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  1. #61
    Quote Originally Posted by Maudib View Post
    Maybe before you can even kill it you have to attune? Farm resist gear? Gear up from dungeons and crafting first? And not just you but the entire raid team?

    Then it be hard enough to take a few weeks to learn it well but then be farmable?

    Yeah.. like that.
    But we're specifically talking about Uu'nat here & if you understand the mechanics it will never truly be farmable. It is an encounter where one individuals mistake is pretty much a wipe.

    For guilds who just run normal raiding hours this will take weeks to down even in it's current state. The top end guilds now are probably on about 110 hours on this boss, you work that out into a normal 4-5 hour a day raiding guild. Say 5 hours per day, that's 22 days, over three weeks of continuous play every day for 5 hours.

    Gear up from dungeons & craft? These guilds literally do multiple clears to trade loot which is essentially the same thing & have about 3-4 max level characters to maintain in order to help the gearing process. If anything the loot trading makes it more optimal to funnel gear to the characters that need it.

    Your argument really isn't well thought out as this boss is still very difficult & you clearly don't know the sheer level of time these guilds put in to this badly designed game. Doing that AP grind in islands was simply because it was the most efficient route to gain the levels on the neck needed to make the gear you got from the raid actually you know... viable and wearable.

    You're referring back to resist gear which imo was a very long time ago which ended roughly after the second expansion where the whole raid needed some resist gear, again a poor game/encounter design merely to prolong content consumption and nothing more. Now you can work your way through each difficulty if that is your thing not like the old days where there was simply one difficulty.

    This raid Crucible of Storms was simply timegated which = your attunement. Raids were released with the patches and you had to attune, now the patches hit with the raids but have an opening date. The only difference being you simply need to wait rather than do a bunch of quests.
    Last edited by AidanJLowe; 2019-05-01 at 05:10 PM.

  2. #62
    Quote Originally Posted by AidanJLowe View Post
    But we're specifically talking about Uu'nat here & if you understand the mechanics it will never truly be farmable. It is an encounter where one individuals mistake is pretty much a wipe.


    Gear up from dungeons & craft? These guilds literally do multiple clears to trade loot which is essentially the same thing & have about 3-4 max level characters to maintain in order to help the gearing process. If anything the loot trading makes it more optimal to funnel gear to the characters that need it.
    A raid should not be so unforgiving that "one individuals mistake is pretty much a wipe"... you have left the realm of an MMORPG,,, and entered into some world of competitive gameplay.

    "These guilds"? The top few guilds that no-life the game for competitive reasons? Again... this does not belong in an MMORPG. In fact they are completely NOT MMO, and completely NOT RPG.

  3. #63
    Quote Originally Posted by Maudib View Post
    A raid should not be so unforgiving that "one individuals mistake is pretty much a wipe"... you have left the realm of an MMORPG,,, and entered into some world of competitive gameplay..
    Tell that to Blizzard then because that is essentially how this encounter was designed.

    My end argument is this encounter is still very difficult despite everyone moaning about the hotfixes.

    Peace out.

  4. #64
    Quote Originally Posted by AidanJLowe View Post
    Tell that to Blizzard then because that is essentially how this encounter was designed.

    My end argument is this encounter is still very difficult despite everyone moaning about the hotfixes.

    Peace out.
    It is numerically difficult. They will reduce the numbers, and continue to reduce numbers, until a significant portion of players clear it.

    They may also find that is is functionally too difficult for the game system to overcome... in which case they adjust the ability timings and durations.. oh look.. more numbers.

    Sad encounter design to start "too hard" then slowly dial it down until everyone has cleared it. Lazy actually.

  5. #65
    Quote Originally Posted by Maudib View Post
    It is numerically difficult. They will reduce the numbers, and continue to reduce numbers, until a significant portion of players clear it.

    They may also find that is is functionally too difficult for the game system to overcome... in which case they adjust the ability timings and durations.. oh look.. more numbers.

    Sad encounter design to start "too hard" then slowly dial it down until everyone has cleared it. Lazy actually.
    Guilds struggling in phase 3 which starts at 45% aren't wiping because of any numbers problem right now.

    The debuff which comes in every 45 seconds (was 30 seconds) is completely RNG on which member of your raid it goes on (except tanks) so by the time the boss dies now (pre-hotfix much higher #) you should have around 6-7 of these on players which make them receive no healing and therefore have to be in close proximity to others to leech health.

    As well as the two beams cutting across the room giving players a damage debuff.

    The gift of n'zoth ability called lunacy which means your whole raid is vulnerable to everyone's attacks for 4 seconds so all the raid needs to be careful.

    Then you have the adds which if they kill your tank is pretty much game over.

    Then the void zones on the floor which if hit will heal the boss for 4%.

    Then Unstable Resonance which requires all the raid to move around without stepping on opposite marks or else it'll cause an explosion and likely one shot 4-5 people.

    All this combined for almost half the bosses hp (45-0) is punishing guilds and is nothing to do with a numbers thing, in action all of this the encounter becomes more about co-ordination & praying the healing debuffs fall right.
    Last edited by AidanJLowe; 2019-05-01 at 08:56 PM.

  6. #66
    Quote Originally Posted by AidanJLowe View Post
    Guilds struggling in phase 3 which starts at 45% aren't wiping because of any numbers problem right now.

    The debuff which comes in every 45 seconds (was 30 seconds) is completely RNG on which member of your raid it goes on (except tanks) so by the time the boss dies now (pre-hotfix much higher #) you should have around 6-7 of these on players which make them receive no healing and therefore have to be in close proximity to others to leech health.

    As well as the two beams cutting across the room giving players a damage debuff.

    The gift of n'zoth ability called lunacy which means your whole raid is vulnerable to everyone's attacks for 4 seconds so all the raid needs to be careful.

    Then you have the adds which if they kill your tank is pretty much game over because of the invulnerable boss damage debuff.

    Then the void zones on the floor which if hit will heal the boss for 4%.

    Then Unstable Resonance which requires all the raid to move around without stepping on opposite marks or else it'll cause an explosion and likely one shot 4-5 people.

    All this combined for almost half the bosses hp (45-0) is punishing guilds and is nothing to do with a numbers thing, in action all of this the encounter becomes more about co-ordination & praying the healing debuffs fall right.
    Should just stop responding to him/her. We argued back and forth and now have each other on ignore. Point is, he/she is a Classic fanboi/gurl and just comes into forums to shit on retail while trying to promote Classic. Hence his/her post involving resist gear and attunements earlier.

  7. #67
    Quote Originally Posted by AidanJLowe View Post
    Guilds struggling in phase 3 which starts at 45% aren't wiping because of any numbers problem right now.

    The debuff which comes in every 45 seconds (was 30 seconds) is completely RNG on which member of your raid it goes on (except tanks) so by the time the boss dies now (pre-hotfix much higher #) you should have around 6-7 of these on players which make them receive no healing and therefore have to be in close proximity to others to leech health.

    As well as the two beams cutting across the room giving players a damage debuff.

    The gift of n'zoth ability called lunacy which means your whole raid is vulnerable to everyone's attacks for 4 seconds so all the raid needs to be careful.

    Then you have the adds which if they kill your tank is pretty much game over.

    Then the void zones on the floor which if hit will heal the boss for 4%.

    Then Unstable Resonance which requires all the raid to move around without stepping on opposite marks or else it'll cause an explosion and likely one shot 4-5 people.

    All this combined for almost half the bosses hp (45-0) is punishing guilds and is nothing to do with a numbers thing, in action all of this the encounter becomes more about co-ordination & praying the healing debuffs fall right.
    None of that even sounds like fun.

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