SoD 2.0 - Balance Topic II

Malluas said:
You will bring up taesh.  1.0 i was like 20 mana at the end... 2.0 i was 80+ that was a real prob. 

This is absolutly exactly what we are saying. Gharon at the end of 1.0 was a close win-or-lose one mistake could wipe us battle. We usually ended with around 0 to 20 mana. Now, it was ridiculous. We could have dropped three healers and have won it. I ended with 75 mana and there was no one below 50.
 
Ahh, when you guys bragged about doing the 3 pull with 5, i didnt notice you brought in an extra one for Ghar, my mistake.
 
volvov2 said:
Ahh, when you guys bragged about doing the 3 pull with 5, i didnt notice you brought in an extra one for Ghar, my mistake.
We happened to have 6 healers in the raid so we sat one out for the 3 pull because that is what was challenged to us.
 
hey, just a note on 31-39 tmaps, we tried with a full group, well equipped, luckliy our cleric had a clicky rez staff or we'd have been shot out at 2 attempts, but we got th ebox on the first try, FD didn't work, mobs summoned, I feel like this may have been impossible without a chanter. a full group of mid/high 30s , a lvl 35 popped the t-map, 4 mobs spawned with pets on the second dig, we wiped, second attempt we set up a root train, wiped again, and 3rd attempt I got blue screen of death and spent the rest of the day figuring out wtf happened, but the point is, can we dumb down mob dmg or something? they conned blue and wiped us out fast. thanks
-Ionex/Falec.
 
It was my experience pre changes that simple tmaps of ranks 30-39, and 40-49, (and some 50-59) are virtually impossible without good CC. (Meaning a necro or a bard didnt' cut it).

If this was inteded then, it's probably intended now.
 
Regarding the 18 player engage limit, is it possible to form a raid that includes more than 18 people? If there is a raid with more than 18 people in it, how is the engage limit determined? Is it by the number of players on a monsters aggro list? Does the staff take issue with including more than 18 people on a raid? I've heard rumors to this effect, but for the life of me I can't figure out why.
 
You cannot invite more than 18 people in a raid, same thing as you couldn't more than 36 before.

If, for example, 19 people engage a mob, the last one won't be able to do anything - neither attack it, nuke, nor heal. Even if he is in raid and someone out of the raid engaged the mob before him.
 
Wardwyrms - I realize that these are supposed to be a very difficult block before Taeshlin, but in their current stats I'm not sure if it's manageable with OP gear. I'm under the impression that we're supposed to be able to progress through Sep/CoD and IP simultaenously, but we've just reached the CoD entrance and have no chance at hitting Taeshlin any time soon due to this pull. Specifically, the damage output seems unreal given the reduced number of healers. We gave it four solid attempts, each of which were met with our tanks dying before one of the mobs hit 90%. We had 5 healers and a chanter/paladin as backup, but our main tank would drop outrageously fast given the amount of healing we're capable of. I believe the exact numbers quoted on vent were 'two rounds of 2000's.' Could this encounter be checked out? It very well may be at the proper level at the moment, but our guild is very well geared out for progressing towards the Taeshlin fight (main tank fomelo) , and I'd like to think that we could at least give him a solid attempt sometime soon.
 
Sep and COD are much much easier than Taeshlin/IP. Taeshlin is about the same as the boss of COD in difficulty. Wardwurms in most peoples opinions have always been harder than mirrors themselves.


That being said, they very well might need a tweak. Just dont go under the assumption that COD and late OP/early IP are supposed to be the same difficulty.
 
Waldoff said:
Sep and COD are much much easier than Taeshlin/IP. Taeshlin is about the same as the boss of COD in difficulty. Wardwurms in most peoples opinions have always been harder than mirrors themselves.

Totally on the same page with you here Wald, but being able to actually keep our tanks alive for more than 20 seconds doesn't seem like it will change much, regardless of how much CoD gear we stack them with! :(
 
even before 2.0

Wardwyrms > all mobs minuns Eternal Statues (double pulls). Wardwyrms are on just below Versikol Difficulty imo.

The only thing i can see or recommend gettin toned down would be their ramps. Other than that they hit fine and with all the mobs hps halved their hps should be fine.

if i remember Ruin couldn't do them reliably before really cracking into CoD and stocking up on Mirrors motg etc.

The reason they are hittin for 2k is mostly cause of aux tanking. Thats why i said their ramp dmg may need to be looked at if not removed.

And btw tell zorlaft... (in regards to the amount of healers) welcome to when you need alot of healers :p
 
I dont see a reason for why Wardwyrms should be just below Versikol level. Also, didnt Legacy do them far before CoD?
 
bescause they are the guardians to the guy with the key to uber loots.

point is they are suppose to be zirv difficulty mobs to deter you.

like i said their ramp would be too much to have in the game cause of the lack of people with the 18 man thing.  But they are the progression to Taesh.  Cod isn't IP difficulty its below.. CoD would be drakes/wardwyrms difficulty.  Point is you need enough healers to keep up the tanks  my guess is you are NOT aux tanking and or the ramp is doing too much damage.  2k hits sound like no aux tanking at all.

this also means learn to adapt. If you can't do wyrms with 5 healers try more. Try different ways of tanking them Aux tanks and such
 
Waldoff said:
Legacy did them far before cod because cod wasnt released yet btw =p

Thats what I meant... Legacy was able to do them with only OP and prior gear, no CoD or Sepulcher gear. All of our healers are above 5500 mana, with 4/5 being 6k+, and our tank (Sald) is easily at the level Coltaine was.


Malluas said:
point is they are suppose to be zirv difficulty mobs to deter you

This is a rediculous argument, due to the fact that you are assuming after 2.0 without trying either Zirvane or Wardwyrms that they are in fact on the same level. One Wardwyrm was easily out DPSing Zirvane.

If we cannot keep out two tanks up with all 5 healers, how can we possibly aux tank and heal Rampage damage? Sure, we could bring more healers, 4 more in fact, but should a double trash encounter in OP really be balanced for 9 healers spread between 2 tanks AND aux tanks when the cap is at 18 players max?

We have good reason to say these are unbalanced, and didnt ask for input/speculation from players who havent attempted them after the 2.0 changes. Thanks.
 
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