish% of your total health in damage each AE. Eliminates the need for shadow pots and all the +hp gimics. In fact, you'd end up going out of your way to find gear with the lowest amount of +stamina on it. That way bandages/health pots and whatnot heal a greater % of your total health.

Anyways...

As others have stated though, the best idea would be to simply redesign the whole potion idea. Personally, I'd with they'd make them more like enchants. Basically potions are not consumed when used. They simply have slightly longer re-use timers and you can only have one potion, one elixer and one flask effect on you at any given time (similar to only having one boot, one wrist, one helm, etc...enchant at any given time.)

Consumables just remind me way too much of EverQuest AA's, just they're AA's that decay. And this makes me want to murder innocent kittens.

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Old 10/21/06, 7:59 AM   #9
Dynalisia
Piston Honda
 
Night Elf Druid
 
Emerald Dream (EU)
I liked the way they did the chromaggus sands. You could either have a full chromaggus again with clickable's dropping right from the trash, or a partial one with ingredients for a special craftable clickable dropping. You could even go as far as for the mobs to simply drop Shadow Oil. Instead of drops from mobs, you could have 'basins' or other repositories in the area before Loatheb that provide this. I think the plagued forest area is exceptionally suited for something like this.

This seemingly fixes so many issues there must be something terrible about it I overlooked.

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Old 10/21/06, 8:14 AM   #10
SquattingCow
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Tauren Warrior
 
Blackrock
If you're looking for more things for people to do, why not make it so you have to run around clicking "shadow pools" for the protection buff? Or hell, a shadow form of yourself (looks like Jin'do shades) you have to run into/click, and shadow forms of everyone else too. Lasts 1 minute. If you miss it, you're boned. It's self management at the extreme level still, much like C'Thun phase one. It's one hell of a retard check.

I see the doom as a rushed job to make the encounter more interested. The gimmick to the fight is everyone has to do DPS because of corrupted mind, but even forcing max consumeables for first kill still means it's reletively straightforward. Your raid leader still has to micromanage the order in which heals go on.

Originally Posted by Fric
Fingering a girl while she argues with her husband-to-be is perhaps my new low point morally in my horribly debauched life

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Old 10/21/06, 9:46 AM   #11
♦ Praetorian
Mike Tyson
 
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Orc Shaman
 
Mal'Ganis
Originally Posted by SquattingCow
If you're looking for more things for people to do, why not make it so you have to run around clicking "shadow pools" for the protection buff? Or hell, a shadow form of yourself (looks like Jin'do shades) you have to run into/click, and shadow forms of everyone else too. Lasts 1 minute. If you miss it, you're boned. It's self management at the extreme level still, much like C'Thun phase one. It's one hell of a retard check.

I see the doom as a rushed job to make the encounter more interested. The gimmick to the fight is everyone has to do DPS because of corrupted mind, but even forcing max consumeables for first kill still means it's reletively straightforward. Your raid leader still has to micromanage the order in which heals go on.
In the original version of the fight that we saw on the PTR, Loatheb started casting Doom right away, and it was every 25 seconds. The Spores also spawned in random locations, from the four corner grates.

How about this, in the vein of the above suggestion:
1) Fungal Bloom makes you immune to shadow damage.
2) Fungal Bloom lasts 45sec instead of 90sec.
3) Spores spawn every 5sec instead of every 12sec, but spawn from the four corner grates in a rotating pattern.
4) Loatheb starts casting Impending Doom at 0:30 instead of 2:00.

Thoughts?

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Old 10/21/06, 9:56 AM   #12
♦ Praetorian
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Orc Shaman
 
Mal'Ganis
Originally Posted by Lodekim
But really, is it worth saying that it's so absolutely crucial to the games playability that Herbalism/Alchemy are this useful? I would prefer a thousand times over that the professions didn't exist at all and content was balanced around that then having to farm level 36 elementals for like 4 hours a week while learning sapphiron/kel'thuzad. Having fights that require some consumeables isn't too bad, but having an entire raid spamming protection pots (a'la sapphiron, loatheb, and to a lesser extend Kel'thuzad just isn't fun, I don't enjoy the fact a that I spend as much time farming for KT pots as I do killing him, it's just not enjoyable.
I agree with this. It's frustrating for me as a raid leader, too, because I've had very good players tell me that they simply can't raid anymore because while they love raiding, they don't have the time to spend hours every week covering repair costs, restocking consumables, etc. I can relate. I am very fortunate in that I was the first person on the server who could make dark iron stuff, dreamscale BPs, lionheart helm, and among the first for stronghold gauntlets. I'm a dragonscale/armorsmith with basically every plan, and people send me tells all the time to make stuff for them. That pretty much single-handedly subsidizes my raiding. I work probably 60-65 hours a week, and I simply wouldn't be able to sustain Naxx raiding if not for crafting income (or IGE -- but I wouldn't touch IGE, stubborn pride notwithstanding, with the guild bank assets sitting in my account). On a regular basis these days, we have people asking for loans so they can use a repair bot when one goes down. We're probably going to have to take a full week off from raiding at this point just so everyone can have some time to farm.

That's really not fun, is it? I mean, I understand how you need moneysinks, and I understand how you need to keep professions relevant, and so forth. You need repair costs taking money out of the economy, etc. But does anyone find running around picking dreamfoil "fun"? Does any healer find satyrs for demonic runes every week, like clockwork, an enjoyable pastime? In other games you lose experience when you die, and death during raiding or learning a new boss would mean you'd have to spend time out exp'ing again or else you'd de-level. That doesn't sound like fun, and it isn't, so the WoW specifically avoided that mechanic. But how is mandatory farming after or before every serious raid any different?

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Old 10/21/06, 10:07 AM   #13
 Hamlet
<Druid Trainer>
 
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Tauren Druid
 
Mal'Ganis
Originally Posted by Praetorian
How about this, in the vein of the above suggestion:
1) Fungal Bloom makes you immune to shadow damage.
2) Fungal Bloom lasts 45sec instead of 90sec.
3) Spores spawn every 5sec instead of every 12sec, but spawn from the four corner grates in a rotating pattern.
4) Loatheb starts casting Impending Doom at 0:30 instead of 2:00.

Thoughts?
Sounds like it would be very, very easy.


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Old 10/21/06, 10:09 AM   #14
SquattingCow
Don Flamenco
 
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Tauren Warrior
 
Blackrock
The consumeable situation is an unfortunate side-effect of what I see as a real attempt to make tradeskills fun and exciting. Things like holy protection pots to piss off priests, mongoose pots for that extra crit, they all struck me in beta as fun and cool things to do. Things like flasks in their original incarnation were only for the disgustingly rich or as an emergency heal/extra buffer.

Then suddenly we get to Vaelastrasz. This is the original min-max encounter with the least amount of room for error, and suddenly consumables are getting on required, because they discovered with Rag that people ARE going to go that extra mile to get that boss down. And these items make it a hell of a lot easier to do it. Flasks on broodlord tanks? No random deaths. Flask on nef? Tank stays up during warrior calls. So on and so forth.

Forums like these are testament to the competitive nature of WoW now. People are going to kill that goddamn boss, whether he's a cakewalk (Grobbulus) or if you're slamming your dick in the cardoor (C'thun version 1).

It's just that the situation we're in now with regard to consumeables is our own making. As Gurg posted when Zanzas were nerfed, the team didn't want more items that they had to design encounters around.
Hell, I like alchemy, and knee-jerk removing it would be the worst thing for the game. Therefore, you either make people grind for them in an effort to get more out of the game, or you design encounters to not use them.

TL;DR: I blame this forum.

Originally Posted by Fric
Fingering a girl while she argues with her husband-to-be is perhaps my new low point morally in my horribly debauched life

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Old 10/21/06, 10:13 AM   #15
♦ Praetorian
Mike Tyson
 
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Orc Shaman
 
Mal'Ganis
Originally Posted by Arawethion
Originally Posted by Praetorian
How about this, in the vein of the above suggestion:
1) Fungal Bloom makes you immune to shadow damage.
2) Fungal Bloom lasts 45sec instead of 90sec.
3) Spores spawn every 5sec instead of every 12sec, but spawn from the four corner grates in a rotating pattern.
4) Loatheb starts casting Impending Doom at 0:30 instead of 2:00.

Thoughts?
Sounds like it would be very, very easy.
Hmm, probably. Under the above, you could speed up Impending Doom significantly and make it affect all players but the tank, so that missing a spore basically becomes a death sentence.

And maybe make the spores spawn slightly less frequently over time, with that being the eventual limiting factor that wipes you?

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