If you scale the blizz ui down things can get much clearer. I think there are addons which allows you to scale specific bars/buttons/interface elements too, could be handy.
[wow] Warlords of Draenor - Page 577
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Duvon
Sweden2360 Posts
If you scale the blizz ui down things can get much clearer. I think there are addons which allows you to scale specific bars/buttons/interface elements too, could be handy. | ||
Cyro
United Kingdom20275 Posts
On September 25 2015 19:18 crappen wrote: Will try Bigwigs today. ElvUI, I have been looking at this a while back, I think I was afraid it was too much hassle, as I don't really need to monitor everything, but rather just disable unwanted UI elements. I mean just look at this beauty, everything I need ![]() That has everything you need but it probably requires quite a lot of focus and attention to actually see stuff. I've come very far in MMO's since taking a close look at where my focus is during fights - any extra second that you have to look off to the side to assess raid HP and who is dead/alive is a second not spent focusing on movement, mechanics and other more critical things. I have grid configured to be pretty huge with a big mark on healers and tanks and class coloring on everything, i have a HUD center screen and i have pop-ups and flashy things and even some really loud and distinctive sounds to play so that me and everyone within 3 houses will know when my t18 2p procs or somebody uses the legendary ring - it really makes it much easier to play. Easier to play is everything, it's the best way to improvement until the top 1% | ||
crappen
Norway1546 Posts
On September 25 2015 22:00 Cyro wrote: That has everything you need but it probably requires quite a lot of focus and attention to actually see stuff. I've come very far in MMO's since taking a close look at where my focus is during fights - any extra second that you have to look off to the side to assess raid HP and who is dead/alive is a second not spent focusing on movement, mechanics and other more critical things. I have grid configured to be pretty huge with a big mark on healers and tanks and class coloring on everything, i have a HUD center screen and i have pop-ups and flashy things and even some really loud and distinctive sounds to play so that me and everyone within 3 houses will know when my t18 2p procs or somebody uses the legendary ring - it really makes it much easier to play. Easier to play is everything, it's the best way to improvement until the top 1% I would tweak the settings in the direction you are talking about. Bigger raidframes, and a bit bigger icons on boss CDs, as well as better view on my own CD's. I'm gonna try config ElvUI and BigWigs, see if it fits me. PS: Im not doing it for the beauty, but for me, this makes it practical and I only get to focus on whats important. | ||
InFiNitY[pG]
Germany3467 Posts
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Cyro
United Kingdom20275 Posts
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Alventenie
United States2147 Posts
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Cyro
United Kingdom20275 Posts
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Cyro
United Kingdom20275 Posts
![]() Kilrogg Deadeye Kilrogg Deadeye's Heart Seeker now deals damage and spawns globules only against the target of the ability on Normal Difficulty. Significantly reduced the health of Blood Globule and Fel Blood Globule on Normal Difficulty. Hellfire High Council Reduced the damage of Dia Darkwhisper's Wailing Horrors by 30% on Normal difficulty. Gorefiend Gorefiend no longer uses Shared Fate on Normal or Raid Finder difficulty. Gorebound Construct's Hunger for Life now only affects the fixated target on Normal difficulty. Tyrant Velhari Aura of Oppression in stage one and Aura of Contempt in stage two of the encounter now increases its effect over time more slowly on Normal difficulty. Xhul'horac Wild Pyromaniac's Fel Orb no longer creates patches of Chaotic Felblaze if it fails to impact a player on Normal and Raid Finder difficulty. Unstable Voidfiend's Volatile Voidstep no longer spreads Creeping Void if the explosion contacts any players on Normal and Raid Finder difficulty. Archimonde Archimonde no longer uses Wrought Chaos on Normal or Raid Finder difficulty. Nether Portals created by Nether Banish no longer summon Living Shadows on Normal or Raid Finder difficulty. We certainly haven't consistently been successful in doing this, but as we reflect on how Normal difficulty has turned out, we'd rather remove mechanics from Normal difficulty entirely than leave them in but make them so non-threatening that they can be ignored entirely. The latter approach hurts clarity, because you look at an encounter and see 3 or 4 mechanics, but there may actually only be 1 or 2 that you truly need to worry about. Removing mechanics from Normal also means that, in effect, going from Normal to Heroic now introduces some additional mechanics, just as going from Heroic to Mythic always has. That adds some additional depth to the experience of learning a boss on a higher difficulty, rather than just having the same encounter with larger numbers. It might be better if the difficulty and complexity gap between Normal and Heroic were comparable to the gap between Heroic and Mythic, and that hasn't been the case. I agree somewhat, normal and heroic being identical but just having bigger numbers wasn't the greatest. For the archimonde fight, the chaos beam was one of the easier mechanics but a lot of the difficulty is a ton of stuff happening at once, not in any particular mechanic. The living shadows is a big deal, especially for groups with lower DPS going into mythic HFC has been awesome, mythic assault is actually a completely different and actually interesting fight compared to normal/heroic, Reaver and Kormrog are more complex and punishing and we have the overall feeling of difficulty through mechanics rather than having any problem with DPS or HPS numbers in particular | ||
Redox
Germany24794 Posts
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Cyro
United Kingdom20275 Posts
On October 02 2015 21:54 Redox wrote: I thought normal was already much easier than hc. Especially removing wrought chaos is lame imo as it is one of the mechanics that characterizes the Archimonde fight. And it is really not hard to deal with it. It was if you had the players who could do the mechanics well, Archimonde was really hard mechanically though. I agree with having more/harder mechanics on the normal to heroic step instead of just the heroic to mythic step; having four difficulties and two of them being exactly the same aside from gear inflation numbers wasn't fun! The boss stood out a lot as one that was difficult to carry or overgear, especially on normal. That was mostly due to the difficulty being in mechanics. Wrought chaos, shackles, infernals, shadows, feedback and nethers at the same time was something that most people couldn't handle. I did like the chaos mechanic and it didn't really seem to be hard or stand out, but i must say after about 250 pulls of archimonde, having chaos fire at you and then from you while you're shackled with an infernal on you and trying to kill living shadows was at least a little bit fucked up ![]() They could have made chaos deactivate when the boss hit 40%, it was fun in third phase but being spammed by dangerous and often unavoidable mechanics in the last phase was the part that i see a problem in. It's something that i'm personally fine with, but it's a huge obstacle for people of certain skill levels and if you're lucky enough to have your entire guild be of very similar skills, they'll just go something like 12/13n, 5-8/13h at the moment. There are numerous bosses on heroic that are much easier than archimonde N if you have a group of slight-moderately overgeared people (any legendary rings on key dps) but some or all of your raid groups can't handle a lot of dangerous mechanics at the same time. The recent rework of normal mode prevents this somewhat~ | ||
FinestHour
United States18466 Posts
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Cyro
United Kingdom20275 Posts
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F1rstAssau1t
1341 Posts
On September 21 2015 12:36 Cyro wrote: They're actually reworking the start of the game specifically to remove that. Have you played Legacy? You have 16 probes at 0 minutes and 39 seconds into the game, literally. 5v5 is still kinda large scale for LAN events, bring 20-30 people and having 20 computers for 1 match would be hard. It probably doesn't create proportionally higher viewership or prize pools. Blizzard would have to seriously seriously stay on top of the game and constantly patch stuff, something they're not amazing at even for PVE content which is much more predictable. It'd mean extra developers hired to oversee pvp balance at the very least They seem happier to focus on what's generally considered "the" 1v1 esport (starcraft) and getting their moba (5v5, pvp only) off the ground, rather than trying to balance WoW matches with 20 people in them using classes that get redesigned every 1.5 - 2 years with their own set of pvp-only abilities and stats to safely seperate it from the PVE core of WoW and avoid ruining both PVE and PVP trying to have a compromise (though Legion is stepping in that direction, which is good Then why not make it smaller? Like creat a new RBG for "eSports" like 6v6 or 7v7 idk, and making new maps for them. I really believe Blizzard should try something like that, i would love it. | ||
bo1b
Australia12814 Posts
Port season 7 back into balance for arena tournaments. | ||
daemir
Finland8662 Posts
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Cyro
United Kingdom20275 Posts
On October 12 2015 18:42 daemir wrote: Got to try some mythics in a joint raid with another guild having problems with hitting the magical 20 people limit, killed first 2 and got kormrok to 36% something in first raid. Can't wait to get to the fun stuff like Gorefiend ;d We almost got deadeye but i hear a lot about gorefiend being poorly balanced compared to bosses 1-5 and some of the ones after him we are a fairly new guild at the moment that just jumped up to 4, nearly 5 mythic pretty much out of nowhere and now we have so many recruits it's not even really possible to accept any more, we have like 25 people in the roster and 6 applications in the last 24 hours. Back when it was 13/13H, 0/13M there were very few applications | ||
daemir
Finland8662 Posts
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Cyro
United Kingdom20275 Posts
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FinestHour
United States18466 Posts
if 1 person makes even 1 small mistake its just a wipe and reset, i actually know like at least 3 guilds with friends who just disbanded cuz they couldnt handle that shit idk if that hard of a fight is a good thing or a bad thing | ||
Cyro
United Kingdom20275 Posts
On October 13 2015 11:25 FinestHour wrote: i currently have 50 pulls in but the guild i joined has over 250 and they are pretty fed up with anyone making a mistake at this point so its a little rough if 1 person makes even 1 small mistake its just a wipe and reset, i actually know like at least 3 guilds with friends who just disbanded cuz they couldnt handle that shit idk if that hard of a fight is a good thing or a bad thing It's a very bad thing IMO if it's thrown halfway through progression in the middle of much easier fights or if you have a situation where a 300-wipe boss guards half a dozen 50-wipe bosses | ||
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