How is odyns room circular? You must be hard of thinking.
yeah, and so do all the fights you simply call "circles with add cluster fucks"
your generilizing only the things you want to
elisande is "a circle room add cluster fuck" just as much actualy even less then lich king was
so if your gunna generlize things to try and make stuff look shitty ,do it all the way, not just the stuff you want to
Why don't you just say fuck, why censor yourself?
Well, the one thing I kind of dislike about bosses in NH are the areas you fight them in. With the notable exception of Krosus, every boss is, like the OP said, a circular, claustrophobic room or a similar area. While Star Augur has amazing visuals, you are experiancing them on a platform that doesn't let you move 2 seconds in one direction. Add fights aren't so bad in this tier tho, there isn't one fight that feels like I'm constantly just controlling adds, never really fighting the boss.
I agree.
Introducing adds into every fight seems rather unimaginative in my eyes.
But Blizzard has done that all the time. It is a very cheap way to create challenging encounters. I cannot imagine how much resources Star Augur took to design because that fight really has creative mechanics and is beloved by most of the raiding crowd right now.. And in the end phase there add management actually makes sense! Don´t stick adds into every fight please. Need more engaging mechanics instead.
But. Tomb of Sargeras has 9 bosses, 7 of which are about add management, so. The paradigm will not shift.
NH gets 5/10 from me.
Instead of add clusterfuck encounters I would like more council based fights again. Those have become scarce lately.
Most of those fights aren't actually add fights. Good example of what's wrong with this community. People complain about shit they don't even understand
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except alot of the area are not circles
he lables chromatic as one, when its not
same with spellblade, you can fight her anywhere, and even her area is not a circle
elisande yes is a circle, but the middle is missing
also what the fuck does it matter what shape the boss area is!?
1. a circle makes camera smoother
2. there is only so many fucking shapes, tell me some boss room shapes you would like to see
- - - Updated - - -
you mean like botanist mythic? also we allready know we are getting a council fight in ToS
Skorpyron - requires top-notch management of adds to succeed
Chronomatic Anomaly - requires flawless management of adds to succeed
Spellblade Aluriel - requires perfect management of adds to succeed
Tichondrius - requires sublime management of adds to succeed
Botanist - requires unprecedented management of adds to succeed
Elisande - requires pristine management of adds to succeed
Gul´dan - requires prodigious management of adds to succeed
??????
They can be a first boss, arguably - but raidwide vehicle mechanics are not enjoyable if they were made to be at all difficult. Both Flame Leviathan and gunship (moreso gunship admittedly) were considered extremely easy, with easy to abuse vehicle mechanics. This is by design - as blizzard has to make the vehicles intuitive enough to pickup or the fight will be rejected outright.
@Potentio Skorpyron add management is an absolute joke. Your only care is killing them (And the many unnecessary ones you bring into the fight even on mythic)
Chrono has add management, but it certainly doesn't have to be done well relative to other mechanics in the fight - the cast they do does very little damage individually so much so you can let the 4 mini all cast and survive (although it'll hurt)
Aluriel has debuff management - the adds themselves are largely just aoe (fire has some detail) checks.
Tichondrius adds relevant
Botanist adds relevant
Elisande adds are a drop in execution compared to the entirety of the fight otherwise.
Granted, something outside of a add fight would make a nice change
but room shape?
What would you prefer, a 3 floor boss fight you need to manually travel up magical enchanted stairs which take you back one step for each two steps you go, they are also spiral shaped to cause LoS issues.
Floor 1 is hexagon
Floor 2 is a pentagon
Floor 3 is square but made from lots of squares, and at randomly go up or down, cutting people off from the raid and causing los issues,
IF so,
Then sign me up to the design team
isnt the entire world just a "cluster$%!* in a circular room"
Originally Posted by Blizzard Entertainment
10+ years of wow and we are still fighting pixels. hell, every singe fight in the game is about beating pixels. I don't understand how the developers are so lanzy and the game does not evolve...
Sounds like OP wants cluster fucks in square rooms now. Blizzard.. give up four sides.. equal length.. and to mix it up.. sometimes make 2 lengths the same but longer than the other 2 of the same length and give us a rectangle.
IT WOULD BE GAME CHANGING.
Kappa
A good fight is the one you remember a few years down the line. Here's all encounters that had something memorable going for them (excluding vanilla and TBC since even add cluster$%!* in circular rooms were creative back then):
Malygos: drake "vehicles"
Sarthation: first boss that introduced the concept of "hardmodes"
Flame Leviathan: vehicles
Razorgore: harpoons
Kologarn: the first immobile "living wall" kind of boss (Kromog and Krosus are obviously spiritual successors, even the names are similar)
Mimiron: space management (at least on firefighter mode)
Vezax: mana management
Yogg-Saron: sanity management
Faction Champions: an atypical add fight
Gunship Battle: lots of jumping, rocket packs
Valithria: a "healing" boss
Lana'thel: vampiric bites
Lich King: changing environment
Ascendant Council: very heavy movement
Cho'gall: sanity management
Nefarian: lava platforms
Atramedes: sound management
Al'akir: flying in 3rd phase
Alysrazor: flying
Rhyolith: leg management
Fandral: form and concentration management
Ragnaros: just an insane fight overall with lots of new mechanics
Hagara: forming a friendship line between the storm attractors
Ultraxion: heroic willpower
Spine of Deathwing: rolls
Will of the Emperor: the dance
Koralon: leg management
Amber-Shaper: amber monstrosity construct
Tsulong: day and night phases
Lei Shi: hide mechanic
Horridon: a huge arena and dino management
Tortos: turtle football and bat kiting
Ji-Kun: platform jumping
Durumu: the maze. THE MAZE!
Dark Animus: interesting add management
Lei Shen: same as Ragnaros
Immerseus: split and heal mechanics
Sha of Pride: the maze pt. 2
Galakras: storming the towers
Spoils of Pandaria: a 4 sector fight
Blackfuse: conveyor belts
Paragons: a barrage of mechanics
Garrosh: same as Ragnaros
I'm sure I missed a lot but you get the point, very few of the new fights are memorable despite Blizzard having way more experience now and superior technology.
@Wilfire a lot of those encounters are considered poor, so not really good examples... Also why on earth was clicking on an object on razorscale memorable? We'd been doing that in tbc & wrath already. I'm sure some examples in vanilla I'm forgetting even.
Dunno what u are talking about. The only "add clustefuck" figth in NH are Skorpyron and Thichondryus.
Maybe you should stop shitalking.
No, in the mythic video (havent played it myself) I just see three bosses pulled on top of each other and nuked. This is not a council-fight definition for me.
I mean like High King Maulgar style. Each boss must be handled differently, and be tanked in different corners of the room. AND requiring more than 2 tanks, maybe a caster-tank as well.