by Netherfrost » Fri Jan 09, 2015 11:50 am
While I have no insight into the kind of work it requires to implement different kind of scripts and adjustments to the current scripts, let me give an example of how I see for instance the encounter Gehennas could be changed. In most cases an encounter already has interesting abilities which doesn't shine through, such as the Flamewakers' Sunder Armor, yet they have so low HP that it doesn't affect the tank as much as it could.
Gehennas's HP: 351,780 - New: 422,136 (20% increase)
He has 3 abilities: Shadowbolt, Rain of Fire, Gehennas' Curse.
These are the current values (based on wowwiki, so they might be off, but these values are just to plant the idea)
Shadowbolt:
"2000-2500 point shadow bolt on one non-tank target."
New:
"2500-3000 point shadow bolt on three non-tank targets"
Rain of Fire:
"Calls down a molten rain, burning all enemies in a selected area for 925 to 1075 Fire damage every 2 sec. for 6 sec. - Range: 40 yards, Radius: 10 yards"
New:
"Calls down a molten rain, burning all enemies in a selected area for 1388 to 1613 (50% increase) Fire damage every 1,5(formerly 2) sec. for 6 sec. - Range: 40 yards, Radius: 10 yards"
Gehennas' Curse:
Reduces healing effects for nearby enemies by 75% for 5 min.
New:
Reduces healing effects for nearby enemies by 75% for 5 min. Increases the affected target's damage taken from Shadow and Fire by 25%
This means that curses no longer can be ignored (incase the raid is properly divided into a healer and ranged DPS grp, if its left on targets, it will make them take 25% more damage from the shadowbolts and rain of fire, wanna ignore curses and rain of fire? You'll be dead in 3 sec. Rain of Fire will deal more damage and faster, making people who stand in the area for a longer amount of time take a lot more damage, even though they dont have the curse.
Additionally, you can adjust the adds aswell.
There are the 2 flamewakers next to him.
Flamewaker HP: 77,700 - New: 101010 (30% increase)
Fist of Ragnaros
Stuns nearby enemies, rendering them unable to move or attack for 4 sec.Radius: 8 yards
New:
Stuns nearby enemies, rendering them unable to move or attack for 3 sec.Radius: 20 yards
Sunder Armor
Hacks at an enemy's armor, reducing it by 1000 per Sunder Armor. Lasts 20 sec. Can stack up to 20 times.
New:
Hacks at an enemy's armor, reducing it by 1500 per Sunder Armor. Lasts 20 sec. Can stack up to 20 times.
This means that if the raids' ranged players position themselves wrong, they'll now be stunned, if a ranged player also overaggros the adds, they will run into the group and now stun a great amount of people, ie. punishing people who dont handle their threat properly. You also have to spread all 3 targets, (so you need more space, and cant skip as much trash) so they dont stun unnecessary players. I didn't have any info about the frequency of the abilities, you could make the adds impossible to taunt and therefore force them to apply Sunder Armor to the same target, forcing a raid to either swap tanks (Like with Burning Adrenaline on Vael in BWL), or DPS the adds down fast enough. Currently, the encounter is really short, I've been on several kills (with BWL as highest content released) where the total encounter lasted 20-25 seconds, 20% more boss HP and 30% more to adds means the adds will now play a larger role in the encounter. Ideally, it could be a lot longer, but the added damage from abilities means it will be more healing intensive, so we'd have to be careful with not making it too tough and rendering the healers oom and impossible to heal for a new MC guild. Moreover the white dmg of the Flamewakers and Gehennas could be increased.
The decent thing about this, is that there aren't added any new abilities, you've simply adjusted what Blizzard already made, the encounter will feel the same, only difference being, you're now punished harder if you ignore the mechanics of the fight.
Last edited by
Netherfrost on Fri Jan 09, 2015 12:12 pm, edited 1 time in total.