MMO-Champion - Upcoming Siege of Orgrimmar Changes
Warlords of Draenor- Scouting Report

Upcoming Siege of Orgrimmar Changes
You can see Heroic progression in our recent news post.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Effective with next week’s raid resets, we will be making some targeted difficulty adjustments to a few encounters in Siege of Orgrimmar. Overall, the difficulty curve in Siege has met our expectations, and while there are some major challenges deep in Garrosh’s sanctum, we see raid groups continuing to make steady progress at all levels. However, there are a handful of encounters at specific sizes/difficulties that present a disproportionate jump in challenge, and so we’re making some adjustments to smooth out the difficulty curve overall. We wanted to provide a bit of advance notice, both for guilds that are extremely close to kills and want to get in under the wire with the coveted “pre-nerf” kill, and to provide some hope to those who are looking at the wall ahead of them and despairing.

Galakras
We will be reducing the health of the Kor’kron troops in 10-player Normal and Flexible difficulty, because smaller raid groups have fewer tools to deal with the various enemies, and are further impacted when a portion of the raid must break off to deal with towers. No changes to Heroic difficulty at this time.

Thok the Bloodthirsty
We will reduce Thok’s unavoidable Fearsome Roar and Shock Blast damage in 10-player Normal, Heroic, and Flexible mode – again, smaller raid groups have fewer raid cooldowns to handle the increasing damage as Acceleration ramps, and we’re seeing 10-player and smaller Flex groups having much more difficulty with this encounter than their 25-player counterparts.

Siegecrafter Blackfuse
This encounter’s Heroic mode is a huge step up in difficulty from the preceding 11 bosses. We’re looking to smooth out that spike somewhat, while still keeping the fight quite challenging. The following changes apply only to Heroic difficulty: We are reducing the unavoidable raidwide damage inflicted by Magnetic Crush and Shredders’ Overload, as well as the damage from Superheated (to make belt groups’ lives a bit less painful when an Overcharged Laser is active). We’re also reducing Disassembled Turret health. Finally, on 10-player Heroic only, we’re reducing the health of Crawler Mines, since 10-player raids have fewer available tools to keep them controlled.

Paragons of the Klaxxi
Moving on to Heroic Paragons, we’d like them to continue a steady increase in difficulty that culminates with Garrosh. They’re already pretty close to that, so we’re just making a couple of tweaks here, reducing the damage of Multi-Shot and Fiery Edge on Heroic difficulty. This should keep most of the coordination difficulty of the fight, but reduce some frustrating deaths due to burst damage interactions between different abilities.

We have no further changes planned at this time, but we’ll continue to monitor players’ ongoing progress through Siege of Orgrimmar, and may make further adjustments if needed.
This article was originally published in forum thread: Upcoming Siege of Orgrimmar Changes started by chaud View original post
Comments 139 Comments
  1. Puuhis's Avatar
    Why are so many of you so fussed about a change you don't even know yet? It might as well be 5% damage reduction. The reasonings given make complete sense and if you disagree with them I'm happy you're not a game designer. Those nerfs should've most likely been in even before 5.4 launched, and better late than never. Those changes will just make not having an optimal setup more forgiving.
  1. risingforce's Avatar
    Quote Originally Posted by ViridianWRA View Post
    My group just got to heroic Thok. If we don't get a kill this week, this should help.
    Exactly, welcome changes!

    Quote Originally Posted by Archimand View Post
    if you play for challange you shouldve killed those boss already, if not then you obviously needed the nerfs.
    Well said, puts to rest the arguments of the elitest!
  1. Sunnydee's Avatar
    what bugs me is that ppl keep saying its a nerf when most of them havent killed em on hc. its not a nerf in that manner, its balancing the fights to fit those who still struggle but are close to a kill. Nerfs are something that makes a gamechanger mechanicwise. u still have to do these fights the same way, same tactics, same kill order. only difference is you can breath out every now and then.

    im 11/14 hc and im happy on these balance changes to make it more suitable for me and my guilds skills/progress,
  1. Teebone's Avatar
    Quote Originally Posted by zaneosak View Post
    This statement is about as stupid as your avatar.

    Some of us raid 2 days 2 hrs a week and are 8/14 heroic and would like a shot at those bosses in their original form when we get there.
    At 4 hours a week you ain't getting there before WoD. Sorry =(
  1. NoNamedPride's Avatar
    Quote Originally Posted by Gramla View Post
    I think this nerf is to early, we are at Garrosh HC for a week now and didn´t think that blackfuse or paragons were to hard, actually they are pretty well tuned... and with a look at the next Addon there is so much time to progress on the last 3 bosses.
    Thing is: YOU aren't the indicator. Garrosh HC First Kill has already happened, long enough ago. And it seems like enough people have followed up on it. So it must be somewhat time to nerf those Encounters for whoever.
  1. Moradim's Avatar
    finally, a blue post admitting that 10 man is harder than 25 due to less tools available.

    see, even the devs agree with players.
  1. Chrispotter's Avatar
    Anyone who hasnt cleared 14/14 hc yet needs all the help they can get. Honestly nerfs are welcome at this point, makes alt raids easier and easier to sell boosts. Looking forward to 30% raid wide nerf if that ever comes, will be easy to boost 5+ people on 25 HC at that point
  1. Dark2099's Avatar
    Quote Originally Posted by Moradim View Post
    finally, a blue post admitting that 10 man is harder than 25 due to less tools available.

    see, even the devs agree with players.
    I'm so sick of hearing this shit.

    The fact is, some fights are easier on 25, and others easier on 10. As somebody who raids both, i've seen those differences firsthand. Easy example - Heroic Norushen. It's a complete joke to do on 10m, while 25 is considerably more challenging.

    The biggest difference between 10 and 25 i've seen is that 10m raiders are more full of themselves.
  1. Captiosus's Avatar
    And so begins the "Please don't unsub while you wait the next six months, we'll make everything easier!" phase.
  1. Moradim's Avatar
    Quote Originally Posted by Dark2099 View Post
    I'm so sick of hearing this shit.

    The fact is, some fights are easier on 25, and others easier on 10. As somebody who raids both, i've seen those differences firsthand. Easy example - Heroic Norushen. It's a complete joke to do on 10m, while 25 is considerably more challenging.

    The biggest difference between 10 and 25 i've seen is that 10m raiders are more full of themselves.
    25 is carebear mode.

    you cant trivialize fights in 10 by stacking raid cooldowns, or the best example, adding a third tank to trivialize h garrosh adds.

    not to mention it's quite possible for both your healers to get mind controlled.
  1. Mortalmansikka's Avatar
    25s been tuned around stacking cooldowns, thats why the big things hit harder.
  1. Gnosk's Avatar
    Quote Originally Posted by Ruojin View Post
    Maby, maby not you dont know how far or how our guild is with raiding so saying * you have had plenty of time * is just invalid, i can tell you that if we hadnt had abit of roster issue's anything else we could have downed it.

    So please hold those comments to yourself next time.
    There is no "maby" about it. The raid has been out for months now. It doesn't matter if you just started raiding it today the raid has been there for months.

    Blizzard would like to see more people progress to garrosh at this stage of the expansion.
  1. Frolk's Avatar
    I understand the change to Thok, blackfuse and klaxxi, but why Galakras?
  1. Evory's Avatar
    Quote Originally Posted by Frolk View Post
    I understand the change to Thok, blackfuse and klaxxi, but why Galakras?
    Galakras change only applies to normal and flex NOT heroic. I guess they have data indicating normal/flex groups struggle on that encounter for the intended difficulty.
  1. Vinyard's Avatar
    great changes!
  1. Weightlifter's Avatar
    Now I will be forever known as a nub who couldn't even kill Siegecrafter before nerfs.
  1. Crowfeather's Avatar
    we're more the 4 months into the patch before the first (official) nerfs, and even then it only applies to a few bosses. Dragon Soul, to make a comparison, started nerfing content just 2 months after launch. If anything, I commend Blizz for sticking it out as long as they did, but as they say, the show must go on. The remaining guilds working on the last 4 bosses (mine included), aren't the bleeding-edge super awesome guilds, and simply aren't as skilled as those from Method, Envy, Blood Legion, etc. Most casual raiders don't want to wipe 400 times on siegecrafter with no possible gear upgrades since everyone is already 575. :P
  1. subanark's Avatar
    Quote Originally Posted by Moradim View Post
    25 is carebear mode.

    you cant trivialize fights in 10 by stacking raid cooldowns, or the best example, adding a third tank to trivialize h garrosh adds.

    not to mention it's quite possible for both your healers to get mind controlled.
    The biggest challenge with 25s is simply organizing it. In HC, you can get a good set of players who can cooperate together for a raid at that skill level. With flex, you don't need a lot of coordination. 25 normal groups are the tough part as the players that are of that skill level often have enough issues to bring them below professional level and starting a raid within 30 minutes of the start time is lucky, not to mention getting everyone on the same page together.
  1. Hugh Wattmate's Avatar
    Good to see nerfs tbh haters gonna hate. Don't see whats to moan about its not like they will be super easy and a cakewalk now. It just means less wipes to get the kill (a good thing, unless you are odd and like to wipe 500x before a kill)

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