SoD 2.0 - Balance Topic II

Jun said:
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.


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.

Jun.. you can NOT kill all mobs in SoD with 5 heealers unless you have 7-8K mana and even then... deal with that.

only thing that should be toned down is the rampage. Make it ONE person and Half the dmg. if you lower their dps for regular melee whats the point of having them?

if i can live thru 2 rounds of them hitting me with no healing .. your tank can (regular melee dps)

but if they are made completely worthless guards.. whats the point in having the drakes or them wyrms in prison?
 
wiz if your checkin wardwyrms can you check the IP dragons also. Their hps are WAY too high. it shouldn't take 18 mins to kill fargg or yash at our gear level. And its already made Deyranni Ghar and Ulaz impossible mana wise.
 
Any mob in SoD? Im just talking about Wardwyrms buddy. Trust me, I dont want them to be too easy. I wouldnt complaing if they were harder than Mirrors, because according to people Ive spoken with, they always have been. But these are just unbalanced atm, and your denial is based on us either (1) Not having 6+ healers when encounters probably wont be balanced for that when the cap is lowered or (2) We dont have 7-8k mana when this number is simply unattainable prior to IP. And whats the point of having them if their melee DPS is lowered? Hmm, I dunno, a balanced difficult encounter? You fail to understand that the complaint is that they are UNBALANCED not WAH TOO HARD.

...wait I just read this...

if i can live thru 2 rounds of them hitting me with no healing .. your tank can (regular melee dps)

... and am done responding you.
 
you fail at reading... their melee dps is just fine

the only prob i see is rampage. Welcome to the game gettin hard :p

and jun we have fought them and won you think i don't kno what i am talkin about?
 
not to mention needing a chain for each before plus padders to do the fight cause of how long it is with the hps. you needed at least 6 back then.. you need 6 now.. a paladin doesn't cut it 2 clerics 2 druids and a shaman do not cut it.

When you do the 3 pull in Ip you aren't gonna beat it with 4 or 5 healers. you won't either with the 2 pull statues. if you are goning to be stubborn about using a couple ore healer thats fine.. just don't come here askin for mobs to get toned down cause you can't do them with 5
 
The 2.0 ruleset really did screw with rampage in general as Xeld had to deal with the COD rampagers a similiar way.

Is there anyway to make it so ramp could be chosen between 1 or 2 targets and tweaked that way? That way ramp dmg could be lowered without crippling their single target output
 
Actually, what I could do is make rampage NOT hit the main tank since aux tanking already discourages you from just single tanking all rampagers.
 
Malluas said:
and jun we have fought them and won you think i don't kno what i am talkin about?

thats not a very good arguement

in fact, i seriously doubt anyone from ruin should be commenting on our balancing issues since you guys have beaten and moved past the wardwyrms for the first time pre 2.0, meaning that you have no experience beating then moving past the wardwyrms for the first time in 2.0 and therefore have no basis on which to make any arguement. at no time should anyone think that because they can do something thet it is balanced, especially if its something that is below them. Thats a purely ignorant viewpoint, and no, you dont know what you are talking about because wardwyrms are basicially trivial to you guys, whereas we have to develop a strat and win the encounter for the first time. thats 2 completely different stances, neither of which can comment on the others situation. None of us have any right to comment on the IP 3 pull or gharontosh or any of the problems facing ruin, because we have no experience with it, and the same should go for you. the fact is, pre 2.0 a guild as geared as steel is now could defeat the wardwyrms without 1/3-1/2 of your raid being healers, and post 2.0 that same guild cannot, which leads me to believe that the wardwyrms are unbalanced and need to be fixed to maintain the same level of difficulty that they had pre 2.0.
 
I dont think any of us are arguing that the wardwurms dont deserve a good look at zorlaft, was just commenting that the progression lufia stated was a little off is all. That and we wanted to put a plug in about the HP of IP dragons being out of whack in hopes of a parallel fix.

That being said I agree that guilds shouldnt be commenting on other guilds posts here. It is getting a tad out of hand.
 
Have you guys looked at the Relic scroll drop rate at all? We've gone well over three weeks raiding bosses in Storm's Eye and Stormkeep without a single one. Aglak/Gertoz/Baladan/Frost King/Husrag/MOTE on a regular basis and they haven't dropped any. We're usually the only ones in SE and Stormkeep, so it's not that others are getting them.

I realize that yes relics are rare because they're just that--Relics. I was talking to some of Steel the other day, and they said that they've only seen about three since 2.0 went into effect, and they're in Sepulcher and high-level PoT/PoA.

Also, I don't think Faeth the Guardian hasn't been rebalanced. If you guys could take a look at the relic situation and this, that would be awesome. Thanks.
 
Re: SoD 2.0 - Faeth the Guardian

This is Keirga and i am a member of Empire. We attempted to take faeth the Gaurdian to finish the Ytrazliarch sword quest by obtaining the hilt from him (he is final part). Seeing how the rest of the quest was doable with a small force of 12 to 14 sometimes less i had assumed he would be simialrily or only a bit tougher. But upon engage we found out i was quite wrong seeing how we only got him to 90-95% before wipe

Faeth AOE fear mezzes, rampages, and from my own personal experience hits for 900's and lower. Seeing how fear resist is hard to come by and rampage is bad enough to contain as it is i feel he is too strong for a lesser tier guild to take down. The main problem is the aoe fear/mez in my opinion.

So all i ask is that this be checked into to ensure he has been set for 18 man raid's
 
Ytrazliarch is still one of the best weapons in the game, Faeth is supposed to be hard.
 
Was IP gem droprate changed at all? Been a few raids and seems to be a lot lower. Curious if its just our luck


On a side note, we just did a 17 muinute yashira run and wiped at 5%.... if you are going to make Yashira take 20 minutes and could you at least please make it so that disintigrate doesnt get resisted aggroing the wizard and causing him to die from a puppet who hits for 700.... With a marathon fight that Yash now is, one resist meaning game over is not exactly fun.

2 Wizards can barely keep the puppet down using both disintigrates, if one gets a resist and dies its pretty much a wipe.
 
^^^^

puppets should NOT attack.. it makes it kinda retardly impossible (in theory) if they resist and kill the wizards. Pretty annoying when they NEVER resisted or attacked the i think 10 times we have done her now they mean you can wipe on something that isn't suppose to wipe you directly.
 
I have done this encounter several times and never have I had or seen any other wizard get a resist, on our first run tonight we had 2 resists and one dead wizard. I am assuming something has changed....or we had supreme luck till tonight....both Dissolute and Disintigrate carry a -100 resist mod.

As far as the length of the fight, I am willing to attribute that mainly to our makeup during our first attempt.
 
Mirrors need a substantial buff. We could have done it with 3 healers last night (we had 6). I could keep vargg up by myself and xious someone with about 1k less mana could keep up volkov no problem. Not including them dying insanely fast with crap dps.

I would suggest more hps say by 15% ish or a bit more dps output
 
Malluas said:
Mirrors need a substantial buff. We could have done it with 3 healers last night (we had 6). I could keep vargg up by myself and xious someone with about 1k less mana could keep up volkov no problem. Not including them dying insanely fast with crap dps.

I would suggest more hps say by 15% ish or a bit more dps output

We had them on easy farm status pre 2.0, and were able to kill them easily. In their current rendition, we go OOM on most attempts and use CotB in some cases. DPS output is right where if two healers are alternating heals and one misses the beat, the tank drops to 10% health or lower. Imo after previous tweaks, they're right in line but I could just be a bad player. For guild without IP gear, they're still very tough and as far as I know, we're the only guild of the three at our level (exodus/PR) who has killed them post-2.0 changes.
 
manis were much harder than the mirrors. but 2-3 healers being able to keep the tanks up.. is kinda ridiculous even if it was forsaken doing it. OP is progressively harder.

aka motg, then manis, mirrors, taesh, IP

atm its motg, mirrors manis taesh.

that shouldn't be thats all i am saying.
 
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