SoD 2.0 - The Balance Thread

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Xeldan said:
As for removing mobs from hard-linked pulls, it probably isn't going to happen. The pulls were designed that way(at least in Sepulcher), so the hp and damage of each single mob in the pull is lower than normal. If a mob was removed I'd have to retune the entire pull.

If you can give me specific pulls that are too difficult though instead of just "some of the stuff in Sepulcher" and give me the reasons(hit too hard, ae's too nasty, etc...) I'll take a look at that. But it *should* be possible to offtank them still, even with the smaller raid caps, due to their lower than normal damage.

Could the 4-way intersection before Sultan/Seductress be looked at? The difficulty isn't really the issue here, but the sheer number of mobs necessary to be cleared means that we're sitting in one spot for 1.5+ hours, which when coupled with significant clearing before that point makes the mobs very annoying targets given their loot. Upon reaching the bosses, they seemed to be such a pushover that many people commented on how the clearing was much harder than the encounter itself. I'm all for difficult pulls, but it just seems tedious at this point because we can no longer just tank 3-4 unmezzable mobs at a time and resort to splitting them.

Also, Arbiter of Air's debuff rate doesn't seem to have been changed with the move from 36 to 18. It looked like well over 1/3 of our raid would receive the debuff at once, which included at least three healers per attempt. I don't want to get into strat disclosure, but coupled with the knockback this made it unreasonably hard to keep a tank up that previously could be overcome due to healer numbers.
 
Xeldan said:
And actually as a followup to my post - I am most definitely willing to come watch your raid and can make a good judgement call on retuning stuff through that. Just let me know of your raid time in IRC or something and if I'm not already watching someone then I'll be more than happy to tag along and see if things don't seem right. I spent a good chunk of last night with Forsaken in CoDarkness to get a few of the encounters tuned properly with the new caps, and they also helped me find a couple bugs with the final encounter in the zone which cropped up due to the patch.

I would appreciate it very much if you could come on the next PoAir raid. Not many things are too hard from the changes, but the Surging Mephits 4 pull and the way some of the yellow cons link together while roaming makes clearing them a bit more tedious than I would think is intended. As for Sepulcher, I have to admit I assumed their damage was kept the same as all other mobs, and I guess I was just plain wrong. We havent encountered them yet.
 
Group pulls in Sepulcher have the same damage values as pre-patch, but they're tuned to be a bit lower(and less hits per round) than single mobs from Sepulcher and other zones.

I think any major damage output changes will only occur after the item changes that are planned, but I'm sure there will probably be special cases where stuff is just too overbearing due to no complete heal, etc.
 
taeshlin needs about double his current HP, he is a complete joke atm. Drops way too quickly
 
Waldoff said:
taeshlin needs about double his current HP, he is a complete joke atm. Drops way too quickly

I'd agree with this, but lower the mez mitigation on his golems, they're too resistant to use complacency or archaic at the moment but you can reliably use Relic mez (6 seconds for 375 mana is annoying!) and control.
 
Has the "dot weakening" effect been taken into account with the 2.0 changes? I know that most DoT damage is done by necromancers, and with this change it is hard to get one necromancerin the raid let alone multiple necromancers in the raid to make this beneficial with the lack of available raid slots.
 
In their current state, the Manifestations in Prison have too much HP. This has been witnessed by an Admin, who directed me here to make a post!

Thanks :dance:
 
Jun said:
In their current state, the Manifestations in Prison have too much HP.

We had the same problem with the Fleshrotters in PoTorment as well, their HP/DPS seems identical to the pre-patch numbers, as does the AoE, and I don't believe them to be killable currently. We killed Warden on the second try, for example, but wiped 5x before getting either fleshrotter to 80% despite their previous farm status. Same story with Mani's, killed first try pre-patch, barely dented the Fire mob's HP last night. For the time being, we're avoiding any multi-mob encounters until their stats/dps are confirmed to be verified.

Other mobs that I predict will need to be looked at:
1) Skywatchers
2) Mirror Golems
3) A Shade of Misery
4) Dergelak
5) Magus Xavara (are 9 adds still reasonable when the raid is cut down in numbers by 50%?)
6) Husband/Wife in Sepulcher
 
Xavara seems to have been reduced in hp and doable with the right setup - at least to me.
 
No mobs had their dps reduced. The only thing that changed was their hp. Xavara is more than doable with 18 people because the adds are mezzable. I'm fairly positive no one even bothered trying that before the change but they were even mezzable with the 36-person cap.

Edit: I do agree with Mani's - they definitely need to be looked at.
 
dps is still the same so just means you have to be smart quick and paying attention whey fighting now. There is almost no room for error.
 
Xeldan said:
Xavara is more than doable with 18 people because the adds are mezzable. I'm fairly positive no one even bothered trying that before the change but they were even mezzable with the 36-person cap.

Sorry, we tried Xavara with mez with 36-person cap and were able to contain the adds for the most part, but at the time we had three enchanters, two bards, and two necros. We'll restructure our 18-man raid a bit and try this post-patch.

The theory on HP-reduction, by the way, was that any mob that came in two-or-more at a time, like Fleshrotters, Manis, Mirrors, etc, had only been affected by the change as they do not have HP high enough to warrant a significant reduction like a single-mob encounter would.
 
Mirrors seem to have gotten a fairly substantial reduction(probably a bit too much, we'll see), so I think the problem mainly falls on the mani's as they're a 4 mob encounter so their hp may have been below the reduction threshold. I'll check out fleshrotters and skywatchers now.
 
By the way, mez mitigation is getting some attention very soon, so it will be a lot different than it is now, and we'll probably be able to base the mitigation per-encounter rather than per-level as it currently stands. So it should make things like Dergalak more workable even with 18 people(Dergalak as an example - not necessarily a mob that will be retuned for mez mitigation changes).
 
I feel mirrors is close to impossible for a guild equiped with gear from before them now.
Its almost impossible to keep 2 tanks up the first 20 seconds let alone the entire fight.
They should be relooked at and then keep in mind a guild that doesnt not have gear from mobs harder then themselves.
 
Mirrors are bang out of whack right now. It's not their HP that seems to be an issue, but their DPS.
 
Malleus said:
Or maybe they have used it and it was the only strat they didnt have leaked :)

Seems as though no-one didn't do it this way, in fact.... (go go double neg)
 
I will be tweaking a bunch of stuff today, then closing this topic and replacing it with a new out detailing the tweaks already done (so that the replies about what needs tweaking are always current).
 
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