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On June 30 2017 23:37 lestye wrote:Show nested quote +On June 30 2017 21:02 Warri wrote:On June 30 2017 15:04 lestye wrote:On June 30 2017 07:47 Cyro wrote:![[image loading]](http://i.imgur.com/UWCEbwk.png) what year is it :D Man, I'm not sure if its possible with the current design of classes, especially with how many classes have cleaves on top of everything, but I would love it if we could get some type of dungeon content that was slower and relied on those CC initiations like back in Cata/BC/Vanilla. Problem is, youre running on a clock. If you cc even one mob, that effectively makes two groups out of one unless you pull him into the next group or break cc early. Also those cced mobs still get affected by bolstering and whats worse they spawn those shitty explosive orbs, so you also have to drag mobs away from them first, which can be hard with casters. Yeah, I wasn't speaking in conjunction with Mythic+ difficulty I was more speaking to just regular dungeon design of the past. You also only needed to CC Cata dungeons until the first raid tier came out, then it was back to AoE as usual
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United Kingdom20324 Posts
Not just because of gear but because of nerfs
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On July 01 2017 09:09 Cyro wrote: Not just because of gear but because of nerfs Only pulls i recall being exceptionally difficult were the ones before the first boss in deadmines, since those guys could literally 2 shot you if your healers werent on their shit instantly. and quite a few pulls/bosses in grim batol as well.
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United Kingdom20324 Posts
They weren't that difficult if done properly, especially by todays standards after CM's and Mythic+. They just had a lot of mobs with abilities that were dangerous or healer-types that would spam heals and outheal your DPS unless you pulled carefully & used interrupts/cc to control them
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Also, early Cata was the first time in a looong time that Healer needed to manage their mana again. For all of WotLK, healer wasn't a concern. Took a while for people to readjust and that was felt during Cata early heroics.
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On July 01 2017 08:01 arb wrote:Show nested quote +On June 30 2017 23:37 lestye wrote:On June 30 2017 21:02 Warri wrote:On June 30 2017 15:04 lestye wrote:On June 30 2017 07:47 Cyro wrote:![[image loading]](http://i.imgur.com/UWCEbwk.png) what year is it :D Man, I'm not sure if its possible with the current design of classes, especially with how many classes have cleaves on top of everything, but I would love it if we could get some type of dungeon content that was slower and relied on those CC initiations like back in Cata/BC/Vanilla. Problem is, youre running on a clock. If you cc even one mob, that effectively makes two groups out of one unless you pull him into the next group or break cc early. Also those cced mobs still get affected by bolstering and whats worse they spawn those shitty explosive orbs, so you also have to drag mobs away from them first, which can be hard with casters. Yeah, I wasn't speaking in conjunction with Mythic+ difficulty I was more speaking to just regular dungeon design of the past. You also only needed to CC Cata dungeons until the first raid tier came out, then it was back to AoE as usual You still needed to CC some nasty pulls. ZA and ZG had their own intricacies as well. But yeah, regardless I kinda miss that type of dungeon.
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On July 01 2017 16:47 lestye wrote:Show nested quote +On July 01 2017 08:01 arb wrote:On June 30 2017 23:37 lestye wrote:On June 30 2017 21:02 Warri wrote:On June 30 2017 15:04 lestye wrote:On June 30 2017 07:47 Cyro wrote:![[image loading]](http://i.imgur.com/UWCEbwk.png) what year is it :D Man, I'm not sure if its possible with the current design of classes, especially with how many classes have cleaves on top of everything, but I would love it if we could get some type of dungeon content that was slower and relied on those CC initiations like back in Cata/BC/Vanilla. Problem is, youre running on a clock. If you cc even one mob, that effectively makes two groups out of one unless you pull him into the next group or break cc early. Also those cced mobs still get affected by bolstering and whats worse they spawn those shitty explosive orbs, so you also have to drag mobs away from them first, which can be hard with casters. Yeah, I wasn't speaking in conjunction with Mythic+ difficulty I was more speaking to just regular dungeon design of the past. You also only needed to CC Cata dungeons until the first raid tier came out, then it was back to AoE as usual You still needed to CC some nasty pulls. ZA and ZG had their own intricacies as well. But yeah, regardless I kinda miss that type of dungeon. Only things that were usually death in ZA/ZG were the bear guys before nalorakk, or pulling one of the rune binders? or the guys with a sword into a pull.
maybe you guys remember the game better than me but most of the pulls werent that bad i didnt think, a few specific ones were definitely though
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On July 01 2017 17:30 arb wrote:Show nested quote +On July 01 2017 16:47 lestye wrote:On July 01 2017 08:01 arb wrote:On June 30 2017 23:37 lestye wrote:On June 30 2017 21:02 Warri wrote:On June 30 2017 15:04 lestye wrote:On June 30 2017 07:47 Cyro wrote:![[image loading]](http://i.imgur.com/UWCEbwk.png) what year is it :D Man, I'm not sure if its possible with the current design of classes, especially with how many classes have cleaves on top of everything, but I would love it if we could get some type of dungeon content that was slower and relied on those CC initiations like back in Cata/BC/Vanilla. Problem is, youre running on a clock. If you cc even one mob, that effectively makes two groups out of one unless you pull him into the next group or break cc early. Also those cced mobs still get affected by bolstering and whats worse they spawn those shitty explosive orbs, so you also have to drag mobs away from them first, which can be hard with casters. Yeah, I wasn't speaking in conjunction with Mythic+ difficulty I was more speaking to just regular dungeon design of the past. You also only needed to CC Cata dungeons until the first raid tier came out, then it was back to AoE as usual You still needed to CC some nasty pulls. ZA and ZG had their own intricacies as well. But yeah, regardless I kinda miss that type of dungeon. Only things that were usually death in ZA/ZG were the bear guys before nalorakk, or pulling one of the rune binders? or the guys with a sword into a pull. maybe you guys remember the game better than me but most of the pulls werent that bad i didnt think, a few specific ones were definitely though Some of the bear pulls could get intense, and the trash before the firehawk had casters that could do some insane stuff. I remember I'd always be furious whenever CC broke on the spellcasters, the one that had that crazy buff that was always fun to spellsteal.
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United Kingdom20324 Posts
Already spent longer on KJ heroic than most mythic bosses and no kill yet
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On July 05 2017 06:27 Cyro wrote: Already spent longer on KJ heroic than most mythic bosses and no kill yet Hehe same here, almost 50 pulls and 1 decent p3 sofar
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United Kingdom20324 Posts
Had a few decent p3's but need to get a group there in good shape 5-10 times to really make a kill
Figured out something pretty big, if you have 10 man (maybe up to 12) you get far fewer things to soak
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So I need to write down my M+ woes from this week. :D I used to just do 1-2 per week, with the max needed right away. But now it is hard to get invited to high keys because people always check M+ score and mine sucks because I have 0 score on several dungeons since I played so few. So I had to start playing keys from 11, had some good groups where we easily made 14+2. But twice once we reached 15/16 key owners left , probably to do them with guild mates. On top of that I had 3 complete fail groups.
So decided to play my own key with guild, were on our way to do a 14+2 and suddenly one guy goes afk and does not come back. Next 2 dungeons failed by 5 and 10 secs respectively because of fail pulls and people tried alternative specs. Stopped when my key ended up as 13 cathedral.
Overall spent maybe 10 hours and only got several 13 and 14 but no 15, also not a single piece of loot, when I spent only like 30 mins in other weeks. And from what I see next week will be really bad. :/
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On July 05 2017 07:07 Cyro wrote: Had a few decent p3's but need to get a group there in good shape 5-10 times to really make a kill
Figured out something pretty big, if you have 10 man (maybe up to 12) you get far fewer things to soak Yep as I said earlier there is nothing particularly difficult but enough opportunities to make mistakes so that you will wipe often in p1/p2 if you have a few bad players. And that makes it very time consuming to progress in p3. Though to be fair progressing is maybe to big a word for p3, it is really not much to learn there. People only need to learn to dodge the pillar aoe (which is way bigger than you think) and let one guy kite the orb. Also very helpful if you can save br for tanks because there are some big bursts.
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The amount of times people mistook the Dreadflame explosion for the Meteor and walked out early. /shudder
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On July 05 2017 07:33 Redox wrote: So I need to write down my M+ woes from this week. :D I used to just do 1-2 per week, with the max needed right away. But now it is hard to get invited to high keys because people always check M+ score and mine sucks because I have 0 score on several dungeons since I played so few. So I had to start playing keys from 11, had some good groups where we easily made 14+2. But twice once we reached 15/16 key owners left , probably to do them with guild mates. On top of that I had 3 complete fail groups.
So decided to play my own key with guild, were on our way to do a 14+2 and suddenly one guy goes afk and does not come back. Next 2 dungeons failed by 5 and 10 secs respectively because of fail pulls and people tried alternative specs. Stopped when my key ended up as 13 cathedral.
Overall spent maybe 10 hours and only got several 13 and 14 but no 15, also not a single piece of loot, when I spent only like 30 mins in other weeks. And from what I see next week will be really bad. :/
We always lack a healer and you never wanted to do them  Next week will be far easier except for kara and cathedral as always. Orbs are the worst affix currently in terms of slowing down, even moreso than bolstering. You waste so much dps on them that groups take longer and you can not mass pull at all. With bolstering you can still pull big groups as long as they die more or less at the same time and you can go full dps.
Edit: my woes this week: We were trying to push high keys, 5 times the key became lower kara 15+. Two times cathedral. we gave up. Hov is also really fucking hard with orbs. Still got quite a lot done.
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United Kingdom20324 Posts
On July 05 2017 07:49 Gorsameth wrote: The amount of times people mistook the Dreadflame explosion for the Meteor and walked out early. /shudder
I've seen about 20 of those so far. Lotsa people think it's okay to run out of the meteor 0.5 sec after it which is already silly but they also mistake it for the other mechanic on top of that
I think this boss tuning won't last very long, particularly the armageddon DOT damage / soak amounts / raid 1shot on failsoak. I've already spent more boss hours on him than 11 of the 13 mythic bosses in HFC
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*teleports behind you* nothing personal, kid
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United Kingdom20324 Posts
That hits a bunch of ppl all the time too
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cyro what's the go-to legendaries for 2/2/2/etc
starting to dislike chaos theory, and if I drop it for a non-tier slot I'll have t20 4piece
and I've been lazy with sims, but I'm not feeling the specter hype at all
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Mythic Avatar seems insane. 453 pulls for world first kill lol.
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