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KimmoKM

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KimmoKM last won the day on July 9

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About KimmoKM

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  1. I know anecdotes of retail of guilds that finished TOGC25 with 50 attempts left, went back to Ulduar in ilvl258 gear AND HAD MORE TROUBLE FINISHING T8 (even excluding Yogg+0). Of course, there are factors like motivation with Ulduar gear being obsolete and all by then, but Blizzlike post-nerf Ulduar is substantially tougher than TOGC ever was, especially when it comes to execution rather than pure numbers. Here we're not even comparing it to post-nerf Ulduar but one that still retains (or so I'm lead to believe) the PTR "pre-nerf" tuning, making the gap wider still.
  2. Many of the custom changes were rather inconsequential, like Emergency Mode on Mimiron going from +30% HP+damage on Mimiron to +40%/35% HP/damage, now also affecting the P3 adds. Some of the bosses had custom buffs on the extreme side of things, like XT-002 Heartbreaker health buff going from +50% HP to +220%, but the toughest encounters would have maintained that status even with all custom changes reverted. The thing is, "pre-nerf" here meant PTR versions that never saw live servers, and often these things were changed for a reason. Say, PTR values for tree buffs pushing unavoidable damage on Freya past the threshold of most HP pools, necessitating paladin stacking for raid sacs and even that wasn't quite enough to stop people from getting sniped. At the end of the day Ulduar turned out not to be a disaster, but it wasn't too far off. The difficulty gap between the Keepers and everything else, as well as Mimiron/Freya to Hodir/Thorim, was enormous. Yogg+1, the hard mode of the end boss, was arguably the easiest hardmode besides Flame Leviathan (It's "supposed" to be easier than the likes of Firefighter, but not the easiest of the lot). Freya, a boss that wasn't known for her difficulty in retail, was the hardest fight in the tier and is complete bullshit with RNG snipes (and her original state with 12s shrooms was outrageously horrible). Vezax necessitated an unhealthy degree of class stacking but is still easy if you have the right comp, and while we're on topic of raid setups, Yogg+0 hardly needs mentioning (although, at the end of the day it's a prestige achievement rather than "real content" so whatever). Honestly, "pre-nerf" is a bit of a meme. What's more important is to maintain a satisfying difficulty progression between encounters provide a suitable level of challenge for high-end guilds while still keeping the bosses within reach of mid-end guilds (capable casuals, uninspired tryhards and well-led unremarkables) through indirect nerfs from gear preserve the identity of encounters, both in terms of their reputation and how the encounters can be completed in practice Sunwell didn't do too well in terms of point number one. In regards to the second one, some of the higher-end guilds didn't even attempt a number of them for the longest while (not without justification, considering what happened to the old #2 progressed guild), and without changes they would have been forever out of reach for most of the players. Finally, while Sunwell Ulduar is good at allowing you to play encounters straight instead of using unblizzlike exploits, the difficulty curve of the raid is screwed up and some encounters require min/maxing to an extreme degree not seen in the retail days. Indeed, I think "being Blizzlike" would be better understood as preserving the identity of content, rather than fighting a losing battle of getting the numbers right when they are wrong by default, thanks to the patch difference in mechanics. And then there are places where you don't want to be Blizzlike in any sense because Blizzlike is just garbage, like the tuning on T7 and T9. Sartharion aside, I think T7 actually was really nicely tuned. Had Naxx and EoE been available from the start instead of giving everyone time to go for pre-raid BiS, even top-end guilds would have spent a while progressing (original Malygos probably would have gone down quickly, thanks to slow P1 making the fight easier, but the fixed version likely would have survived more than one reset), and for the most part it actually made you care about mechanics that are often ignored even in Naxxes with numerically more extreme buffs. T9, I think, would be best served by similar treatment, even changing mechanics a bit, similar to Malygos and some of the Naxx bosses. What you have to realize is that TOC is OUTRAGEOUSLY TRIVIAL. Numerically, the normal mode could unironically be likened to Naxx, and even in TOGC very few mechanics are impactful enough to matter. Health buff doesn't do anything at all to fix that issue and only serves to makes the difficulty, such as it is, more about min/maxing the numbers rather than doing the mechanics properly.
  3. To be fair, TOGC25 being substantially easier than Ulduar, even when both are done with TOC25 gear, is Blizzlike.
  4. 25-Man Raid Comp for TBC

    There's a number of encounters that are very much hostile to melee so you don't want a second melee group for progression raiding. Whether you'd ideally want to run a tank group and a melee group or if you go with one that includes the warrior tank (prot+arms+enhancement+ret+rogue) depends on the encounter, but when thinking of a general progression raiding setup, always gravitate towards less melee. Tank group fury (without enhancement shaman buffs no less) and hunter group enha (enha in hunter group in itself is fine) bring you to the nasty territory. On a lot of encounters the setup is fine, even ideal (hell, if you were to speedkill Brutallus or something, you'd be running two dedicated melee groups), but you don't want 7 melee in your core roster because you'd really want to bench them sometimes. You can sometimes make an argument for spirit buff spec on disc, maybe even for PS on very specific circumstances that could come up in buffed (or pre-world first state of pre-nerf) content, but generally speaking disc isn't a PvE spec in TBC. Even with the modest amount of physical damage in one melee group and one hunter group, you want to run one of the hunters as survival. That would be a complete no-brainer if you did run extra melee, as in your setup. Balance personal DPS+raid DPS contribution is close to +-0 kind of deal relative to another mage/lock, but in the end it's close on the - side of things. It's not a disaster but running balance isn't optimal either. Fill in the rest with locks, mages and a shadow priest. The best-geared casters (supposing they can adjust their hit gear accordingly) with the ele shaman, you can mix healer and caster groups as needed. The exact party setup depends on the necessities of the boss and your exact raid composition.
  5. Protection warrior

    Last Stand is essentially a direct downgrade to Ardent Defender: you can use it wastefully, you might not hit it when needed (you shouldn't be dying to predictable damage spikes like Mimiron Plasma Blast, it's RNG burst like Algalon parry haste shenanigans that might kill you) and it saves you from a maximum of 30% of your HP pool worth of damage. You also lack raid sac (which is arguably an even bigger deal than personal cooldowns) and hell, in some circumstances you could in principle use glyph of salvation as well as an additional cooldown. That's if you focus on the proc component, it's worth remembering that AD also has a passive component: paladins always have 12% guaranteed mitigation over warriors' 10%, but if you start thinking about potentially lethal damage, AD raises 100->0% mitigation to 19%, more if you get healed in between. Tanking ability aside, paladins also have superior stackable raid utility. Defensive dispel, raid sac (pretty much obligatory for Knock*3 and Algalon), aura mastery with specialized spec, hand of salvation and BoP, you name it: all are far superior to anything warriors offer, which is nothing at all if you think about unique utility. Warrior tank might save a rogue from expose duty or demolock from having to run with imp, but that comes down to DPS and warrior tanks doing less loses everything the other players gain. A veteran player shouldn't have any trouble playing any spec more or less perfectly as far as regular gameplay is concerned (hitting buttons according to priority list or rotation, reacting to stuff that you can prepare for, that sort of thing), the differences come from doing all of the small optimizations like stacking cooldowns with trinket procs or whatever. Unless you're thinking of using last stand with the kind of precognition that would allow you to reach parity with AD, I don't see any noteworthy difference between the two specs. At the end of the day, the differences in tanking ability aren't THAT dramatic, they are at level of being able to be overcome with several resets worth of additional gear (warrior with gear from Ulduar-25 normals and Ulduar-10 hardmdoes is more than a match for the performance of T7 paladin), you could definitely complete Ulduar-25 with a warrior tank although lack of raid sac is going to sting. However, on the other hand, warriors don't have any relevant advantages either. They have a number of advantages in principle, like having spell reflection or mobility with charge/intercept/intervene, but they just don't come up on any encounter that actually counts (you can intervene out of Emalon's Lightning Nova? Big deal, you could just eat it without even using cooldowns). In terms of raw old-fashioned tanking ability, paladins are just better.
  6. Soul shards has become an issue

    Certainly, there are some custom changes (it kinda goes with the territory of running 3.1 patch content with 3.3.5a client and talents, which is inherently custom for starters), but what makes you think the whole sap thing is a deliberate deviation from retail functionality instead one of tens of thousands of bugs? Anyhow, I honestly don't see why you would not PvP in a dedicated PvP server with soul shard vendors and such like. In Wrath world PvP is dead and buried while PvE and PvP progression are separated for good so what's the point?
  7. If you are thinking about this from the perspective of making gold, please note that leveling in 1x doesn't actually give you any advantage. Even if your income did come from vendoring bear asses, you could always stay around to commit bear genocide after you cease gaining experience from them, and in time that 1x leveler would have spent killing them for experience, kill and loot just as many. In actuality of course, higher level comes with better gold-making opportunities and increased killing power. Moreover, if you want to make gold, going double gathering professions (just switch them to something useful at level cap) is overwhelmingly more profitable than low-level questing. Even if you have to spend a couple of hours catching up in low-level zones so as to gather materials in level-appropriate zones, it's worth it. That being said, if you are a bit more choose with skills you train, keeping up with your expenses shouldn't really be an issue with 2x rates. Moreover, you will catch up and them some as you hit Outland. Gold really shouldn't be a factor in your decision with experience rates. Rather, play at your own pace. Hell, you don't even need to stick with one rate all the time: if you want to finish a zone before mobs turn green for instance, you can always switch to 1x rates. As for RDF, it depends a lot on your leveling routes and a party with which you would run the dungeons. In terms of the 15-58 stretch in its entirety, they are roughly equal: For a couple of server launches I had prepared an optimized questing route (even going as far as checking respawn timers and working status of quests on PTR, as well as coming up with several contingency plans for low-level areas should I fail to get ahead of the pack) and dinged 58 pretty much the exact same time premade groups running RDF with optimized setup did. However, there are level ranges where RDF is obviously better (such as BRD Prison) so it stands to reason questing is better on others. At the end of the day, questing only depends solely on your ability and I personally find it a far more relaxing than constant chainpulling, although I'd definitely want to do dungeons like Zul'Farrak once for quests.
  8. It kinda sorta does make sense for 5-mans seeing as that with this little change, you effectively double or triple the amount of 5-man content relevant at max level. However, artificial difficulty modes for raids are a stupid design: 1) It's one of the key elements in planned obsolescence of raids, effectively REDUCING the amount of content relevant at any given time. Raids can be nerfed directly and indirectly once they have ceased being relevant for progression raiding, allowing less than elite players and guilds to access the content in the long term. 1b) This also subjects everyone, even the most casual of players, to content drought. 2) Hardmode loot having better stats leads to hyperinflation of power levels that much faster, which comes with a host of additional issues like increased difficulty of balancing different-scaling specs 4) Instanced content in itself of course breaks the integrity of the game world to begin with, but that's not a reason to go full retard and deliberately seek to destroy it for good - enemies you face being dependent on options ticked off in menus for no justifiable reason. The way hardmodes are handled in Ulduar is organic and makes sense. My general objection to difficulty sliders out of the way, there's an additional issue: All subsequent content in Wrath already does utilize the difficulty setting option, and if you think of applying it to T7/T8 retroactively, it's a really bad move. For T7 it literally doesn't matter anyway because that content is already utterly obsolete for any group capable of running the Sunwell version (if one or two individuals still need an item like Dying Curse, there are better options than bringing a full guild to do the Sunwell version) and for T8 the knowledge of imminent across-the-board nerfs would immediately invalidate any reason to try and practise some of the tougher hardmodes while biweekly nerfs will allow you ample time to practise most bosses before they're going to be changed. Besides, since Ulduar has its own way of handling difficulty modes already, that would effectively leave you with 8 versions of most HM bosses and 16 versions for Yogg (10/25, live/pre-nerf, original HM triggers), which is just stupid. What exactly would be your incentive to do the pre-nerf/Sunwell versions anyway? Really didn't think this through. That being said, I DO think there's a problem with what Sunwell is doing: right now many encounters are going to jump from brutally difficult bullshit that necessitates class stacking to more or less faceroll, while some encounters are going to stay more or less the same as before (thinking of Freya/Firefighter, supposing only custom tuning is reverted and they stay as PTR versions). The sheer inconsistency and enormous difficulty gaps between the bosses simply aren't good for the game, and the bosses actually could use some custom tuning to compensate for 3.3.3 talents. The devs shouldn't be hell-bent on keeping things "Blizzlike" (3.1 content with 3.3.3 talents makes it a lost cause from the get-go) and should instead try to provide satisfying and consistent level of tuning.
  9. Frozen Halls

    It's no secret that WotLK progression mechanics are trash, but precisely because they're so all-encompassingly awful, merely removing/nerfing loot from ICC 5-mans doesn't go nearly far enough to actually fix the issues. For starters, Blizzlike TOC is substantially easier than Ulduar, allowing you to skip T7/T8 raids anyway. And then there's the everything else, complete with full tier 9 sets from running RDF for a few hours. Besides, even if you did remove all possible sources of catchup gear, all established players would transition straight to T10 anyway, killing the viability of lower-tier raiding scene. After all, 10-man and 25-man normal modes are something you clear pretty much by default, making them the go-to place to gear up for actual progression bosses (25-man heroic), as opposed to previous raid tiers. The concept of tier-to-tier progression simply doesn't work if the game isn't growing with lots of fresh players joining and being able to form fresh progression guilds among themselves (not gonna happen), or some guilds simply lagging behind being able to accommodate the newcomers as well (not a thing with faceroll artificial difficulty setting available at the highest tier). Frozen Halls is the overall name for the three-winged 5-man dungeon released with ICC. It's like Tempest Keep with Mechanar/Botanica/Arcatratz/The Eye or Ulduar with Halls of Lightning/Stone dungeons.
  10. Always like the first time

    Maybe the World of Warcraft directory is read-only
  11. Post-Ulduar news!

    Berserk timer is one of the changes for Yogg+0: it's 5 minutes shorter. Which is something you would have known if you were in position to even entertain the idea of ever doing the boss, because then you'd surely have studied the changes Sunwell had made. DBM just can't tell a difference between 4/3/2/1 lights and 0. The hard enrage was in actuality looming. Moreover, aside from demolock who used immolation aura twice, the highest warlock damage on Immortal Guardians by a lock was 130k. Goes to show you what you know about the encounter, or your ability to look at what's happening in the video for that matter. Pro tip: warlocks aren't taken to deal with Immortal Guardians. So you are totally, utterly, royally, incomprehensibly, clueless. It was clear from the start of course, but this is just so fugging ebin.
  12. What's next?

    Badges from 5-mans don't really matter in regards to people's ability to skip tiers of content. They make it a slightly faster process, but not to the point of anyone actually bothering to run obsolete raids for the purposes of gearing up. 1. ICC 5-mans offer ilvl 232 loot (complete with ilvl 251 weapon), which is the quality of gear ICC10 is tuned for. Anything beyond that is just padding that allows you to overpower encounters with brute force tactics, there's no need for ilvl 245 badge gear or anything else. 2. Not only that, but normal modes are tuned such that numbers literally don't matter in the first place. You can still wipe if you lose half the raid to people standing in fire, but in terms of throughput requirements, they often demand less than half of what'd be possible. This is especially true for 10-man that have been tuned to tolerate unrealistically awful raid compositions. Seeing as that ICC offers 32-38 itemlevels higher loot than Ulduar for instance, as long as it's possible to do, most groups would find it preferable to bang their heads against the wall a bit trying to learn the basic mechanics, than to waste their time farming obsolete gear. 3. Then, you have TOC. Some ICC-10 bosses are in principle doable with blue gear even without the 30% buff but TOC isn't just just doable but EASY. Encouraging people to do Ulduar would be a worthwhile goal in my eyes, but that simply doesn't happen when there's substantially easier raid that provides superior gear. 4. Everything else. VoA, badges from daily heroics, S7/8 PvP-gear, 245/264 BoEs... Besides, with artificial faceroll difficulty mode ("normal", never mind 10-man normal done with 25-man gear) being a thing, even the scrubbiest guilds will migrate to ICC and never look back the moment it launches. Since there almost certainly isn't going to be a sudden influx of new players either, there likely won't be a sufficient buildup to form progression guilds out of, seeing as that none of the older players are going to be doing previous content. At the end of the day, WotLK is a trash expansion with one good raid, the problems really do run much deeper than triumph emblems from 5-mans, which is just insult to injury.
  13. Speed running hc dungeons

    "Competition" on group content most of which is in actuality soloable seems utterly pathetic.
  14. NA Guilds

    I thought this thread was about NA guilds? Anyway, you don't play World of Warcraft for ten thousand hours without learning anything at all. However, the bulk of improvement in people's play comes not from personal skill but collective know-how acquired by the community by large. Some of that knowledge has been made available explicitly in various guides and theorycrafting resources while the rest can be acquired through social osmosis: looking at what people are doing and then following their lead, whether it's constructing an UI providing you with maximum awareness with minimum clutter or adopting some trick you see a warlock doing with demonic portal so as to min/max their DPS on a specific fight. Being a veteran player means something, but it doesn't mean much. If a rookie truly puts in the effort to play properly and learn, they could easily match most vets in raw performance and as far as your quality as a raider is concerned, there are other things (reliability, attendance, diligence, motivation, ability to take criticism) that are highly valued and having to do with seniority. Contrary to what you seem to be thinking, there are no guilds with all or even majority of players playing anything close to perfect. In some sense the difficult part is proving that you are a newbie rather than a noob. However, this mostly comes naturally simply by not being trash. For example, perfectly min/maxing your character is something you can do no matter how many hours you have in the game, yet it's not something that comes by default even for high-end guilds. As for Naxx not being run, that's simply how Wrath of the Casual King operates. Nothing to do with elitism, let alone players and guilds actually being elite.
  15. Leveling Rates

    You can go 1x and keep doing quests as they turn green. Or keep 1x but switch to 2x temporarily when you need to catch up. What's the problem?
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