Difficult bosses that faction tap (design conflict?)

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cowmuflage
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Re: Difficult bosses that faction tap (design conflict?)

Unread post by cowmuflage » Wed Feb 27, 2013 10:32 pm

Welp if it turns out to be a big pain in the bottom they'll nerf it in a patch or two I'd think.

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Re: Difficult bosses that faction tap (design conflict?)

Unread post by SpiritBinder » Wed Feb 27, 2013 10:37 pm

Slickrock wrote:
Spiritbinder wrote:No, she never said anything of the sort, re-read her posts slick. No mention of making this a "LFR difficulty or lower" boss. She never said that "everyone should have an equal chance to down him" you did. She just said that world boss should be for everyone.

Higher geared/better organised groups should have a "Higher" "chance" at beating a world boss. But if you have average gear you should have an average chance to succeed, etc. But no one has “higher” chance with this mechanic, it’s very clear.
That applies to LFR as well. If you are going to make something accessible to everyone, then going toward LFR difficulty is where it needs to go, which is exactly what Blizz has done with LFR raiding. But even without the 'LFR" term, an accessible raid boss can't be more difficult that what Sha is now.

But we also aren't talking about a world boss that's in the middle of the everyday content.

Oondasta is sitting on an island that's basically designed for him alone and hunter pets. There's no other reason to go out there. It's also clear from the Blues that the intention is to make it crazy hard. Might it be too hard? Will have to wait and see.

But I think everyone forgets how hard the old world dragon bosses were, and even Doom Lord Kazzak. One stupid move on him could wipe a raid as well.
Well that and there there's the fact that even LFR has an Ilvl Requirement, and these World Bosses dont.

Also the Dino island is more than just hunter pets and this boss. They may be the only things that interest you, but there are many other things to do for others.

Those dragons... good memories, and lets not forget back in vanilla how we had mana, 3 shots in our rotation and had to FD out of combat to lay traps, oh and could one shot people with aimed shot (Though that was kinda fun :mrgreen: )
Last edited by SpiritBinder on Wed Feb 27, 2013 10:40 pm, edited 1 time in total.

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Re: Difficult bosses that faction tap (design conflict?)

Unread post by SpiritBinder » Wed Feb 27, 2013 10:40 pm

cowmuflage wrote:Welp if it turns out to be a big pain in the bottom they'll nerf it in a patch or two I'd think.

Yeah, Thats my guess to Cows. ;)

I say let people try it for a while and see how they fair on live severs. Who knows, people might find out a work around, some might just give up. But if it all end up being too hard, they will probably give it some light nerf taps till they are happy with its difficulty and it's accessibility to the general community.

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Re: Difficult bosses that faction tap (design conflict?)

Unread post by Kalliope » Wed Feb 27, 2013 11:44 pm

Spiritbinder wrote:
cowmuflage wrote:Welp if it turns out to be a big pain in the bottom they'll nerf it in a patch or two I'd think.

Yeah, Thats my guess to Cows. ;)

I say let people try it for a while and see how they fair on live severs. Who knows, people might find out a work around, some might just give up. But if it all end up being too hard, they will probably give it some light nerf taps till they are happy with its difficulty and it's accessibility to the general community.
Probably what will happen, since a lot of people don't actually read patch notes or have any clue what's going on (*gasp*).

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Re: Difficult bosses that faction tap (design conflict?)

Unread post by Slickrock » Thu Feb 28, 2013 12:46 am

Spiritbinder wrote:[Also the Dino island is more than just hunter pets and this boss. They may be the only things that interest you, but there are many other things to do for others.
Yes, there are some other things out there, but, the point is it's not the primary quest zone. So people won't be running into him while doing dailies.
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Re: Difficult bosses that faction tap (design conflict?)

Unread post by Slickrock » Thu Feb 28, 2013 12:48 am

Kalliope wrote:
Spiritbinder wrote:
cowmuflage wrote:Welp if it turns out to be a big pain in the bottom they'll nerf it in a patch or two I'd think.

Yeah, Thats my guess to Cows. ;)

I say let people try it for a while and see how they fair on live severs. Who knows, people might find out a work around, some might just give up. But if it all end up being too hard, they will probably give it some light nerf taps till they are happy with its difficulty and it's accessibility to the general community.
Probably what will happen, since a lot of people don't actually read patch notes or have any clue what's going on (*gasp*).
One other reason I'd support that... according to WoWhead, his loot is all ilvl 522, which is the normal raid ilvl, not that of a super-crazy-hard world boss.. :lol:
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Re: Difficult bosses that faction tap (design conflict?)

Unread post by SpiritBinder » Thu Feb 28, 2013 1:10 am

Slickrock wrote:
Spiritbinder wrote:[Also the Dino island is more than just hunter pets and this boss. They may be the only things that interest you, but there are many other things to do for others.
Yes, there are some other things out there, but, the point is it's not the primary quest zone. So people won't be running into him while doing dailies.
True it is not a "primary" questing zone, but then the other world bosses were not really in daily zones that required you to run into them.

Galleon spawned only at the one place down south, and you could easily do all the tillers and not know he was up... (that’s if you missed all the /1 and /2 in most of Pandaria with people saying he was up :lol: )

As for Sha, it was only ever in the zone of dallies if you had "White Tiger Temple" from celestials... and that was a 1 in 4 chance and located further north than most of his spawns.

Also if you were primary questing in these areas, good chance is you would not have the lvl or gear to attempt these anyway.

I guess your point your trying to make is that other people won't try to tag the boss because they won’t be in the zone and then this ability won’t be an issue? From what we've seen, it will just take one person to wipe a raid, and chances are there will always be 'someone" in the area, It will be the newest content after all.

I guess we will just have to wait and see how it all pans out.

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Re: Difficult bosses that faction tap (design conflict?)

Unread post by Slickrock » Sun Mar 10, 2013 12:01 pm

So... despite all the angst here...

Did Oondasta yesterday. He went down surprisingly fast. I don't know how many bodies we threw at him, but enough stayed alive to keep the tag active, and I only had time for 2 corpse runs from the GY. So, super-hard-core? not quite so much.

You aren't gonna do him with 40 players, but if people just run back, and spread out, or spread out in small clumps, he's doable.

Oh.. gold/gold. Pfft....
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Re: Difficult bosses that faction tap (design conflict?)

Unread post by Qinni » Sun Mar 10, 2013 3:39 pm

Well it took an hour for 120 people from my sever to kill him. I stood and watch.

Things are easier when everyone from the whole god damn sever just throws their bodies at em and hope for loot to drop before their feet.

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Re: Difficult bosses that faction tap (design conflict?)

Unread post by Slickrock » Sun Mar 10, 2013 3:42 pm

Qinni wrote:Well it took an hour for 120 people from my sever to kill him. I stood and watch.
Was that the AIE run? I heard about that. I seemed to hear that they weren't spreading out enough. Or perhaps it was gear level, or both.

Supposedly the best way is to kite him over the edge of the cliff, so he's on top of the GY, so everyone instant spawns back into the fight.
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Re: Difficult bosses that faction tap (design conflict?)

Unread post by Lisaara » Sun Mar 10, 2013 3:57 pm

Kalliope wrote:
Spiritbinder wrote:
cowmuflage wrote:Welp if it turns out to be a big pain in the bottom they'll nerf it in a patch or two I'd think.

Yeah, Thats my guess to Cows. ;)

I say let people try it for a while and see how they fair on live severs. Who knows, people might find out a work around, some might just give up. But if it all end up being too hard, they will probably give it some light nerf taps till they are happy with its difficulty and it's accessibility to the general community.
Probably what will happen, since a lot of people don't actually read patch notes or have any clue what's going on (*gasp*).
Pfft. Who reads patch notes? We don't need no stinkin patch notes! XD

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