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Malygos: Good or Bad Design?Follow

#27 Feb 09 2009 at 8:24 PM Rating: Decent
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Honestly, I noticed the same thing in BC. Just, not with vehicles, but with both flying mounts and the new races.

In The Burning Crusade, flying mounts were kind of like the airship system at the end of Final Fantasy X. You could use it to go back to places you had missed before easily without lengthy backtracking. And you could open up new areas with it too, story-driven or just bonus levels and items. Blizzard loved this feature, but it was never actually required, except for a few times.

And I honestly think Blizzard regretted the decision of putting them in in the first place. I often wondered why Blizzard used the whole "NO FLY UNTIL 77" thing in Northrend. They claim it's because they want people to appreciate Northrend and not just fly around all the time. I agree with that, but I also think that while designing WotLK, they kind of thought, "Well, they can't just fly around to all the quests, that'd get very boring, very fast. Why'd we put that thing in in the first place? It's not like we can just make them usable in Outland only. We have to give them back some time. I guess we'll just put a level limit on it or something."

And as for the new races in BC, I feel like it was Blizzard's way of saying, "Hey, you wanted new races? We got new races! Look at how shiny they are!" In almost every town or quest in Outland it seemed like, the new races played a major part. Which I guess makes sense. I mean, the Blood Elves were trying to start all over again and rebuild from scratch, and the Draenei had already been in Outland for a while before. Oh, and they just happened to crashland on Azeroth right before the opening of the Dark Portal.

But it seems that with the exception of the Orcs, Draenor being their homeworld and all, the other races really had no major reason to be there. Gnomes? Tauren? Another planet? Sure, why not? It seemed like Blizzard liked showing off their new things a bit too much, and pushed all the old stuff to the side, similar to how Old-World dungeons are mostly forgotten except by levelers.

And to me, vehicles are just another way of Blizzard showing off their new toy; their new favorite feature. And I think they may have overdone it a little. Or a lot. One or two boss fights with vehicles is fine, and the Strand of the Ancients is a good idea. Wintergrasp too. But the amount vehicles play in the expansion after being non-existent in the past two incarnations is both too sudden and overdone.
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#28 Feb 09 2009 at 9:04 PM Rating: Decent
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No flying to 77 was probably mainly used to stretch out the 70-80 leveling content which they needed to do cause honestly, the end game is fairly non existent.

Only 2 new raid bosses, no S5 on release and even now its pretty terrible. No real rep grinds, gearing up process or major things to work on other than nerd points.

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#29 Feb 09 2009 at 9:35 PM Rating: Excellent
I still think wrath was just rushed out to meet up for the warhammer release.
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#30 Feb 09 2009 at 9:41 PM Rating: Good
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That and Xmas.


It does feel rushed, not in all aspects. The leveling and zone design are ace. However balance for raiding, pvp seems totally borked. I have commented a couple times but raiding Naxx in 7.5 gear is like raiding Kara in my full SWP set. That isn't right at all.
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#31 Feb 09 2009 at 9:43 PM Rating: Decent
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IDrownFish wrote:

But it seems that with the exception of the Orcs, Draenor being their homeworld and all, the other races really had no major reason to be there.


Would have thought the whole "Dark Portal's been reopened and demons are coming out!" would have been enough, if not, the simple fact that "our allies are going to war, what, we're not going to go and help?"

Edited, Feb 10th 2009 5:48am by Micros
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#32 Feb 10 2009 at 4:31 AM Rating: Good
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Azuarc wrote:
Bad design.


Second complaint: I can't see a goddamn thing. My raid leaders tell me to "stay in the group and at least 30 yards from Malygos." All I can see is a big mass of flapping red wings, and then someone tells me "spark! Move!" and I strafe. Inevitably, I get away from the group at some point, and I only know this because I can actually see something on my screen besides the red wings flapping. I might even get to see the boss! However, this also usually leads to me dying. Managing a third axis (3 dimensions) is often hard enough for positioning purposes, but is it really necessary that I have to do script tricks with the camera distance to have any idea what's happening?





This. I don't mind something different and I don't mind not being able to play my class. It's just that I can't see anything. My depth perception sucks during this fight, I can't tell if I am right next to people or 30 yards behind them, or above, or below etc.

Makes an otherwise fun encounter unenjoyable to me. I can stack debuffs fine, it is just dumb luck wether I live or die in this fight because its hard for me to stay next to healer.
#33 Feb 10 2009 at 4:48 AM Rating: Good
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Reading the comments in this thread, makes me think it's designed pretty well actually. Suddenly people can't rely on their fantastic gear anymore, nor their exquisite raiding experience. You actually have to learn something new.
I hear many people complaining that Naxx boss fights are bland, boring, and nothing new. Well, Malygos is definitely something new.
I think that Blizzard can't actually do something well anymore when it comes to raid-design. I'm betting that, when Ulduar comes out, and it contains the pinnacle of raid-design, and it's full over novelties never seen before, most people that are now complaining about how bad raiding in WotLK has gotten, will still be complaining then. They will find fault everywhere with Ulduar too.
Really, nobody in this thread thinks WotLK is really that bad at all, because if you really thought that, why are you still playing? :) You can safely cancel your subscription, go play WAR, and come back again when light shines at the horizon of WoW.
#34 Feb 10 2009 at 5:12 AM Rating: Decent
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Don't even get me started.

Wotlk raiding is just terrible, there aren't even words to describe how unhappy I am with it. Might as well be running Vancleef. We are bleeding our Gladiators and Duelists to Warhammer right now cause they all rolled power duos and got to 2400 rating in 2 weeks and decided that wotlk pvp is trash.

The game has been broken since mid October and its now Mid Feb and it still seems like it will be months before any light will come.

/bleh



People get defensive about this but honestly its the truth.

/shrug
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#35 Feb 10 2009 at 5:27 AM Rating: Decent
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Quote:
Would have thought the whole "Dark Portal's been reopened and demons are coming out!" would have been enough, if not, the simple fact that "our allies are going to war, what, we're not going to go and help?"


Oh yeah, kinda forgot about that one.
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#36 Feb 10 2009 at 5:42 AM Rating: Good
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Overall the fight is fine, its just not tuned correctly. I get the whole phase 3 argument about how it trivialises your gear and so on, but with that said, its intended purely as a test of how well you can learn something new.

As for my tuning comment, Phase 1 he doesn't hit the tank hard enough (even if you let him get a spark). Phase 2 is just plain tedious but well executed with bursty raid damage and an idiot test in the shape of the shield bubbles. Phase 3 is far far too easy in my opinion. The beam damage is trivial to heal through and there is insufficient punishment for failing to keep a decent stack of the damage debuff on him. Ideally I'd prefer to see his enrage timer cover only phase 3 in order to make this phase challenging in some way.
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#37 Feb 10 2009 at 5:49 AM Rating: Decent
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Ialaman wrote:
The main problem I have with vehicle fights is, once you get the optimal strategy figured out, there's nothing more you can do. I.E. for the DPS during Malygos, the optimal rotation is 1, 1, 2. Just do that the entire time for the flying portion, and hope you don't lag. It's as far from exciting as you can get, and I was completely disappointed at the replay value after you kill him once. There's nothing you can do differently.


Actually it's 1 1 1 2. At least for 25man version. People using that went past 30kdmg from stacking.
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#38 Feb 10 2009 at 5:56 AM Rating: Default
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Quote:
You just described the vast majority of boss fights for DPSers.


Nice attempt at a good pun, but I disagree. If you're putting up a decent rotation it's never just 'spam some buttons'. As a rogue for example, I have to keep Hunger For Blood up all the time, need to know at how many combo points after my Garotte I should put up S&D, need to know when to put up Rupture and need to know when I can safely Eviscerate/Envenom to renew S&D. Sure, once you get the hang of it it's never really hard, but you need to keep track of a number of things and actually put some effort in it. The way Malygos' phase 3 drakes work would be the equivalent of following a 5 Sinister Strike, 1 Eviscerate rotation on a boss like Patchwerk.
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#39 Feb 10 2009 at 6:08 AM Rating: Good
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Mozared wrote:
Quote:
You just described the vast majority of boss fights for DPSers.


Nice attempt at a good pun, but I disagree. If you're putting up a decent rotation it's never just 'spam some buttons'. As a rogue for example, I have to keep Hunger For Blood up all the time, need to know at how many combo points after my Garotte I should put up S&D, need to know when to put up Rupture and need to know when I can safely Eviscerate/Envenom to renew S&D. Sure, once you get the hang of it it's never really hard, but you need to keep track of a number of things and actually put some effort in it. The way Malygos' phase 3 drakes work would be the equivalent of following a 5 Sinister Strike, 1 Eviscerate rotation on a boss like Patchwerk.


But still, maly is just 1-1-2 spam and hit 5 (in 10man) to not die to a beam and you win.

for arcane mages I hit ABx(whatever mana I can support) Abarr. I use arcane missiles when MBam procs. See, 3 buttons.
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#40 Feb 10 2009 at 12:33 PM Rating: Decent
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Bad Design

If they had let us use our normal abilities but fight from dragon back, maybe I'd feel differently. Of course in a sense we do that on the disks in phase 2.

Phase 1 - It can be accomplished in a reasonable time with out a DK or two but the DKs make it trivial. So its a phase designed to show off an ability of a new class which if you have in the raid makes the phase boring.

Phase 2 - This isn't bad exactly, but its hardly challenging and for the people on the ground its pretty annoying when you only have the Scions left and your ability to keep them in range is dependent on the random placement of the anti-magic shells.

Phase 3 - Pure gimmick. If I'd wanted to play a dragon with rogue like attack mechanics I'd have found a game that offered one.

Like I said "bad design".

#41 Feb 10 2009 at 1:55 PM Rating: Good
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Anobix the Wise wrote:
Mozared wrote:
Quote:
You just described the vast majority of boss fights for DPSers.


Nice attempt at a good pun, but I disagree. If you're putting up a decent rotation it's never just 'spam some buttons'. As a rogue for example, I have to keep Hunger For Blood up all the time, need to know at how many combo points after my Garotte I should put up S&D, need to know when to put up Rupture and need to know when I can safely Eviscerate/Envenom to renew S&D. Sure, once you get the hang of it it's never really hard, but you need to keep track of a number of things and actually put some effort in it. The way Malygos' phase 3 drakes work would be the equivalent of following a 5 Sinister Strike, 1 Eviscerate rotation on a boss like Patchwerk.


But still, maly is just 1-1-2 spam and hit 5 (in 10man) to not die to a beam and you win.

for arcane mages I hit ABx(whatever mana I can support) Abarr. I use arcane missiles when MBam procs. See, 3 buttons.


Elemental Shaman Flame Shock > Lava Burst > Chain Lightning > Lightning Bolt multiple times repeat as LvB and FS come off CD

Combat Rogue SS > SS > S&D > SS > SS > SS > SS > Rupture > SS > SS > S&D

Hell back in the day BM hunters spammed one macro for their top DPS.
#42 Feb 11 2009 at 1:20 AM Rating: Excellent
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Edit: Bad browser!

Edited, Feb 11th 2009 4:22am by Tynuv
#43 Feb 11 2009 at 1:21 AM Rating: Excellent
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On the whole I'd say good design and if you think about it the better you can play your main role (for dps anyway) the faster you'll get through phase 1+2 so the more people can suck at phase 3.

Not really a blizzard issue, but I do wish that the vehicle thing would work better with addons. My old actionbar mod had the cast bar as a seperate bar (possibly a configuration thing on my part) and clicking is just not that great and whilst my unit frames work fine for the daily (I can click the little dragon to heal just fine) for the raid version I have to click on my pet frame in order to heal myself (though my dragons health and energy shows up where my unit frame normally is).

I like the fight, my guild is still working on it (and we have quite a few people who are a bit slow at picking up tactics) but I think eventually we'll get there. I like having a fight which is a bit different to the usual stay out of the aoe, kill adds set up.

Our tank seems to have some threat issues though in phase 1 when we get stacked spark buffs, anthing we could be missing to help them gain threat (we try with hunters using MD whenever possibly and unfortunatly rogues don't get much spark love. Might be better with a warrior tank (for vigilence) but that depends on who signs up.

I don't do dailies regularly (and have never been to occulus), so maybe that's why I'm not against the use of the vehicle mechanic as it's something I just do now and again, rather than everytime I play.
#44 Feb 11 2009 at 2:14 AM Rating: Decent
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Mozared wrote:
Quote:
You just described the vast majority of boss fights for DPSers.


Nice attempt at a good pun


Pun?

But as the others have said and given examples for, once you get a good rotation, you just hit those few buttons. As a Moonkin: MF, IS, FF, wrath til time to put dots back up
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#45 Feb 11 2009 at 2:00 PM Rating: Excellent
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Curois wrote:
Reading the comments in this thread, makes me think it's designed pretty well actually. Suddenly people can't rely on their fantastic gear anymore, nor their exquisite raiding experience. You actually have to learn something new.
I hear many people complaining that Naxx boss fights are bland, boring, and nothing new. Well, Malygos is definitely something new.


I'm not opposed to the idea that fantastic gear doesn't get you through the fight, however there's really, truly, nothing to learn or to improve on. Gear is just one way this happens. When I play my "normal" character, I have lots of other things to try out, however. I often find that certain combinations of abilities actually work out better or are more useful to the group. At the very least, I certainly have more flexibility than "1-1-1-2, strafe intermittently."

And I'll take bland over frustrating any day. The quest to ride the giant in Zul'drak might have been new and unique, but it was annoying as all hell -- not because it was inherently hard, but because the view and the interface made it impossible to really experience the quest the way it was designed and balanced for. Malygos is really the exact same thing, but with 24 other people blocking your view.

Put another way: how would you feel if you, as someone who has never used one, were expected to suddenly drive a forklift, and had to drive it through a warehouse with some giant pallet on your front end that you can't see around? -- It's not your job or like anything you've ever done before, it's completely outside the realm of your experiences even if you have driven a car, and without any help you're probably just going to crash until you've done it enough...but once you have, is it really fun and exciting just because it's new and different? Were you ever really looking forward to the opportunity to drive a forklift?

Quote:
Really, nobody in this thread thinks WotLK is really that bad at all, because if you really thought that, why are you still playing? :)


The same reason I continued to play Everquest for 2 1/2 years after I started, when it was destroying my life and not fun at the same time. It's what we do. Some of us are outright addicted. Others have a community of friends. Some people play for nostalgic reasons. Others still feel like they have committed too much time to the game to just walk away from it. You really cannot use the "you could always just quit" as an argument for why things must be ok. Especially when there *ARE* people quitting -- people who wouldn't otherwise be quitting if issues like these weren't so bad.

If Blizzard makes a new zone, people will suffer through it because it's there. (Clearly, you don't remember Silithus.) That doesn't mean that it was well done.
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