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30% HP nerf to all TBC raid monsters (including bosses) in 3Follow

#27 Oct 01 2008 at 2:32 PM Rating: Decent
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Grasshoppah wrote:
Did they just remove the crushes and add in another attack or just removed it and bosses remain unchanged, except they can't crush?

Last I heard, though it was a while ago, was that they were removing crushing blows from the game completely. Or did that change?
#28 Oct 01 2008 at 2:54 PM Rating: Excellent
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Anobix the Wise wrote:
I can definitely see where you are coming from on that front RPZip. We are about a week or so away (depending on how we do this week) against a Brutallus kill. But seeing that we can go through and most likely get a kill, with no consumables and an extra healer (if necessary) makes it kind of lose that rush of blowing through 10.5 million hp in 6 minutes.


Keep in mind there's a slew of assorted nerfs going in as well, including potion sickness.
#29 Oct 01 2008 at 3:45 PM Rating: Excellent
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slightlysober wrote:
Grasshoppah wrote:
Did they just remove the crushes and add in another attack or just removed it and bosses remain unchanged, except they can't crush?

Last I heard, though it was a while ago, was that they were removing crushing blows from the game completely. Or did that change?


Not exactly. They just raised the level difference required for crushes from 3 to 4. Which means raid bosses, which are 3 levels above you, will no longer crush you. They still want the mechanic in place to keep you from trying to do things in zones you're too low for.
#30 Oct 01 2008 at 5:47 PM Rating: Decent
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Poldaran wrote:
Not exactly. They just raised the level difference required for crushes from 3 to 4. Which means raid bosses, which are 3 levels above you, will no longer crush you. They still want the mechanic in place to keep you from trying to do things in zones you're too low for.

Thanks, that makes sense.
I'm glad for the nerf, simply because it means I'll get to go visit all those raids that I never got to, having been away from WoW for most of BC.
#31 Oct 02 2008 at 8:44 AM Rating: Good
http://blue.mmo-champion.com/12/5963301106-existing-raid-content-changes.html

Quote:
To coincide with the upcoming new talents and mechanic changes for classes in the next patch, we are making some adjustments in existing raid content to provide a smooth transition when the upcoming patch is released. The creatures and bosses in raid dungeons that were introduced in The Burning Crusade will have their health reduced, and most will have their standard melee damage output reduced as well, but their spell and ability damage are not being changed. These changes are being made in all raid dungeons from Karazhan to Sunwell Plateau as well as the outdoor encounters of Doom Lord Kazzak and Doomwalker. On top of this Illidan is also doing his part and will stop casting Shear on players.
#32 Oct 02 2008 at 9:38 AM Rating: Decent
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Great...raiding is going to be EZ mode once the patch comes out.

GDI, I got enough crap over being in BT without having been attuned. Now this? I mean sure I'm going to get to see the encounters, but there is going to be like, no sense of accomplishment in it at all.

I feel worse for all the SWP people.
#33 Oct 02 2008 at 9:54 AM Rating: Excellent
GodOfMoo wrote:
Great...raiding is going to be EZ mode once the patch comes out.

GDI, I got enough crap over being in BT without having been attuned. Now this? I mean sure I'm going to get to see the encounters, but there is going to be like, no sense of accomplishment in it at all.

I feel worse for all the SWP people.


I look at it this way:

Either I see all of the rest of SW (Brutalus through Kil'Jaeden) in the next month and a half or I will probably never see it again except for as a larf later on. I am not extremely happy about it changing so much, but to be able to squeek out the last month of raiding before the expansion I think that it is a decent idea.
#34 Oct 02 2008 at 11:18 AM Rating: Good
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GodOfMoo wrote:
Great...raiding is going to be EZ mode once the patch comes out.

GDI, I got enough crap over being in BT without having been attuned. Now this? I mean sure I'm going to get to see the encounters, but there is going to be like, no sense of accomplishment in it at all.

I feel worse for all the SWP people.

Remember, this is going in /with all the mechanic changes/.
Potion sickness. Nerfed shadowpriest vampiric thingy. Tinnitus (unless they removed it again). Divine plea before all the QQing got it rebalanced. A massive morphing of everybody's gear literally overnight - even if crushing is going away, a lot of tanks will be crittable again. And no one will have access to the 51-point talents that the new endgame is being balanced for.
Before this nerf, I was going to lobby my guild to go onto a crash raiding schedule to hit new content before it became impossible for a tier-appropriate raid to handle. Fights longer than about five minutes are going to be roadblocks because of mana management problems, at least during the adjustment period until the full LK release.
Sure, it'll make going back to SWP even more trivial at 80 than it would have been before, but that's not what it's about. It's about the four weeks from 10/13 - 11/14, and making it possible for raiding to happen at all during that time.
#35 Oct 02 2008 at 11:48 AM Rating: Good
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Quote:
And no one will have access to the 51-point talents that the new endgame is being balanced for.


Actually people will have access to the 51 point talents.
#36 Oct 02 2008 at 12:54 PM Rating: Default
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Ialaman wrote:
Anobix the Wise wrote:
I can definitely see where you are coming from on that front RPZip. We are about a week or so away (depending on how we do this week) against a Brutallus kill. But seeing that we can go through and most likely get a kill, with no consumables and an extra healer (if necessary) makes it kind of lose that rush of blowing through 10.5 million hp in 6 minutes.


Keep in mind there's a slew of assorted nerfs going in as well, including potion sickness.


What exactly is "Potion Sickness"?

Why did Potions need a nerf in the first place, at Lv70, Super Health Potions are already useless, they heal lol2500, but every person I've seen, even in a "lesser-geared" Karazhan Raid has at least 8k.

Hell, I'm a tank and mobs that I'd actually use a potion while fighting hit me for 1500+. Wow, one hit worth.

That needed a nerf? *rolls eyes* Give me a break already.
#37 Oct 02 2008 at 12:57 PM Rating: Decent
Zariamnk wrote:
Ialaman wrote:
Anobix the Wise wrote:
I can definitely see where you are coming from on that front RPZip. We are about a week or so away (depending on how we do this week) against a Brutallus kill. But seeing that we can go through and most likely get a kill, with no consumables and an extra healer (if necessary) makes it kind of lose that rush of blowing through 10.5 million hp in 6 minutes.


Keep in mind there's a slew of assorted nerfs going in as well, including potion sickness.


What exactly is "Potion Sickness"?

Why did Potions need a nerf in the first place, at Lv70, Super Health Potions are already useless, they heal lol2500, but every person I've seen, even in a "lesser-geared" Karazhan Raid has at least 8k.

Hell, I'm a tank and mobs that I'd actually use a potion while fighting hit me for 1500+. Wow, one hit worth.

That needed a nerf? *rolls eyes* Give me a break already.


It's because of mana potions, not health potions. Some fights in BC required casters to chain-chug mana potions, which became expensive and annoying, and Blizzard is now preventing that. In 3.0, they can tune boss fights so they don't need people to chain chug potions. The end result is less money spent on potions for the average caster.
#38 Oct 02 2008 at 12:59 PM Rating: Decent
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Makaro wrote:
Zariamnk wrote:
Ialaman wrote:
Anobix the Wise wrote:
I can definitely see where you are coming from on that front RPZip. We are about a week or so away (depending on how we do this week) against a Brutallus kill. But seeing that we can go through and most likely get a kill, with no consumables and an extra healer (if necessary) makes it kind of lose that rush of blowing through 10.5 million hp in 6 minutes.


Keep in mind there's a slew of assorted nerfs going in as well, including potion sickness.


What exactly is "Potion Sickness"?

Why did Potions need a nerf in the first place, at Lv70, Super Health Potions are already useless, they heal lol2500, but every person I've seen, even in a "lesser-geared" Karazhan Raid has at least 8k.

Hell, I'm a tank and mobs that I'd actually use a potion while fighting hit me for 1500+. Wow, one hit worth.

That needed a nerf? *rolls eyes* Give me a break already.


It's because of mana potions, not health potions. Some fights in BC required casters to chain-chug mana potions, which became expensive and annoying, and Blizzard is now preventing that. In 3.0, they can tune boss fights so they don't need people to chain chug potions. The end result is less money spent on potions for the average caster.


Yeah, but as a side effect, Health Potions are going to get nerfed too.

What I wish they'd do, is buff Health Potions to make them anywhere near as useful to Warriors, Rogues, and Hunters are Mana Potions are to any Mana-user. In TBC, at Lv70, Health Potions should heal at least 5k, if not 8k. Once per 2 minute use, we should get a lot more mileage out of them. Hopefully Health potions in WoTLK will actually be useful. Doubt it, though.
#39 Oct 02 2008 at 1:05 PM Rating: Good
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Zariamnk wrote:
Makaro wrote:
Zariamnk wrote:
Ialaman wrote:
Anobix the Wise wrote:
I can definitely see where you are coming from on that front RPZip. We are about a week or so away (depending on how we do this week) against a Brutallus kill. But seeing that we can go through and most likely get a kill, with no consumables and an extra healer (if necessary) makes it kind of lose that rush of blowing through 10.5 million hp in 6 minutes.


Keep in mind there's a slew of assorted nerfs going in as well, including potion sickness.


What exactly is "Potion Sickness"?

Why did Potions need a nerf in the first place, at Lv70, Super Health Potions are already useless, they heal lol2500, but every person I've seen, even in a "lesser-geared" Karazhan Raid has at least 8k.

Hell, I'm a tank and mobs that I'd actually use a potion while fighting hit me for 1500+. Wow, one hit worth.

That needed a nerf? *rolls eyes* Give me a break already.


It's because of mana potions, not health potions. Some fights in BC required casters to chain-chug mana potions, which became expensive and annoying, and Blizzard is now preventing that. In 3.0, they can tune boss fights so they don't need people to chain chug potions. The end result is less money spent on potions for the average caster.


Yeah, but as a side effect, Health Potions are going to get nerfed too.

What I wish they'd do, is buff Health Potions to make them anywhere near as useful to Warriors, Rogues, and Hunters are Mana Potions are to any Mana-user. In TBC, at Lv70, Health Potions should heal at least 5k, if not 8k. Once per 2 minute use, we should get a lot more mileage out of them. Hopefully Health potions in WoTLK will actually be useful. Doubt it, though.

Health pots are very useful as they are now.

Of course you're not going to see the use in them as a tank, but melee see it a ton. There are a lot of fights with splash damage in them, where I need to choose between chugging a health pot to stay alive or a haste pot to do more damage.

If I can safely stay alive, I'll chug the haste pot. If I'm about to die, you bet your *** I'm drinking that health pot.
#40 Oct 02 2008 at 1:09 PM Rating: Default
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Quote:
Health pots are very useful as they are now.

Of course you're not going to see the use in them as a tank, but melee see it a ton. There are a lot of fights with splash damage in them, where I need to choose between chugging a health pot to stay alive or a haste pot to do more damage.

If I can safely stay alive, I'll chug the haste pot. If I'm about to die, you bet your *** I'm drinking that health pot.


Okay, so you named 1 thing they are good for: Melee (who exactly melees? A Rogue or a DPS Warrior... two classes. Enhancement Shamans can heal themselves).

Chugging the Potion will help you a little, but face it, 1500-2500 is not going to hold you for long.

Still think the pots should heal more than they do...
#41 Oct 02 2008 at 1:25 PM Rating: Excellent
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Zariamnk wrote:
Quote:
Health pots are very useful as they are now.

Of course you're not going to see the use in them as a tank, but melee see it a ton. There are a lot of fights with splash damage in them, where I need to choose between chugging a health pot to stay alive or a haste pot to do more damage.

If I can safely stay alive, I'll chug the haste pot. If I'm about to die, you bet your *** I'm drinking that health pot.


Okay, so you named 1 thing they are good for: Melee (who exactly melees? A Rogue or a DPS Warrior... two classes. Enhancement Shamans can heal themselves).

Chugging the Potion will help you a little, but face it, 1500-2500 is not going to hold you for long.

Still think the pots should heal more than they do...

Enhancement shamans aren't going to waste 1.5-3 secs on a heal. That's a huge drop of damage.

It's OK, you have no idea about melee DPS, you're a tank. I understand.
#42 Oct 02 2008 at 1:33 PM Rating: Decent
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Overlord Theophany wrote:
Zariamnk wrote:
Quote:
Health pots are very useful as they are now.

Of course you're not going to see the use in them as a tank, but melee see it a ton. There are a lot of fights with splash damage in them, where I need to choose between chugging a health pot to stay alive or a haste pot to do more damage.

If I can safely stay alive, I'll chug the haste pot. If I'm about to die, you bet your *** I'm drinking that health pot.


Okay, so you named 1 thing they are good for: Melee (who exactly melees? A Rogue or a DPS Warrior... two classes. Enhancement Shamans can heal themselves).

Chugging the Potion will help you a little, but face it, 1500-2500 is not going to hold you for long.

Still think the pots should heal more than they do...

Enhancement shamans aren't going to waste 1.5-3 secs on a heal. That's a huge drop of damage.

It's OK, you have no idea about melee DPS, you're a tank. I understand.


Even still, it is kinda dumb that Health Potions have 1 and 1 only real use, of Melee DPSers.

Otherwise, the amount they heal is far, far too low which has been my point for the last 3 posts. Since you've yet to give me any reason why they shouldn't heal more, I'm going to let it go at that. If they healed more, they would be more useful to Tanks (hell yes. I'm tired of healers being late on their heals for whatever reason, and having nothing to fall back on other than Shield Block (which helps, but eh. I kinda need more), Shield Wall (once per 30 minutes), or a Potion (one hit), or any combination of the above.

Or, then, there's solo. I'm a Warrior, and when I go towards Lv80, I hate it that there's next to nothing a Warrior can do, to get out of a "Oh crap I'm going to die" moment... no Feign Death, no Vanish, no Mana Potion + Heal Heal Heal Heal and outlast your mobs, none of that. It would be nice if potions healed more than 3-5 seconds worth of normal melee combat, to be honest.

Well there's Shadowmeld, assuming it really will be an "aggro-wipe" (only if you're the last one standing, which would always be the case in Solo play, unless they are silly enough to not let it work Solo), and there's running away, but sometimes running away... just doesn't work.

Edited, Oct 2nd 2008 5:29pm by Zariamnk
#43 Oct 02 2008 at 1:53 PM Rating: Excellent
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Zariamnk wrote:
Overlord Theophany wrote:
Zariamnk wrote:
Quote:
Health pots are very useful as they are now.

Of course you're not going to see the use in them as a tank, but melee see it a ton. There are a lot of fights with splash damage in them, where I need to choose between chugging a health pot to stay alive or a haste pot to do more damage.

If I can safely stay alive, I'll chug the haste pot. If I'm about to die, you bet your *** I'm drinking that health pot.


Okay, so you named 1 thing they are good for: Melee (who exactly melees? A Rogue or a DPS Warrior... two classes. Enhancement Shamans can heal themselves).

Chugging the Potion will help you a little, but face it, 1500-2500 is not going to hold you for long.

Still think the pots should heal more than they do...

Enhancement shamans aren't going to waste 1.5-3 secs on a heal. That's a huge drop of damage.

It's OK, you have no idea about melee DPS, you're a tank. I understand.


Even still, it is kinda dumb that Health Potions have 1 and 1 only real use, of Melee DPSers.

Otherwise, the amount they heal is far, far too low which has been my point for the last 3 posts. Since you've yet to give me any reason why they shouldn't heal more, I'm going to let it go at that. If they healed more, they would be more useful to Tanks (hell yes. I'm tired of healers being late on their heals for whatever reason, and having nothing to fall back on other than Shield Block (which helps, but eh. I kinda need more), Shield Wall (once per 30 minutes), or a Potion (one hit), or any combination of the above.

Or, then, there's solo. I'm a Warrior, and when I go towards Lv80, I hate it that there's next to nothing a Warrior can do, to get out of a "Oh crap I'm going to die" moment... no Feign Death, no Vanish, no Mana Potion + Heal Heal Heal Heal and outlast your mobs, none of that. It would be nice if potions healed more than 3-5 seconds worth of normal melee combat, to be honest.

Well there's Shadowmeld, assuming it really will be an "aggro-wipe" (only if you're the last one standing, which would always be the case in Solo play, unless they are silly enough to not let it work Solo), and there's running away, but sometimes running away... just doesn't work.

Edited, Oct 2nd 2008 5:29pm by Zariamnk

Shield Wall is a 5 min cooldown in WotLK.

If 3-5 secs of combat in solo (i.e. 1-2 melee swings from a mob) is doing more than 2500 damage, you're either doing something seriously wrong or you're trying to solo elites.
#44Zariamnk, Posted: Oct 02 2008 at 2:07 PM, Rating: Sub-Default, (Expand Post) Well, when you get respawns spawning ontop of you, or mobs aggroing from 50+ yards away for no apparent reason, 2500 HP goes down, and it goes down fast. I don't know how many times in IoQD that I went from 10k down to like 2k left within 5-8 seconds, because of weird aggro issues (fighting one mob at the very edge of the village, and for some God-known reason, 5+ mobs come running over to me from the other end of the village and start pounding me), or mobs continuously repopping ontop of me as soon as I kill one, another one immediately spawns in its place...
#45 Oct 02 2008 at 2:16 PM Rating: Good
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So basically you're whining about health pots because you don't know how to deal with aggro. Gotcha.
#46 Oct 02 2008 at 2:30 PM Rating: Good
There is absolutely no way to make Health Potions as useful to melee (or tanks) as Mana Potions are to casters.

If they heal for a significant amount (like... your entire HP bar) then maybe, but otherwise they're going be about as good as one heal from a raid-geared healer. There really is no middle ground between "so good it completely obliterates any solo balance" and "so bad that they're almost never worth using except in very unusual circumstances", like extreme burst damage (Felmyst's Encapsulate) and even then as a DPS you're better off with a Arcane Protection Potion.

The equivalent to Mana Potions for tanks are Ironshield Potions (+2500 armor for 2m) and for Melee DPS it's Haste Potions. If you're actually using healing potions as a tank I really don't know what to say except you shouldn't be.
#47 Oct 02 2008 at 3:10 PM Rating: Default
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Well, it looks like I need to get myself into BT before the nerf. My guild is 2/5 Hyjal as our furthest progression and this change pisses me off. I don't want things to get easier I still feel that this content I've never seen should be a challenge. Not some fancy 1 shot cake walk.
#48Zariamnk, Posted: Oct 02 2008 at 3:10 PM, Rating: Sub-Default, (Expand Post) I take Health potions with me, for emergency situations. We're not a SWP guild; we're just starting Kara and there are times where healers go OOM, or something bad happens, or what-not. I also chug them sometimes during what I know will be a long fight, to save one heal for later. In a long fight, sometimes I can drink 2, that's two heals longer the fight can go on. I'd hate to wipe at 1% and I was holding 5 potions, 2 of which could have been used... who knows, we might have killed him.
#49 Oct 02 2008 at 3:17 PM Rating: Good
Zariamnk wrote:


RPZip wrote:
There is absolutely no way to make Health Potions as useful to melee (or tanks) as Mana Potions are to casters.

If they heal for a significant amount (like... your entire HP bar) then maybe, but otherwise they're going be about as good as one heal from a raid-geared healer. There really is no middle ground between "so good it completely obliterates any solo balance" and "so bad that they're almost never worth using except in very unusual circumstances", like extreme burst damage (Felmyst's Encapsulate) and even then as a DPS you're better off with a Arcane Protection Potion.


What about a decent Regeneration potion, or HoT potions like Diablo 2 had? I'm not asking for something THAT powerful, but... let's say for Level 70, we could have, oh, "500 HP healed every 2 seconds for 20 seconds" with a 2 minute cooldown? That heals for 5,000 over 20 seconds. Excellent for solo play, but with a 2-minute countdown and limited availability (they only stack to 5, and are a bit expensive to pop them constantly) I sure as heck wouldn't chug these constantly in solo play. They are not strong enough in 5-man or Raid situations, to do much other than heal Melee DPS, and far too slow to keep someone alive exclusively in PvP, where Burst Damage comes into play. Heck, if you think that is too powerful, put a 5-min cooldown on the damn thing. At least THAT would actually save a solo player in a sticky situation, which is what I assume potions were meant for: emergencies.


Cooldowns aren't that relevant, and yes, that would be OP in PvP. Next?
Quote:

Quote:
If you're actually using healing potions as a tank I really don't know what to say except you shouldn't be.


I take Health potions with me, for emergency situations. We're not a SWP guild; we're just starting Kara and there are times where healers go OOM, or something bad happens, or what-not. I also chug them sometimes during what I know will be a long fight, to save one heal for later. In a long fight, sometimes I can drink 2, that's two heals longer the fight can go on. I'd hate to wipe at 1% and I was holding 5 potions, 2 of which could have been used... who knows, we might have killed him.

Edited, Oct 2nd 2008 7:06pm by Zariamnk


Okay.

Unless literally the very next hit will kill you without a Health Potion, an Ironshield Potion will reduce more damage than it a healing potion would heal. And it lasts for two minutes. It's a huge decrease in incoming damage if you're smart enough to use them.

If your healers are going OOM, you should be using them. You should also have better healers, but that's a different issue they're extremely powerful, and for anything serious you want to use it every time it comes off CD like casters do with Mana Pots.
#50Zariamnk, Posted: Oct 02 2008 at 3:24 PM, Rating: Sub-Default, (Expand Post) Then make them un-usable in Battlegrounds and Arena. Problem solved. Nobody cares about World PvP. Blizz should just accept the fact that it has been dead for a long time, and that the only "World PvP" that goes on, is ganking greys and quest NPCs. Well there's that Northrend Zone, but I'd think that'd be a large enough grouping of players to make it so that a potion wouldn't unbalance it.
#51 Oct 02 2008 at 3:31 PM Rating: Good
Zariamnk wrote:
Quote:
Cooldowns aren't that relevant, and yes, that would be OP in PvP. Next?


Then make them un-usable in Battlegrounds and Arena. Problem solved. Nobody cares about World PvP. Blizz should just accept the fact that it has been dead for a long time, and that the only "World PvP" that goes on, is ganking greys and quest NPCs. Well there's that Northrend Zone, but I'd think that'd be a large enough grouping of players to make it so that a potion wouldn't unbalance it.



*raises hand*

I care about world PvP. I'd rather not have it be absolutely destroyed because you can't figure out how to not die to a small group of fairly wea mobs.
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