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09/15/06, 5:18 PM
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#51 (permalink)
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Great Tiger
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If I remember right, Garr was changed so that you could no longer pull his adds away from him; they had to be nearby, so I'd consider that a buff.
I do remember something about Ragnaros' magma splashes, they did more damage but were thus made able to be resisted which ended in taking less damage overall.
And also the change that when you killed Garr surgers didn't spawn and all ancient core hounds in the zone would remain dead after Magmadar was killed I thought was a pretty significant thing.
Shazzrah obviously got buffed from being the loot pinata he once was, but I coulda sworn a couple more things were addressed I just can't remember them.
The mobs/bosses got more hp to make up for the decreased resist rates against casters so they just cancelled each other out.
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09/15/06, 5:25 PM
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#52 (permalink)
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Mike Tyson
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Originally Posted by LadyVex
And also the change that when you killed Garr surgers didn't spawn and all ancient core hounds in the zone would remain dead after Magmadar was killed I thought was a pretty significant thing.
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The latter was true from day one. Learning MC would've been a nightmare otherwise.
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09/15/06, 5:50 PM
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#53 (permalink)
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Everyone licks chicken.
Blood Elf Paladin
Azjol-Nerub (EU)
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Nerfing Chrommagus just made it like all of the other fights, predictable and repetative.
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As far as I'm concerned, the most recent Time Lapse changed didn't make the fight predictable and repetative. It already was beforehand. It just made it a bit less annoying of a fight.
(Yes, I dislike Chrommagus, I have an intense hate of anything that involves mass curable debuffs)
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buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
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09/15/06, 7:05 PM
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#54 (permalink)
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Great Tiger
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Originally Posted by Praetorian
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Originally Posted by LadyVex
And also the change that when you killed Garr surgers didn't spawn and all ancient core hounds in the zone would remain dead after Magmadar was killed I thought was a pretty significant thing.
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The latter was true from day one. Learning MC would've been a nightmare otherwise.
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I actually thought that was true but I couldn't remember. If anything I thought perhaps the packs didn't respawn but the ancients did, but I guess I remembered incorrectly hehe.
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09/15/06, 7:31 PM
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#55 (permalink)
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Captain N
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Originally Posted by Lexander
The Time Lapse Chromaggus nerf basically simplified one of the most technical get in > get out fights in the game IMO and made it, oh hey, heal this guy, then heal that guy, then go back to healin this guy, nothin random anymore :)
I mean, it's easier if you already have him on farm, and its even easier if your learning time lapse for the first time at this point, but It just reminds me when he was broke and could insta kill you during time lapse/ignite flesh or any combo of damage breaths :)
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Do you know how we beat TL chromaggus?
Get out for Ignite
Get in for TL, except you Tormbot
Get out for Ignite
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As opposed to:
Get out for Ignite
Get out for Acid
Get out for Ignite
...
The fight's not significantly different, and while, most likely, it's a change that didn't need to happen, and makes TL a bit less 'special' (I wanted to use "Unique", but that's improper word-usage), it doesn't exactly make it any more monotonous than it was already.
Really, the only change that it made was removing a slight barrier-to-entry on Nef once in a while: Now you only need to have *one* BWL-geared tank in tanking gear for Chrom (though other fights would work much better with more), instead of having three.
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[10:49] <Dezzimal> azshara has 0-pre tbc kael kills
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09/15/06, 7:41 PM
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#56 (permalink)
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ಠ_ಠ
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the old Time Lapse mechanic made for a more exciting fight, but it was dumb that the fight could be so much harder on any given week compared to his other abilities. It also didn't make sense - why would "time lapse" make chromaggus lose aggro randomly? is he just forgetting?
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09/15/06, 9:29 PM
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#57 (permalink)
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King Hippo
Blood Elf Hunter
Magtheridon (EU)
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It was a Time Lapse of memory.
See what I did there?
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09/16/06, 2:19 AM
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#58 (permalink)
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Piston Honda
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Originally Posted by Chicken
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Nerfing Chrommagus just made it like all of the other fights, predictable and repetative.
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As far as I'm concerned, the most recent Time Lapse changed didn't make the fight predictable and repetative. It already was beforehand. It just made it a bit less annoying of a fight.
(Yes, I dislike Chrommagus, I have an intense hate of anything that involves mass curable debuffs)
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I think he's talking about Chromaggus 1.0, which had a propensity for parrying every single attack a tank tried to land as well as having a permanent elemental shield to all elements. Additionally, his only two breaths were incinerate and ignite flesh, and ignite flesh would last over a minute and stack as the fight progressed. The lowest we ever got that incarnation of chromaggus was 90% (without sploits obviously)
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Noobing it up on Mal'Ganis since '06
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09/16/06, 2:49 AM
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#59 (permalink)
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Von Kaiser
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I see it as a very poor reflection on Blizzard's internal test team when encounters as heavily bugged as some of the ones listed above make it to live.
Is this correct or are there some outside factors i'm not aware of? Although most of Naxx seemed to go down a treat, the whole KT despawning drama kind of ruined the world first race.
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09/16/06, 4:35 AM
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#60 (permalink)
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Just killing rare spawns-- Waiting for WotLK
Blood Elf Priest
Mal'Ganis
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Originally Posted by FunBall
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Originally Posted by theemus
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Originally Posted by Praetorian
Perception bias. The numbers haven't changed. If nothing else, a blue-geared tank now has +def from Dire Maul and elsewhere. We learned Magmadar with an 8/8 Valor tank who got crit like a motherfucker. It sucked.
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It's always fun listening to people complain that so and so's alt is going to cause us to wipe because there gear is so bad and then flipping through my old screenshots to see our MT on lucifron using a green helm of stamina.
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Ya, I remember our tank starting to try out +defense gear.
"Hey, this stuff isn't too bad."
Players that cry nerf are kinda funny. Everyone in the raid has now down the encounter 100 times, tanks have 2-3x more tank points than the blues and greens they came in with, DPS does 2x the damage they did at the start, and healers can basically last forever with improved gear.
But the instance got nerfed.
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First day my guild walked into MC (early July 2005, back when being a rag farming guild was an accomplishment) we went in with 5 58-59's and considered anyone in full blues to have excellent gear. Our tanks had gotten hard and heavy into the +def "craze" but the casters were still very annoyed with Blizzard for putting this "junk" m/5 stat in when what we really needed was more spirit and int.
I flasked for our first Nef kill- with a flask of distilled wisdom. I was "excellently" geared at the time, I had full epiks.... I had my benediction enchanted with +22int (OMFG the bestest enchant like EVAR). I clocked in at 535int 425spi- I had 12,343mana and I was unhappy because I couldn't touch Rapha, the uberleet geared priest with 14.5k mana. Man I was buffed to my last remaining buff slot- darkmoon buff, zandalar buff, blasted lands buff, 4 different kinds of food (ahhhh remember when...), and my leet flask of distilled wisdom.
The encounter hasn't been nerfed since then- but understanding of game mechanics, introduction of massive amounts of available gear and pots, and generally learning how to get the most out of what blizz is giving us makes the fight feel like a yawn fest. I did second stage forward in an elegant dress and dps jewelry (loooong story involving a forgotten ony cloak, a combat rez, and two queue'd gear changes) once- 5k mana and only a couple hundred +heal and still manged to keep folks alive and contribute. Trainable innervates, talent changes, gear....
The first time I specced disc/holy "for the guild" was while learning Gehennas. We had 12 healers- 3 of which were level 58/59 and in dubious greens and I was given the questionable job of being the main tank healer.... as a tri spec with my mooncloth robe and trindlehaven. (oh baby, 21 shadow/21 disc/9 holy goooooooooo!). I came out of the night of attempts crying because that boss was clearly not possible- I didn't have enough mana to keep the mt alive. /sob. /mourn silence.
The bosses aren't nerfed though- we're buffed hehe.
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-Douglas Adams
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09/16/06, 4:45 AM
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#61 (permalink)
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Piston Honda
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Originally Posted by frmorrison
Another boss "nerf" were the 16 debuff limit and buffing the warlock curses to give 10% more damage.
As soon as those changes were in-game, it allowed a guild that was heavy with Mages/Locks to go from wiping to Rag during Sons to getting a first kill on Rag at 20% before Sons.
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You might call that a nerf to instances, but if the old CoE and CoS existed now, casters would be doing even more damage than they currently do in AQ40 and beyond. Old CoE was so much better with Fire than the new one is.
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09/16/06, 5:11 AM
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#62 (permalink)
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Glass Joe
Human Rogue
Genjuros (EU)
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Originally Posted by Arawethion
What changed about Emps after the first week of AQ (aside from the fact that Warlock could occasionally get instagibbed by UBS for no earthly reason while waiting for a port)?
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I think i've read somewhere recently, might have been even in the patch notes, that Vek'lor no longer insta AoEs after port, meaning he has a cooldown of some sort and that kinda removes the only thing that ever killed our tanks, UBS pre port then that 4k aoe followed by a shadowbolt or a crit even, altho weak he can crit perfeclty fine with UBS debuff. On the other hand, he still tends to randomly run up to the lock and aoe, for no aparent reason, seemed weird to me allways.
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Howmuch wood would a woodchuck chuck if a woodchuck would chuck wood?
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09/16/06, 10:21 AM
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#63 (permalink)
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Von Kaiser
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I remember thinking how hard bosses would be after they took out OOC ressing. I can imagine how easy they would be now if they didn't.
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