BWL was a really good raid
Too punishing and too long by modern standards, but well designed with challenge beyond MC's "your gear is bad and your friends are dumb" level
The stacking of super hard bosses right at the start was a completely shitty thing to do to the playerbase.
"You know how Molten Core is already super tough in ways nothing really prepares you for? yeah we want even fewer people to see anything else."
Like, I don't want a game that I'm paying money for to intentionally gatekeep the vast majority of people from seeing the new content.
Enhance was also ridiculous in PvP, those Windfury crits would make anything dead instantly.
But PvP was ridiculous in general back then. If you think it's unbalanced now, it was absolute madness when it was first tacked on.
Once upon a time I was poking around thottbot (back when it mattered) and came across the blacksmithing plans for an arcanite reaper.
It's average DPS wasn't really impressive. Brain hackers and other similar purples and high level blues had better DPS than it did.
But none of those weapons had a 3.8 swing speed. At a time when slow swing speed meant massive attack power bonuses, and super high hitting special attacks for warriors.
I mentioned at another forum (before I posted at PA) that I was gonna farm the plans and get me that axe.
They dismissed the weapon's value. They laughed at me!
Then I got that axe right around when warriors got the patch that fixed their glitch of everything reporting as a miss, and dodged special attacks finally started triggering overpower like they were supposed to. I also respecced properly into arms and fury.
For a brief part of WoW history, I became Terry Tate: Horde Linebacker.
Tales from Mythic raiding.
We're 9/13, we've put over 120 attempts into velhari.
And just today I discovered that our tanks
Paladin: Literally doesnt use shield of the righteous (no. Really.), or Glyph of Divine Protection
Death Knight: Rarely uses Death Strike (about 25 casts over 5 minutes)
And our healers
Mistweaver: Basically doesnt use uplift (8 casts over 5 minutes)
Holy paladin: Certain skills that are to be used off cooldown are not actually being used off cooldown (holding stuff for a solid minute when its cooldown is actually a minute)
Shaman: Does half healing of what they should be on average (I dont even understand this one, perfect amount of casts, 1/3rd the healing amount on average)
I dont know how we even got this far.
Valor is a hell of a drug.
That's genuinely impressive. How on earth do your tanks not get squashed if your healers are playing so fucking weird?
Im going with having ridiculous ilvls.
But also our tanks being squashed is part of the reason velhari is not dead yet.
50% of our velhari wipes are "Tank died again"
The other 50% are "Someone didnt get out with edict (phase 3)/Someone didnt get into edict (phase 1)" which theoretically we could just outheal but thats not happening.
edit: I should note one of our healers is a super good resto druid. The other healer is a priest (disc I think?) I have no idea how good she is because she wasnt there on the day I took/reviewed these logs.
So the movie panel at pax was pretty good. It's obvious Jones's heart is in the right place with the movie, and they showed a slightly modified version of the trailer before this one that had some of the cgi cleaned up (probably more final) where the visuals were much better than the stuff they've shown thus far.
Either that or it just looks better on a large screen
Tales from Mythic raiding.
We're 9/13, we've put over 120 attempts into velhari.
And just today I discovered that our tanks
Paladin: Literally doesnt use shield of the righteous (no. Really.), or Glyph of Divine Protection
Death Knight: Rarely uses Death Strike (about 25 casts over 5 minutes)
And our healers
Mistweaver: Basically doesnt use uplift (8 casts over 5 minutes)
Holy paladin: Certain skills that are to be used off cooldown are not actually being used off cooldown (holding stuff for a solid minute when its cooldown is actually a minute)
Shaman: Does half healing of what they should be on average (I dont even understand this one, perfect amount of casts, 1/3rd the healing amount on average)
I dont know how we even got this far.
Valor is a hell of a drug.
the only thing i can think of regarding the shaman is that she's healing non-ideal targets? shaman mastery heals more on targets that have less hp. i don't think it explains that much of a discrepancy though.
Tales from Mythic raiding.
We're 9/13, we've put over 120 attempts into velhari.
And just today I discovered that our tanks
Paladin: Literally doesnt use shield of the righteous (no. Really.), or Glyph of Divine Protection
Death Knight: Rarely uses Death Strike (about 25 casts over 5 minutes)
And our healers
Mistweaver: Basically doesnt use uplift (8 casts over 5 minutes)
Holy paladin: Certain skills that are to be used off cooldown are not actually being used off cooldown (holding stuff for a solid minute when its cooldown is actually a minute)
Shaman: Does half healing of what they should be on average (I dont even understand this one, perfect amount of casts, 1/3rd the healing amount on average)
I dont know how we even got this far.
Valor is a hell of a drug.
the only thing i can think of regarding the shaman is that she's healing non-ideal targets? shaman mastery heals more on targets that have less hp. i don't think it explains that much of a discrepancy though.
from my understanding the totem just... pulses out a heal every 2 seconds to everybody(?) in its range. or something like that. I dont think there's any target selection involved. Im not sure if she's just maybe placing it in the wrong place(s) and its not healing as many people as it could be?
Tales from Mythic raiding.
We're 9/13, we've put over 120 attempts into velhari.
And just today I discovered that our tanks
Paladin: Literally doesnt use shield of the righteous (no. Really.), or Glyph of Divine Protection
Death Knight: Rarely uses Death Strike (about 25 casts over 5 minutes)
And our healers
Mistweaver: Basically doesnt use uplift (8 casts over 5 minutes)
Holy paladin: Certain skills that are to be used off cooldown are not actually being used off cooldown (holding stuff for a solid minute when its cooldown is actually a minute)
Shaman: Does half healing of what they should be on average (I dont even understand this one, perfect amount of casts, 1/3rd the healing amount on average)
I dont know how we even got this far.
Valor is a hell of a drug.
the only thing i can think of regarding the shaman is that she's healing non-ideal targets? shaman mastery heals more on targets that have less hp. i don't think it explains that much of a discrepancy though.
Which really doesn't mean much on Tyrant, because you spend 2/3 of the fight at lower health. Shamans (and Paladins) dominate that fight. Shamans because of their mastery, and Paladins because they are slimy overpowered pieces of slime (I kid, they make my job easier).
Tales from Mythic raiding.
We're 9/13, we've put over 120 attempts into velhari.
And just today I discovered that our tanks
Paladin: Literally doesnt use shield of the righteous (no. Really.), or Glyph of Divine Protection
Death Knight: Rarely uses Death Strike (about 25 casts over 5 minutes)
And our healers
Mistweaver: Basically doesnt use uplift (8 casts over 5 minutes)
Holy paladin: Certain skills that are to be used off cooldown are not actually being used off cooldown (holding stuff for a solid minute when its cooldown is actually a minute)
Shaman: Does half healing of what they should be on average (I dont even understand this one, perfect amount of casts, 1/3rd the healing amount on average)
I dont know how we even got this far.
Valor is a hell of a drug.
the only thing i can think of regarding the shaman is that she's healing non-ideal targets? shaman mastery heals more on targets that have less hp. i don't think it explains that much of a discrepancy though.
from my understanding the totem just... pulses out a heal every 2 seconds to everybody(?) in its range. or something like that. I dont think there's any target selection involved. Im not sure if she's just maybe placing it in the wrong place(s) and its not healing as many people as it could be?
Healing is weird.
if we're just talking about healing tide, then yes poor placement could be an explanation. its range is 40 yards which is a decent spread given that room size, but it still might not be reaching as many as it could be.
Lord DaveGrief CauserBitch Free ZoneRegistered Userregular
If any of you nerds play this dumb Star Wars Galaxy of Heroes game, I made a guild in it called Wampa Malk
Apparently "milk" is considered inappropriate
The DK left because he got salty or something.
We slotted in a 720 tank, (746 legendary ring, no gear from anything further than council)
Dead in like 10 pulls.
It's incredible what having an actual tank who uses actual fucking tank abilities can do.
P.S. Holy shit Xhul what the fuck is this even, why are both adds up at the same time this is the worst noooooo
The DK left because he got salty or something.
We slotted in a 720 tank, (746 legendary ring, no gear from anything further than council)
Dead in like 10 pulls.
It's incredible what having an actual tank who uses actual fucking tank abilities can do.
P.S. Holy shit Xhul what the fuck is this even, why are both adds up at the same time this is the worst noooooo
I honestly feel like Mythic fights is less Blizzard carefully balancing and more "Hey you know what would be really obnoxious to players?"
Mythic Xhul is shit because it's "I hope you got Rogues and Mages": The Fight.
This is a lot of Mythic fights. Remember Mythic Blast Furnace where it was entirely based on whether or not you had a Priest to mind control specific mobs?
Yep. Literally couldn't do the fight without at least one. It's a bit crazy that most places will tell you that running 4 mages and 3 rogues is the way to go for Xhul. Goddamned ridiculous.
Mythic Xhul is shit because it's "I hope you got Rogues and Mages": The Fight.
We've actually got a pretty decent looking comp for it. Couple rogues, Couple mages, few hunters, 3 tanks to help out with the bullshit that is both adds + xhul. a WW monk who is doing absolutely absurd damage in that first phase. ETC. The only thing we're short on at the moment is Death Knights actually.
The DK left because he got salty or something.
We slotted in a 720 tank, (746 legendary ring, no gear from anything further than council)
Dead in like 10 pulls.
It's incredible what having an actual tank who uses actual fucking tank abilities can do.
P.S. Holy shit Xhul what the fuck is this even, why are both adds up at the same time this is the worst noooooo
I honestly feel like Mythic fights is less Blizzard carefully balancing and more "Hey you know what would be really obnoxious to players?"
The whole concept of the first phase is really weird/dumb IMO. I like that Xhul keeps his adds mechanics (and empowers them) it's a nice addition to the fight.
But god, having to be dealing with strikes AND fel flurry? There are not enough cooldowns in the world. At least I can block fel flurry (I think at least). Fel strike sits squarely on that list of unblockable moves that deal armor ignoring damage, and so your only recourse is high health and big cooldowns that you can use often and woops guess what paladins dont have either of.
Posts
finally
less spreadsheet
you're a chuad
A list of things, should you be of the gifting persuasion
The stacking of super hard bosses right at the start was a completely shitty thing to do to the playerbase.
"You know how Molten Core is already super tough in ways nothing really prepares you for? yeah we want even fewer people to see anything else."
Like, I don't want a game that I'm paying money for to intentionally gatekeep the vast majority of people from seeing the new content.
Once upon a time I was poking around thottbot (back when it mattered) and came across the blacksmithing plans for an arcanite reaper.
It's average DPS wasn't really impressive. Brain hackers and other similar purples and high level blues had better DPS than it did.
But none of those weapons had a 3.8 swing speed. At a time when slow swing speed meant massive attack power bonuses, and super high hitting special attacks for warriors.
I mentioned at another forum (before I posted at PA) that I was gonna farm the plans and get me that axe.
They dismissed the weapon's value. They laughed at me!
Then I got that axe right around when warriors got the patch that fixed their glitch of everything reporting as a miss, and dodged special attacks finally started triggering overpower like they were supposed to. I also respecced properly into arms and fury.
For a brief part of WoW history, I became Terry Tate: Horde Linebacker.
Stormstrike resetting your attack cd meant you get rng dreams windfury, earthshaker double procs whete to beautiful for this world
True masters could accomplish this with a single whisper to their target.
Also mages competing to see who could Iceblock the highest up.
mc was a stroll until domo and rag, who actually had mechanics people needed to learn and gear checks
Most fights in MC were simple tank and spank, except when you got to Domo. I hope you have like 5 more decent tanks!
We're 9/13, we've put over 120 attempts into velhari.
And just today I discovered that our tanks
Paladin: Literally doesnt use shield of the righteous (no. Really.), or Glyph of Divine Protection
Death Knight: Rarely uses Death Strike (about 25 casts over 5 minutes)
And our healers
Mistweaver: Basically doesnt use uplift (8 casts over 5 minutes)
Holy paladin: Certain skills that are to be used off cooldown are not actually being used off cooldown (holding stuff for a solid minute when its cooldown is actually a minute)
Shaman: Does half healing of what they should be on average (I dont even understand this one, perfect amount of casts, 1/3rd the healing amount on average)
I dont know how we even got this far.
Valor is a hell of a drug.
Im going with having ridiculous ilvls.
But also our tanks being squashed is part of the reason velhari is not dead yet.
50% of our velhari wipes are "Tank died again"
The other 50% are "Someone didnt get out with edict (phase 3)/Someone didnt get into edict (phase 1)" which theoretically we could just outheal but thats not happening.
edit: I should note one of our healers is a super good resto druid. The other healer is a priest (disc I think?) I have no idea how good she is because she wasnt there on the day I took/reviewed these logs.
Either that or it just looks better on a large screen
the only thing i can think of regarding the shaman is that she's healing non-ideal targets? shaman mastery heals more on targets that have less hp. i don't think it explains that much of a discrepancy though.
from my understanding the totem just... pulses out a heal every 2 seconds to everybody(?) in its range. or something like that. I dont think there's any target selection involved. Im not sure if she's just maybe placing it in the wrong place(s) and its not healing as many people as it could be?
Healing is weird.
Which really doesn't mean much on Tyrant, because you spend 2/3 of the fight at lower health. Shamans (and Paladins) dominate that fight. Shamans because of their mastery, and Paladins because they are slimy overpowered pieces of slime (I kid, they make my job easier).
if we're just talking about healing tide, then yes poor placement could be an explanation. its range is 40 yards which is a decent spread given that room size, but it still might not be reaching as many as it could be.
Apparently "milk" is considered inappropriate
The DK left because he got salty or something.
We slotted in a 720 tank, (746 legendary ring, no gear from anything further than council)
Dead in like 10 pulls.
It's incredible what having an actual tank who uses actual fucking tank abilities can do.
P.S. Holy shit Xhul what the fuck is this even, why are both adds up at the same time this is the worst noooooo
I honestly feel like Mythic fights is less Blizzard carefully balancing and more "Hey you know what would be really obnoxious to players?"
This is a lot of Mythic fights. Remember Mythic Blast Furnace where it was entirely based on whether or not you had a Priest to mind control specific mobs?
We've actually got a pretty decent looking comp for it. Couple rogues, Couple mages, few hunters, 3 tanks to help out with the bullshit that is both adds + xhul. a WW monk who is doing absolutely absurd damage in that first phase. ETC. The only thing we're short on at the moment is Death Knights actually.
The whole concept of the first phase is really weird/dumb IMO. I like that Xhul keeps his adds mechanics (and empowers them) it's a nice addition to the fight.
But god, having to be dealing with strikes AND fel flurry? There are not enough cooldowns in the world. At least I can block fel flurry (I think at least). Fel strike sits squarely on that list of unblockable moves that deal armor ignoring damage, and so your only recourse is high health and big cooldowns that you can use often and woops guess what paladins dont have either of.
A list of things, should you be of the gifting persuasion