Evil plotting and unecessary changes

General issues.
Jeido
Posts: 1265

Re: Evil plotting and unecessary changes

Post#11 » Fri Nov 19, 2010 2:41 pm

Banderas wrote:
Banderas wrote:
Allizar wrote:Emperor Ssra and other end bosses (nothing written in stone yet on anything but emp ssra) will all have a specific niche, Emperor room will respawn quickly


:( we were just almost ready to do him, this makes it "harder" for us small guild


Will just have to look at the fight differently, the adds don't do much damage and can be offtanked, mezzed, charmed, kited etc. etc. Emperor himself hasn't changed at all



I can't say I like or agree with the emp change at all. My guild was the first to kill Emp on the server, this was before any donor items etc, and it was a serious challenge to kill him with anything less than 15 people. You needed 2 tanks in nearly full ssra boss gear just to be able to tank him, and then the DPS needed to be geared/aa'd enough to survive the rampage. Ssra is more of a test zone, which basically says if you can kill Emp with your guild then you're ready to start ToV. If you can't survive emp, don't even try ToV.

As far as how many you'd need for a new guild, well as I stated above if you have no donators etc you'd need at least 2-3 groups in top notch gear for that tier.

Good luck.
Jeido, Founder of Evolution

Stickybuds
Posts: 883

Re: Evil plotting and unecessary changes

Post#12 » Fri Nov 19, 2010 4:04 pm

on live we would keep 4 adds mezzed the whole fight and offtank the other 4 with 1 or 2 offtanks with no weapon equiped. One healer was all you needed for the offtanks iirc and then you just had everyone on emp. and ya take out blood 1st.

I havent tried him before or after the changes but we will be trying him soon and i dont see how these changes really make it any harder. Sounds like it makes me more like it should be. I'm guessing before you just cleared the room and got emp all alone for 10-20mins?

I also like your proposed changes to High Priest fight to bring back the need to kill those repops to keep em off healers. In its old state you could kill the long repop and since most people have such high resists stand stand in LoS on the path where you wouldnt agro the fast repops and it was agro free healing/dmg so long as you did it in under 10mins.

Can't comment on the rest, just my 2 cents on SSRA and emp fight. I'm looking forward to it.
Image

Allizar
Posts: 178

Re: Evil plotting and unecessary changes

Post#13 » Fri Nov 19, 2010 4:12 pm

We have a lot more possibilities with handling the adds since there are no large guilds: the adds are incredibly weak damage wise, they just have high respawn and high HP's. They are also weak to every form of CC, from root to charm/mez to kiting to offtanking etc.

Respawn was bumped up to 2 minutes to make it possible for a dedicated player to keep them killed off as well =P

If this is still too much I will look at lowering emp himself to match, the intention was not to make the fight harder.

Mahulk
Posts: 13

Re: Evil plotting and unecessary changes

Post#14 » Fri Nov 19, 2010 7:48 pm

All I can say is: Wow!

So many changes, so much work... kudos on the time you spend making the content more enjoyable Allizar.

Seeing monster roam in EToV last night was awesome, adds to the danger feeling (especially while boxing). Running from static spawn to the next one felt more like a grind. This is a great change (I assume SSRA is the same, but I havent experienced it yet).

Keep up the good work!

Allizar
Posts: 178

Re: Evil plotting and unecessary changes

Post#15 » Fri Nov 19, 2010 8:00 pm

Thanks =) Ssra was always fairly static, I put the warden highway back in and added a few roamers in basement but that's about it =/

Falcore
Posts: 164

Re: Evil plotting and unecessary changes

Post#16 » Fri Nov 19, 2010 9:03 pm

Pathing issues, and general zone upgrades are always welcome.

However major changes to established zones, such as Ssra and ToV which have been with this server fora long time; have the admin thought about the changes they are making to the whole community of the THF, both online and off.

A lot of work was put in by the player base to write guides, walkthroughs, countless advice and posts about these zones on the website. Any member doing a search for information on ssra, and ToV could find that information to no longer be valid. Information which was established and part of the history and lore of the server.

Newer zone changes are expected as the guilds and players who do them can keep up with the changes, before they write guides and the zones become "Community knowledge".

Pathing issues, and roamers are great additions to old zones as they make the zone feel more alive, yet do not change the overall encounter.

Just something to think about.
Evolution
Falcore - Monk

Allizar
Posts: 178

Re: Evil plotting and unecessary changes

Post#17 » Fri Nov 19, 2010 10:09 pm

I've thought about existing guides quite a bit and tried to be careful to avoid making changes that would invalidate them.

These changes are more for players that have not been through or even started on the server yet. After you have played here a while it is easy to overlook things that are not quite right or confusing (like 55-70 exp zones being almost impossible at 55 or a quest that asks you to kill 25 of something, but there are only 2-3 spawns) because that's how it always was for you and you just skip the quest when you go through again without thinking about it.

One of the most common complaints from new characters is that until later Tiers the boss fights were almost exclusively tank and spank with no involvement. We simply tried to add a bit more involvement and something to make you stop and prepare/strategize even if you are above the content without making it too hard. Emperor was tested and beaten with 6 Ssra geared characters when the add respawns were only 1 minute instead of 2. I hope this explains a bit why some of the older content was reworked and retuned

Mahulk
Posts: 13

Re: Evil plotting and unecessary changes

Post#18 » Fri Nov 19, 2010 11:20 pm

IMO guides should not hold back adjustments to zones (old or new). If a change makes the zone more enjoyable for players, it should go live. Not saying your point is not valid, but I think it's for the better good.

User avatar
Grey
Posts: 1101

Re: Evil plotting and unecessary changes

Post#19 » Fri Nov 19, 2010 11:33 pm

What he is getting at imo is that changes to some of those zones encounters should be carefully considered.
As for my perspective as long as the team doing the work can take enough time to TEST it using appropriately geared characters and its not unbeatable then its fine.

Havnt logged in today but from the news it sounds like good stuff has happened.

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