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Isle of giant changes

Posted: Fri Jan 25, 2013 1:32 pm
by Valamar
You can no longer fly in the isle of giants, you are forced to use a ground mount and the dinosaurs have an increased aggro radius, run run as fast as you can.

They now have abilities, the dire horn have a stacking debuff to increase their primary attack, triple puncture.

baby devilsaurs will crush your armour, 10% armour lowered stacking to 10 times, kill them quickly before your tank pet dies,

Adult Devilsaurs cannot be slowed, Adult devilsaurs will do a aoe roar that deals 150K damage and they run really fast, so if solo stick with hatchling kills.

Edit: the Adult direhorn can be slowed, but has a focused charge to you that does 140K plus a 60-85K melee hit

Pterrorwings now have a 40 degree frontal cleave that deals 140K-180K damage, this makes them easier for a hunter, it has a cast time, is aoe so your pet takes no damage from it, and it can be outranged, go max range and a pterrorwing is one of the easiest kills here for a hunter, it just has alot of HP.

New vendors around the isle offer dino disguises, these disguises are very helpful to combat the increased aggro range so make good use of them
Alliance get direhorn disguise, Horde get devilsaur.

The dinomancers can be looted for gold, windwool cloth, mote of harmony, and of course the tome.

The dinosaurs drop alot more bones now. so the grind for the white primal raptor is much much easier.

Young direhorn 7-9

Young devilsaur: 9-12

Pterrorwing: 12-17 (best one to farm as a hunter)

below are estimates

Adult direhon: 17-22

Adult devilsaur: 22+


I find these are welcome changes, with no flying mount, theres a very high sense of danger and exploration. it almost feels like raid trash now that they have abilities, the adult devilsaur is like a mini raid boss! Young direhorn, devilsaur and pterrerwing can be slowed and kited, adults cannot, and no dino can be CC'd.

Have fun! :)

Re: Isle of giant changes

Posted: Fri Jan 25, 2013 2:40 pm
by Zhinru
Uh. Thanks Blizz, I was already starting to look forward to that island. Guess I'm just getting a direhorn and hightailing it out of there.

Re: Isle of giant changes

Posted: Fri Jan 25, 2013 4:02 pm
by PorrasouxRex
Feels more like Jurassic Park now, and not "Easily murder every Dinosaur in sight grind Island" Because quite frankly, although it sucks a bit for those wanting the white raptor, just walking on the island and killing every single Dinosaur in sight with no difficulty not only takes away the fun idea of the Isle, but what hunter wants to go to the Dino Island, and TRY to tame something when everything is dead?

Re: Isle of giant changes

Posted: Fri Jan 25, 2013 4:12 pm
by Zhinru
PorrasouxRex wrote:Feels more like Jurassic Park now, and not "Easily murder every Dinosaur in sight grind Island" Because quite frankly, although it sucks a bit for those wanting the white raptor, just walking on the island and killing every single Dinosaur in sight with no difficulty not only takes away the fun idea of the Isle, but what hunter wants to go to the Dino Island, and TRY to tame something when everything is dead?
Come on, the island would have never been "completely dead" had it remained the old way. The only people on it would be hunters trying to tame something (up to two at a time) and people farming the dinos for the raptor mount (given usual respawn timers and the health pools on the island, you wouldn't wipe out the second pack when the first starts respawning).

In my opinions, "grinds" and "challenges" should be kept completely separate. When I grind something, it's only because it's something almost trivially easy, and can be quickly slaughtered in big numbers. When I try to grind something and killing one mob (out of a thousand needed) takes a couple of minutes, I just quit because the time investment becomes ridiculously high.

Re: Isle of giant changes

Posted: Fri Jan 25, 2013 4:32 pm
by Equeon
The sad thing is, it is more than a thousand needed. Each mob drops, what, 3-7 bones.
So yeah, getting this raptor will take much longer than I had originally hoped...

Re: Isle of giant changes

Posted: Fri Jan 25, 2013 4:52 pm
by cowmuflage
Awww yeah Jurassic Park time! Whooooo!

Re: Isle of giant changes

Posted: Fri Jan 25, 2013 6:15 pm
by Qinni
Equeon wrote:The sad thing is, it is more than a thousand needed. Each mob drops, what, 3-7 bones.
So yeah, getting this raptor will take much longer than I had originally hoped...
Young direhorn 7-9

Young devilsaur: 9-12

Pterrorwing: 12-17 (best one to farm as a hunter)

below are estimates

Adult direhon: 17-22

Adult devilsaur: 22+

Re: Isle of giant changes

Posted: Fri Jan 25, 2013 8:54 pm
by Equeon
Qinni wrote:
Equeon wrote:The sad thing is, it is more than a thousand needed. Each mob drops, what, 3-7 bones.
So yeah, getting this raptor will take much longer than I had originally hoped...
Young direhorn 7-9

Young devilsaur: 9-12

Pterrorwing: 12-17 (best one to farm as a hunter)

below are estimates

Adult direhon: 17-22

Adult devilsaur: 22+
Whoops. The downfall of skimming. :oops:

Still, it will take a long, long time... lots of pressing buttons in repetitive order on enemy after enemy - for twice or three times the normal amount. Yay! :|

Re: Isle of giant changes

Posted: Fri Jan 25, 2013 10:12 pm
by Lisaara
Sweet! I welcome these changes!

Re: Isle of giant changes

Posted: Sat Jan 26, 2013 5:58 am
by Meggers
I'm annoyed alliance and horde have different disguises. Make both avail to both factions.

Re: Isle of giant changes

Posted: Sat Jan 26, 2013 7:12 am
by Snowy
These changes are awesomeeeeeeee. :D It'll still be a grind to get the mount but it's gunna feel so worth it! And getting ganked... I'm expecting that a lot. xD

Re: Isle of giant changes

Posted: Sat Jan 26, 2013 7:57 am
by Lisaara
The disguises are different for good reason...

PVP

Yes, pvp servers specifically. They don't want people hiding in these disguises to avoid the pvp on said servers.

Re: Isle of giant changes

Posted: Sat Jan 26, 2013 10:38 am
by GormanGhaste
I don't think we can use the silhouette argument anymore, now that we have Pandaren in both factions.

Re: Isle of giant changes

Posted: Sat Jan 26, 2013 11:02 am
by Meggers
Junrei wrote:The disguises are different for good reason...

PVP

Yes, pvp servers specifically. They don't want people hiding in these disguises to avoid the pvp on said servers.

I think that's silly, I'm on a pvp server and always have been. You can always pick a player out very easily. You have to, otherwise your ass is going to get ganked.

(Pandas, potions (the illusion ones that copy people), trinkets and other things that change peoples looks already exist to make the argument null imo)

Re: Isle of giant changes

Posted: Sat Jan 26, 2013 1:04 pm
by Snowy
And the fact that your name still pops up over your head even while wearing disguises...

Re: Isle of giant changes

Posted: Sat Jan 26, 2013 3:56 pm
by Lisaara
Snowy wrote:And the fact that your name still pops up over your head even while wearing disguises...
Only if you have names displayed, which a lot do not.

It doesn't make the argument null and void cause potions aren't bought via faction specific(all alchemists can make them) and they don't affect some part of gameplay(usually). They're for fun and nothing more. Just cause you don't like the reasoning doesn't mean it should be tossed aside and labeled null and void, imo. :) I was just giving a reason to the rhyme, as it were. However, I don't work for Blizz so I don't know if that was their intent or not.

But in all seriousness though, it's not a big deal on who gets what. They might've wanted to stick to Horde gets one color, Alliance gets another, which they do with just about everything and again...no biggie.

Re: Isle of giant changes

Posted: Sat Jan 26, 2013 4:17 pm
by Kalliope
Junrei wrote:
Snowy wrote:And the fact that your name still pops up over your head even while wearing disguises...
Only if you have names displayed, which a lot do not.
That's a foolish way of playing on a PvP server, tbqh.

If you don't have high situational awareness on a PvP server, you're going to die whether your opponents are disguised or not.

Re: Isle of giant changes

Posted: Sat Jan 26, 2013 4:31 pm
by Snowy
Junrei wrote:However, I don't work for Blizz so I don't know if that was their intent or not.
You sounded pretty sure of yourself when you said that PvP was their reasoning for it. :P
And yeah, what Kalli said about the names being turned on/off. It's a really, really stupid idea to have them turned off if you're wanting to be on a PvP realm.

Re: Isle of giant changes

Posted: Sat Jan 26, 2013 5:12 pm
by Lisaara
Well can you think of a better reason, Snowy? *chuckles* It just seemed like a pretty solid reason! :P Hehe. I can't really see any other reason why.

Ah well, I don't play on a pvp server and you don't need names turned on when hitting V displays enemy nameplates. Not the same as displaying all names(done via Settings), which most people usually keep off. I use V for showing enemy name plates.

Re: Isle of giant changes

Posted: Sat Jan 26, 2013 5:23 pm
by Rawr
It says at the top:
New vendors around the isle offer dino disguises, these disguises are very helpful to combat the increased aggro range so make good use of them
Alliance get direhorn disguise, Horde get devilsaur.

My Orc turned into a Direhorn, may want to recheck that and the goblin that sells it has a gnome voice, weird. :mrgreen: