I just mean it came off really condescending to both the OP and to the many people on this forum who are still on normal modes. That's all I'm saying, just something to keep in mind when phrasing posts.
I'm not an elite raider, I like to clear normal modes while they are current but I'm realistic and not seeing any world firsts in my future. That said, I'm also not a complete derp. Maybe when I said worst designed ever I should have explained a bit more I think the concept and thought behind the fight are fine, so in that respect the 'design' is fine. My issue is the maze itself, and I know I'm not the only one that has trouble seeing the safe path.
Like I said, I'm not sure if it's a graphics thing, a hardware thing (at my end) or whatever, but the 'walls' of the maze lack definition to me. The clear path does not always seem clear. maybe if the maze was a flat solid texture on the ground it would be a lot clearer, but with the 3d smoke that has a height to it as well seems to add difficulty to the maze that may make it harder on people running a min. systems requirement machine on lowest settings. The contrast between the ground and the maze is not there for me. All the lack of definition, poor contrast, the effect it has on FPS, and the fact that the maze itself is very unforgiving, and that about summarizes why I think it's the worst designed boss ever. I haven't been tested for color blindness but this fight is starting to make me think that it might be time that I did. Dark purple on dark grey does not make for good contrast. It's a sea of darkness. Blizz have tweaked the maze a few times already, were changing it right till the end of 5.2ptr and even said themselves that what went live wasn't how they'd intended it to be.
The outer path does seem a lot clearer than the melee path, but on our last attempts without any run speed boosts it was all but impossible to stay ahead of the death beam (I think this was hotfixed after our attempts but haven't been back in yet to check).
If you have no problems seeing the maze and the clear path, I'm happy for you, but I just think that the maze is extremely unforgiving for a mechanic that it seems like a lot of people are still having trouble seeing clearly. Success or failure in the fight comes down to getting through the maze cleanly. If a couple of people in your group are having issues with it the fight becomes infinitely more difficult. If a fight relies on a machine beyond min. system requirements to get past it, that's bad design imho.
My guild is only 8/12 and so far, Most of my group's favorite fight has been durumu. The boss just seems well done, if you mess up then you die but the mechanics are easy enough to not mess up frequently. Just get light phase down fast which is the hardest part, don't die to faceroll mechanics like the knockback. And all stack in melee and go in the side with little lines and follow melee maze. GG
Don't Talk to Strangers
I must say that this fight is pretty awesome, I enjoy it a lot and it's great fun once you understand the mechanics. We kille dit first by switching down to a 10 man once our 25 raid ran out of time last Monday (before nerf), it was cake. We pretty much roflstompped the boss, and I feel he's pretty undertuned for 10, although it might have just been we took literally the BEST dps/heals in the guild and destroyed him (I will say most our players are of around equal skill but it still varies a bit fight to fight). We then went on to 2 shot Primordius, awesome fun on that fight as well!
I think especially with the changes to the maze the fight is great, as long as the healers are healing, you will be fine and the only thing that will kills you is not focusing or bad placement of void zones (that can lead to the raid running through them in the maze). I remember on the first 10 man attempt I was just barely making it out of being stunned from life drain, popped Death's Advance and accidentally ran into Force of Will as I was so happy to be alive I didn't notice it till I went flying ^.^
For info and continuing coverage on Mists of Pandaria and it's PTR, head over to
Durumu is great because bad players die to the dance.
Originally Posted by Offhand
If you're dying to the life drain + force knock back, you need to make sure that you're as close to the boss as possible when you're the last person to get stunned.
<Divinity> US-Kel'thuzad 14/14H US 8th 10 man | 14/14H 25 man
Recruiting exceptional raiders for 20man mythic content. Click here to apply.
hello, is this boss 2 or 3 healed by 10 man raids ? and I saw somewhere you can one tank it, is this right ?
QQ much ? Not like not getting your own way instantly eh ? Aww shucks chum, how do you handle real life ? and CHANGE?
I would like to ask for help on this fight as well.
Yesterday we had 25 wipes on this boss on 10 man normal. Lot of personal errors, etc., but still with the feeling, that we do something wrong. Most of the times one of ours tanks (Sharuil or Natrang) died. I'm not sure if our healers weren't good enough, or we did something wrong. Here is the log from the longest try: http://worldoflogs.com/reports/rt-24...?s=8303&e=8647 so if anyone can take a look and give some advices? Cheers
"Not that I mind senseless violence, manling, but what are you doing to that old man?" - Gotrek, the Trollslayer
This is a great fight, lots of nice graphics and varying responses to the general strat (not the same every single time). My machine handles the graphics fine and I can see the maze pretty clear, so no complaints here. Just wanted to post a contrary opinion to the OP and give Durumu encounter some support!
Looking forward to the hard mode with the walls of ice, our guild is almost up to him on heroic.
Well after much playing around with GDP settings and the like I found a happy medium where I could generally make out the maze and we killed it. I still feel this boss was more about overcoming crappy graphic design rather than anything else.
Definitely normal modes are not a joke. Don't forget there are guilds out there that don't start with an average raid ilvl of 512 or even more. Most guilds starting with ToT are arround 500 and maybe they are arround 505 when they work on Durumu. And I think that gear offset is quiet noticable. We are also not the best guild in the world, but our average raid ilvl is arround 510 or so and we managed to kill Durumu during the third maze.
I think Durumu is really the hardest encounter in the first eleven Bosses (we are 11/12 currently). Though I never thought that it's kind of unfair. You really have to play it well and fast, especially the beams, and the boss will die. It kind of felt like Elegon imho and it was really a great moment when we killed it first. It's not like twin consorts which are really a push over.