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  1. #21
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    Why would you eliminate gear progression?

    Let boss abilities do %hp damage. Defensive stats on gear lower incoming damage. AP and SP remain on gear along with secondary stats

    1) Keeps the challenge.

    2) Raiders with better gear are able to finish an encounter with a higher success rate and/or less time.

    In my opinion, raids consist of epic level encounters which require multiple heroes working together to defeat them. Thus there should be mechanics in place that don't allow or make it extremely hard to solo old content. There's a reason they're called 10-25 man raids, isn't there?

  2. #22
    If everything in a raid encounter did % based damage, "tank" mechanics would not longer be relevant. Just heal whoever takes damage, and let a random person tank.

    not to mention you would completly invalidate every single heal increase cooldown. Rallying cry? useless. Last stand? useless. so on and so on.

  3. #23
    I am Murloc!
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    Resto Shamans, welcome to being worst healer again. We don't want your hitpoints increasing passive, go sit on the bench and let real healers do the job.

  4. #24
    Quote Originally Posted by Jubedik View Post
    Why would you eliminate gear progression?

    Let boss abilities do %hp damage. Defensive stats on gear lower incoming damage. AP and SP remain on gear along with secondary stats
    Doing %hp dmg, and then be reduced by defensive stats, makes the whole point of using %Dmg in the first place obsolete. When you get better gear, new content has to hit for a highter %hp to compensate the better gear to make hard bosses. By doing so, going into old content, your gear would be way better than the one intended for that content -> Outgeared like it is now with normal gear.

    %hp dmg attacks only make sense in one way: Give it to some special attacks of bosses, to prevent gear making key mechanics of a fight obsolete.
    Last edited by Genju; 2014-02-01 at 11:50 AM.

  5. #25
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    Quote Originally Posted by Grimbolt View Post
    Some raid encounters do have damage based on your hp, making them hard or impossible to solo.
    This. %-based damage attacks are the bane of soloists, along with stacking debuffs.

    The maggots in AQ20, The Tempest Keep trash mobs with arcane flurry, the hunter trash mobs at the start of SWP, Rage Winterchill's death & decay, some stuff in ICC...they even had to fix Fathomlord's shadow bolt in SSC due to complaints from ppl farming pets/transmog in MoP.
    Last edited by mmoc33659a5ac3; 2014-02-01 at 01:32 PM.

  6. #26
    Quote Originally Posted by Santoryu View Post
    But there could be easier and harder dungeons which would be different from each other and not just 4 iterations of the same instance.
    That would be too much work for Blizzard. Why do that when they can take one damage and give it multiple difficulties and call it different?

  7. #27
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    Let boss abilities do %hp damage. Defensive stats on gear lower incoming damage. AP and SP remain on gear along with secondary stats

    1) Keeps the challenge.

    2) Raiders with better gear are able to finish an encounter with a higher success rate and/or less time.

    In my opinion, raids consist of epic level encounters which require multiple heroes working together to defeat them. Thus there should be mechanics in place that don't allow or make it extremely hard to solo old content. There's a reason they're called 10-25 man raids, isn't there?
    Interesting - it could work.

    Why do that when they can take one damage and give it multiple difficulties and call it different?
    It puts variety into raiding schedules.

  8. #28
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    Quote Originally Posted by Santoryu View Post
    Seriously, why don't they?
    you mean like XT's tantrum in Ulduar?
    There are in fact raid bosses that do dmg by percentage to the toons health. And they can still kill you regardless of your level.
    "The pen is mightier than the sword.. and considerably easier to write with."

  9. #29
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    It would be far easier to just remove stamina from gear then.

  10. #30
    The Undying Wildtree's Avatar
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    Quote Originally Posted by Firefly33 View Post
    It would be far easier to just remove stamina from gear then.
    A few month ago, we've done some fun event..
    We tried to do Stormstout Brewery normal mode... All level 90s.. But all without any gear, naked... We got our asses handed back by the two monkeys at the entrance lol
    "The pen is mightier than the sword.. and considerably easier to write with."

  11. #31
    the people that want old content to be relevant is a very small percentage of the playerbase. and if a dungeon boss hits for 10% of your hp and a raid boss hits for 20% of your hp makes the raid bosses look bad.

  12. #32
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    Quote Originally Posted by klaps_05 View Post
    the people that want old content to be relevant is a very small percentage of the playerbase. and if a dungeon boss hits for 10% of your hp and a raid boss hits for 20% of your hp makes the raid bosses look bad.
    If anything, then the scaling has to be via on/off switch.
    I don't want to lose the option to solo old content over few people who want it to be current.
    And from what's said by Blizz devs, they too believe how soloing old content is more popular than making it current again.
    "The pen is mightier than the sword.. and considerably easier to write with."

  13. #33
    In the past, Blizzard used % based abilities, but very rarely (AQ40/Baron Geddon/Faceless Watcher, mobs would knock people up and they'd take % fall damage. Also, Sunblade Slayers would do % based damage).

    I think % based damage can be valid, but only if it can be avoided by skillful play on the players part, like when mages would slow fall people who were knocked up on Baron Geddon fight when MC was current. Maybe if a mob can be cc'd before a fight and will despawn when the other enemies in a group are killed, or something like players standing out of the fire that does % based damage. If a mob/boss is swinging for % based damage, it would bring up some weird/inconsistent game-play like how everyone else has brought up so far. However, if players take % based damage for ignoring a mechanic that could have been completely avoidable, then it would be a nice challenge for players later on trying to solo content as well as encouraging players to pay more attention in LFR.
    Quote Originally Posted by Suffer the Consequences View Post
    Gender is irrelevant. Everyone has a penis in video games, and it is measured purely on skill. Mionelol's cock is massive.

  14. #34
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    Quote Originally Posted by Santoryu View Post
    Seriously, why don't they? I believe having this be the mechanic would have several positive influences on the game:
    [
    They have it in the game it called the challenge mode, there you gear get scaled down to a fix number. But challenge mode are not to get better gear but the "honor"

  15. #35
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    Quote Originally Posted by Santoryu View Post
    a) It would keep old content relevant and prevent its obsolescence.
    b) It would stop gear from being a factor determining your chances of success when attempting a boss
    c) It would obviate the need to have multiple difficulty levels of the same dungeon.
    For most of WoW gearing up has the effect of transforming something impossible into something more doable. Imagine a difficult encounter as a Wall. The Wall is really high in the first week you reach it, but every week due to gearing the Wall gets a bit smaller and smaller until you're able to climb it. If the Wall would always be as high, many people would(sooner or later) give up completely.

    The reason there are multiple difficulty levels of the same dungeon is also that most people aren't too keen on climbing walls in the first place.

  16. #36
    I can't think of a single player that enjoys things like Tantrum or those stupid guards in the plague wing in ICC that can insta-gib you if you're alone. You may think old content being "relevant" might be fun, but in actuality no one wants to do old content and requiring a group for it is a huge barrier to being able to do it. If I had to drag together even 5 people to do Molten Core I'd never be able to run it for transmog or pets or anything because it's an 8 year old incredibly boring dungeon that I've been through over a hundred times.

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