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[wow] Warlords of Draenor - Page 444

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Add yourself to the player list
Noocta
Profile Joined June 2010
France12578 Posts
March 07 2015 00:55 GMT
#8861
Yeah, I feel like guilds got enough of ultra long fights with Imperator to last a while lol
Blackhand doesn't seems too long but it's still looking insane.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Nisyax
Profile Blog Joined January 2012
Netherlands756 Posts
March 07 2015 01:12 GMT
#8862
Well when I looked at my skada eventually blackhand HC wasn't that long of a fight, but intense is the word for that fight. One mistake? Probably GG. In that kill vid there were so many wipe calls in p1/p2.
As for my guild? Cu in a million years at blackhand mythic... fucking insane.
jeeeeohn
Profile Blog Joined May 2011
United States1343 Posts
March 07 2015 01:51 GMT
#8863
So, I didn't play Cata or Pandaria, but I got the 10-day free trial version of WoD and started playing again.

For the first few days, I barely touched it. Then I discovered Deepholm (Cata questing zone) and got hooked all over again. I did about 100 quests in that region and leveled to 85.

Pandaland was great--until Chen Stormstout showed up and I started farming turnips (for like, hours). I said "fuck this shit" and swam over to a different region, where I discovered the awesome insect civil-war quest chain.

So I hit 90 and it was time to delve into WoD.

Wow. Blizzard's quest design has only gotten better with each expansion; basically power-leveling through two expansions and having played since 2007ish I'm pretty confident in that assessment. That dark portal event was even better than BC's dark portal event: seeing that Draenai Paladin pop wings and take on a Gronn single-handedly and turning around to see an Orc holding a burning Alliance flag really brought back memories of WC3.

While I'm still sticking to my opinion that WoW's social aspect is completely gone now (as in you don't form a party within a zone and head to a dungeon type social interaction), the quest design is just off the chain, and it makes me want to experience more of the story.

So yeah, it's great.
If you can't jam with the best, then you have to slam with the rest.
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-03-07 02:36:00
March 07 2015 02:06 GMT
#8864
Yeah, I feel like guilds got enough of ultra long fights with Imperator to last a while lol


That still makes me laugh, Imperator is still long but Wildstar has like three fights that are 15-20 minutes long with no combat resses :D

+ Show Spoiler +


difficulty level is somewhere around mythic WoW, maybe a little below but there's much less of a talent pool to make a 20-40 man raid team from

that boss did take like 7 months after launch to be killed (with a lot of good guilds trying to get there) but there was some stuff holding back that progress. Guild drama, balance, bugs etc. Still fun :D
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
hootsushi
Profile Joined August 2010
Germany3468 Posts
Last Edited: 2015-03-07 02:59:46
March 07 2015 02:59 GMT
#8865
I loved the Kael'thas fight back in TBC. But in all honesty, the fight was fucking awful. 10 minute dialogues between phases is possibly the worst design I've ever seen. I'd rather have intense 5-10 minute fights nowadays than the good ol' 20 minute encounters in vanilla and TBC.

Also, Mar'gok is boring as hell.
Noocta
Profile Joined June 2010
France12578 Posts
March 07 2015 03:29 GMT
#8866
On March 07 2015 11:06 Cyro wrote:
Show nested quote +
Yeah, I feel like guilds got enough of ultra long fights with Imperator to last a while lol


That still makes me laugh, Imperator is still long but Wildstar has like three fights that are 15-20 minutes long with no combat resses :D

+ Show Spoiler +
https://www.youtube.com/watch?v=ZoxhQjfTt_8

difficulty level is somewhere around mythic WoW, maybe a little below but there's much less of a talent pool to make a 20-40 man raid team from

that boss did take like 7 months after launch to be killed (with a lot of good guilds trying to get there) but there was some stuff holding back that progress. Guild drama, balance, bugs etc. Still fun :D


Yeah but Wildstar is a mess, they built something for the 0.1% of the 0.1% x_x
Imperator should be the longest fight measure really.
" I'm not gonna fight you. I'm gonna kick your ass ! "
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
March 07 2015 09:23 GMT
#8867
On March 07 2015 11:59 hootsushi wrote:
I loved the Kael'thas fight back in TBC. But in all honesty, the fight was fucking awful. 10 minute dialogues between phases is possibly the worst design I've ever seen. I'd rather have intense 5-10 minute fights nowadays than the good ol' 20 minute encounters in vanilla and TBC.

Also, Mar'gok is boring as hell.


They served an important purpose back in the day. Healers were nowhere near as mana efficient as they are now, even with the mana regen cooldowns that no longer exist. Getting to stand there in combat (or in some cases IIRC, dropping out so you could drink while Kael talked) and regen mana was essential for the fight working.
TomatoBisque
Profile Joined March 2013
United States6290 Posts
Last Edited: 2015-03-07 09:41:59
March 07 2015 09:41 GMT
#8868
On March 06 2015 18:05 digmouse wrote:
Legendary quest spoiler, DO NOT CLICK IF YOU DON'T WANT TO BE SPOILED!

+ Show Spoiler +
Gul'dan confronts Grommash, notify him his son's death (how Gul'dan and Grom know Garrosh's identity is unknown), ask him to drink blood, Grom refuses and get pinned down by Gul'dan's spell, Kilrogg drinks blood, Gul'dan seemingly gains control of the Iron Horde.

+ Show Spoiler +
Gul'dan has a contact from the main universe, as evidenced from him knowing about Khadgar. Grom's tone seems more realization to me.
rip
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
March 07 2015 10:44 GMT
#8869
On March 07 2015 05:23 Stancel wrote:
Show nested quote +
On March 07 2015 05:17 Drazerk wrote:
On March 07 2015 04:43 Cyro wrote:
Dieing in the alternate future was merely a setback? ;d

Why do I feel this is gonna end up DC levels of stupid


It's Blizzard.

In other news, Blackhand kill vid



LOL rip dishes at the end
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
Last Edited: 2015-03-07 12:33:51
March 07 2015 12:30 GMT
#8870
On March 07 2015 11:59 hootsushi wrote:
I loved the Kael'thas fight back in TBC. But in all honesty, the fight was fucking awful. 10 minute dialogues between phases is possibly the worst design I've ever seen. I'd rather have intense 5-10 minute fights nowadays than the good ol' 20 minute encounters in vanilla and TBC.

Also, Mar'gok is boring as hell.


issue with margok isn't really the length but the fact the fight is exactly the same for 15 minutes none stop with no difference in tactics bar the add phase.

Lich King was a 15 minute fight but each phase was pretty different so it worked amazingly. Hopefully Blizzard learns their lesson from him at any rate

On March 07 2015 18:23 deth2munkies wrote:
Show nested quote +
On March 07 2015 11:59 hootsushi wrote:
I loved the Kael'thas fight back in TBC. But in all honesty, the fight was fucking awful. 10 minute dialogues between phases is possibly the worst design I've ever seen. I'd rather have intense 5-10 minute fights nowadays than the good ol' 20 minute encounters in vanilla and TBC.

Also, Mar'gok is boring as hell.


They served an important purpose back in the day. Healers were nowhere near as mana efficient as they are now, even with the mana regen cooldowns that no longer exist. Getting to stand there in combat (or in some cases IIRC, dropping out so you could drink while Kael talked) and regen mana was essential for the fight working.


I dunno what healers you were looking at but as a shaman healer playing with 3 other shaman healers and 2 shadow priests back then I can't remember ever having mana issues just because of how potions worked back in TBC. Maybe other classes got screwed a bit mana wise but why would you take anything but a shaman back then
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-03-07 14:27:45
March 07 2015 14:25 GMT
#8871
issue with margok isn't really the length but the fact the fight is exactly the same for 15 minutes none stop with no difference in tactics bar the add phase.


It's not the same at all, it has a bunch of phases where the abilities do vastly different things

100 - 85% = regular 6 abilities

85 - 55% = displacement modified abilities

55% = first transition w/ snake adds, mages

after transition to 25% HP = fortified abilities

25% = second transition phase with snake adds, mages, reaver

25-0% = replication modified abilities

it's a pretty well paced fight and all of the phases matter unless you are already confident with the fight and you overgear it

"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Gorsameth
Profile Joined April 2010
Netherlands21976 Posts
March 07 2015 14:27 GMT
#8872
On March 07 2015 23:25 Cyro wrote:
Show nested quote +
issue with margok isn't really the length but the fact the fight is exactly the same for 15 minutes none stop with no difference in tactics bar the add phase.


It's not the same at all, it has a bunch of phases where the abilities do vastly different things

100 - 85% = regular 6 abilities

85 - 55% = displacement modified abilities

55% = first transition w/ snake adds, mages

after transition to 25% HP = displacement still

25% = second transition phase with snake adds, mages, reaver

25-0% = replication modified abilities

it's a pretty well paced fight and all of the phases matter unless you are already confident with the fight and you overgear it


after first transition is not displacement but fortitude until the 2nd transition
normal > displacement > fortitude > replication
It ignores such insignificant forces as time, entropy, and death
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-03-07 14:33:01
March 07 2015 14:27 GMT
#8873
yea just corrected that, i knew i was missing a phase :D

the fight is exactly the same for 15 minutes


that's just an insult to everyone doing raid content development and everyone who's actually done the fight in appropriate gear on heroic/mythic. (raid ~i640-i655 for hc, i guess 665-670 for mythic?)

Once everyone knows everything it's not that hard, but that's always true. Being 20 ilvls over an encounter trivializes a lot of stuff in this game due to the crazy exponential gear scaling, but the original difficulty and depth is still there.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
ThaddeusK
Profile Joined July 2008
United States233 Posts
March 07 2015 14:43 GMT
#8874
On March 07 2015 23:27 Cyro wrote:
yea just corrected that, i knew i was missing a phase :D

Show nested quote +
the fight is exactly the same for 15 minutes


that's just an insult to everyone doing raid content development and everyone who's actually done the fight in appropriate gear on heroic/mythic. (raid ~i640-i655 for hc, i guess 665-670 for mythic?)

Once everyone knows everything it's not that hard, but that's always true. Being 20 ilvls over an encounter trivializes a lot of stuff in this game due to the crazy exponential gear scaling, but the original difficulty and depth is still there.


I did the fight on heroic with appropriate gear and while exactly the same is an exaggeration, the different phases don't really change how you handle the mechanics enough to justify the long fight length. I think the fight would play just as well if it was re-scaled to be an 8min fight.
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
March 07 2015 15:29 GMT
#8875
On March 07 2015 23:25 Cyro wrote:
Show nested quote +
issue with margok isn't really the length but the fact the fight is exactly the same for 15 minutes none stop with no difference in tactics bar the add phase.


It's not the same at all, it has a bunch of phases where the abilities do vastly different things

100 - 85% = regular 6 abilities

85 - 55% = displacement modified abilities

55% = first transition w/ snake adds, mages

after transition to 25% HP = fortified abilities

25% = second transition phase with snake adds, mages, reaver

25-0% = replication modified abilities

it's a pretty well paced fight and all of the phases matter unless you are already confident with the fight and you overgear it



Fortified abilities = higher dps and nothing more its basically the same as going from normal to heroic etc its not exactly a change in mechanics.
Displacement doesn't do anything anyway as you still have to do the exact same things as phases 1-3
The transition phases are the only real change in the fight until phase 4 and even then thats just a tank / spank as ranged
Cyro
Profile Blog Joined June 2011
United Kingdom20322 Posts
Last Edited: 2015-03-07 15:35:16
March 07 2015 15:34 GMT
#8876
Fortified abilities = higher dps and nothing more its basically the same as going from normal to heroic etc its not exactly a change in mechanics.


Fortified IIRC hugely increases the HP of the adds as well as makes arcane wrath take 3-4 more jumps before you can easily get rid of it. There are not a lot of DRASTIC mechanics changes, but there's a huge amount of minor variations.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
Last Edited: 2015-03-07 15:41:48
March 07 2015 15:40 GMT
#8877
On March 08 2015 00:34 Cyro wrote:
Show nested quote +
Fortified abilities = higher dps and nothing more its basically the same as going from normal to heroic etc its not exactly a change in mechanics.


Fortified IIRC hugely increases the HP of the adds as well as makes arcane wrath take 3-4 more jumps before you can easily get rid of it. There are not a lot of DRASTIC mechanics changes, but there's a huge amount of minor variations.

Fair enough as a healer its very hard to notice any difference in the mechanics and after doing it 20 times I never want to see his face again not even for mythic
hootsushi
Profile Joined August 2010
Germany3468 Posts
March 07 2015 16:07 GMT
#8878
On March 08 2015 00:40 Drazerk wrote:
Show nested quote +
On March 08 2015 00:34 Cyro wrote:
Fortified abilities = higher dps and nothing more its basically the same as going from normal to heroic etc its not exactly a change in mechanics.


Fortified IIRC hugely increases the HP of the adds as well as makes arcane wrath take 3-4 more jumps before you can easily get rid of it. There are not a lot of DRASTIC mechanics changes, but there's a huge amount of minor variations.

Fair enough as a healer its very hard to notice any difference in the mechanics and after doing it 20 times I never want to see his face again not even for mythic


Pretty much this.
KingDime
Profile Blog Joined September 2010
Canada750 Posts
March 07 2015 17:10 GMT
#8879
What!!! Mythic imp is super fun though!

I think I hate short fights more than long ones tbh. Tectus mythic was my least favorite experience out of warlords so far.
Doom Guy
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
Last Edited: 2015-03-07 17:16:14
March 07 2015 17:15 GMT
#8880
On March 08 2015 02:10 KingDime wrote:
What!!! Mythic imp is super fun though!

I think I hate short fights more than long ones tbh. Tectus mythic was my least favorite experience out of warlords so far.

It really doesn't help that the loot isn't that great so it'd literally just be for the cutting edge achievement if I did go back and while mythic looks a lot better its still not great

And tectus has issues with having your entire raid rely on one hunter which is never good

Also Rise mountains
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