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Daelodev
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  • 0. 21/10 Rotface Feedback   21/10/2009 11:02:16 PDT
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This is the thread for Rotface feedback.

We've already noted a problem where the 25 player version of Rotface had 10 player health and damage values, which makes the fight RATHER quick. We're trying to hotfix that currently.
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  • Aegwynn
  • 1. Re: 21/10 Rotface Feedback   21/10/2009 13:08:42 PDT
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Very simple Fight. To me it seems something is missing there. Don't know how increased Bosshealth will change that fight in any way. It just adds a few minutes to a very easy fight.

It would certainly help if we'd knew which difficulty level you're aiming for in Normal Mode. This fight is on par with ToC25 Beasts "Difficulty" IMO. Our Guild is well geared (Mix of 245/258) and has defeatet Anub25 HM.

On a side note, the server was extremely laggy/unplayable with 5 seconds delay. Still didn't wipe to the trash. Also, the remaining ooze(s) won't despawn after you kill Rotface.

For future testing It'd really help to have a somewhat stable server. It took minutes to kill one trash-mob- really annoying.
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  • 2. Re: 21/10 Rotface Feedback   21/10/2009 13:10:35 PDT
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Very cool fight,tho the testing time was kinda short,we did manage do get him to 27% on 10 man as a pug.Fight is very dinamic,and i really hope it won;t be nerfed in any way on live.Seemed pretty well tuned, so Gj by Blizz on this one
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  • Vek'nilash
  • 3. Re: 21/10 Rotface Feedback   21/10/2009 13:33:45 PDT
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Seems quite balanced on 10 man , maybe a little undertuned on 25 man. The trash was a bit to easy although stinky and precious were awsome hehe ;). For the fight itself its not an impossible fight you should spend all your nights on we only got him to 67% as we had no clue what to do for the first bit and we experienced a bug where a kitty stealthed in between the first 2 big trash mobs , died and could not release. Overall im looking forward to this on live as it seems like quite a fun fight.
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  • 4. Re: 21/10 Rotface Feedback   21/10/2009 14:32:02 PDT
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We read the post about the wrong health values before our first pull (had to switch servers because of the horrible lag on Remulos), so we decided to test the boss abilities without killing him.

Group was 245/258 geared with full clear experience in Ulduar and Insanity in CC25. We tested a few things in preparation for the heroic version with raid positioning and the oozes. (Sometimes two big oozes doesn't "eat" themselves, maybe their stacks were too high so it wouldn't be a bug, but maybe it was?)

In my opinion the visual range of the "poison wave" is smaller than the damage range (I get damage even if I stand outside of it).

Can't say something about the difficulty of course but the boss concept seems to be interesting and I'm looking forward for the heroic version.

After the "shut down in 5 minutes" message we decided to kill him and because of bug it was pretty easy. The Big Ooze stayed alive after the boss was down, so this should be fixed ;)

P.S: Please fix EU-Gorgonnash before the release of Icecrown, five (?) month of ulduar lag are enough :(

[ Post edited by Pasco ]


CC(25): A Tribute to Insanity; Ulduar: Yogg0+Algalon down
CC(10): A Tribute to Insanity

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  • Ravencrest
  • 5. Re: 21/10 Rotface Feedback   21/10/2009 14:44:24 PDT
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Q u o t e:
For future testing It'd really help to have a somewhat stable server. It took minutes to kill one trash-mob- really annoying.


This could be fixed by a soft-reset of the raid instance for us. (On Remulos)

The first one we entered had the INSANE lag in combat. We then went out and made another raid and entered and everything was fine, guess it put os on a raid-server that was running fine or not totally filled.

On a sidenote, its really hard to judge this boss in his current form (10man HP + dmg on 25man mode). The mechanisms seemed tuned fine and all in all a fun fight that still require people to think and move accordingly.

We went with 20man and took him repeatably to ~10% (then wiped on purpose to test the mechanisms again). Will be more interesting to see when he does proper damage and the fight last much longer.

[ Post edited by Nelle ]


Never interrupt your enemy when he is making a mistake !
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  • Ravencrest
  • 6. Re: 21/10 Rotface Feedback   21/10/2009 15:19:57 PDT
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Make his hitbox larger, having to sit inside the boss to be able to actually touch him is pretty frustrating.
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  • Grim Batol
  • 7. Re: 21/10 Rotface Feedback   21/10/2009 17:44:33 PDT
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Were there in a 25player raid, so just tested different mechanics, but the fights seemed nicely tuned for a 10man group, maybe raise the difficulty a little bit.

Please make the guy standing up on the top have an animation for when he opens the poison thingies.

The not make any adds explode achievement might seem a little bit too hard? or it might just be my feelings after all that lag...

The poison spray or whatever the channeling cone ability the boss uses shows up as interrupt able on the enemy cast bar, blizzard default, I guess this is just a typo somewhere?

The slimes sometimes refused to fuse with each other, kind of annoying.

I really liked the 2 cute dogs before the bosses!

and I loved how you had put up Professor Putricide as a bonus for those that discovered him :D Really bugged at the moment, but his fight looks badass!

[ Post edited by Fallin ]


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  • 8. Re: 21/10 Rotface Feedback   21/10/2009 23:07:16 PDT
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He needs at least three times bigger hitbox than he has now.

Sometimes the Big Oozes seemed to explode without releasing those green thingies, that's probably not intended.

The difficulty of the boss can't really be judged since yesterday all it took on 25 man to kill him was Heroism and nuking him into oblivion before the first Big Ooze even had a chance to explode. But overall the mechanics seem to be nice, at least something new.

Also the two trash dogs were awesome, I hope they won't get nerfed :)
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  • Ravencrest
  • 9. Re: 21/10 Rotface Feedback   22/10/2009 01:30:44 PDT
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Q u o t e:
Also the two trash dogs were awesome, I hope they won't get nerfed :)


Dont know if it was intended but you could pull one dog (we took the one to the right first), all the way down the stairs, thus leaving it out of range to call the other dog + "jump around like madmen adds".

Once that dog was dead you could pull the other dog and that one wouldn't "bark" either at all = fighting that one alone aswell.

We noted that you get saved to the instance once a dog got killed, so I presume these will drop loot or have some sort of meaning ?

[ Post edited by Nelle ]


Never interrupt your enemy when he is making a mistake !
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  • 10. Re: 21/10 Rotface Feedback   22/10/2009 02:37:07 PDT
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Q u o t e:
Make his hitbox larger, having to sit inside the boss to be able to actually touch him is pretty frustrating.


This.
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  • 11. Re: 21/10 Rotface Feedback   22/10/2009 03:58:09 PDT
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Dispersion didn't make you immune to the slowing effect from Slimy Ooze (forgot the actual name). The green stuff on the floor which slowed by 50%
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  • 12. Re: 21/10 Rotface Feedback   22/10/2009 04:05:58 PDT
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Loved the 2 dogs, 2 completely different fights, Precious was like gluth, bit tougher probally, but really fun.
Smelly seemed abit easy in my oppinion, just get your taunts right and /yawn.

Now for the boss;
I liked the fight alot from healing perspective, there's alot going on, and alot to watch for. I didn't noticed anything that was needed to fix (hitbox from reading posts, but hey, I don't melee when healing). It was really well tuned, a step up from ToC10, and in my oppinion the whole place should be quite abit tougher then all the previous raids, so I really enjoyed the challenge.

10 Man perspective

Everything comes down to poo!

http://www.youtube.com/watch?v=kb2fdHbGo7k
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  • Shadowsong
  • 13. Re: 21/10 Rotface Feedback   22/10/2009 05:58:20 PDT
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Hit box issues [x]
Other then that it seemed quite okay.

Guessing PTR was slowing down some of the slimes abilities and it will be faster on live servers once released.

2 Big Oozes interacting didn't seem to really do anything to the recieving Ooze. As in no extra stacks was applied.

And as mentioned before. Unless its intended. The snare from the ooze pools, be it big ones from ze doctor or small ones, was unremoveable even with freedom.

Nice soft enrage btw :p

[ Post edited by Tarasín ]


Bear - Bears are mammals of the family Ursidae. Bears are classified as caniforms, or doglike carnivorans, with the pinnipeds being their closest living relatives.
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  • Grim Batol
  • 14. Re: 21/10 Rotface Feedback   22/10/2009 07:47:06 PDT
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Q u o t e:
2 Big Oozes interacting didn't seem to really do anything to the recieving Ooze. As in no extra stacks was applied.

Just wanted to add that we managed to merge 2 big oozes just fine, and the stack went up to 8 or 7 (4+4 or 4+3, can't remember), but it exploded right away after the merge, and the explosion didn't get any damage increase from the buff.

[ Post edited by Fallin ]


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  • Dragonblight
  • 15. Re: 21/10 Rotface Feedback   22/10/2009 10:43:44 PDT
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In my opinion, the 10 men version seemed fine at a first go. A bit challenging but got the hang of it after learning tactics. It was well tuned for the first night ever. Please don't make this any easier!!!!!

For the people of 25 version , yes, I could have 1 shotted the boss without even knowing the tactics (and some pro guilds even did that). I saw the video that Paragon released of the 25 version and let me tell you, compared to the 10 men version there was barely any AOE damage, making the fight almost a tank and spank. Together with the 8million hp only, there wasn't even enough time for a blob to get 5 other blobs to explode.

In my opinion, for the 25 men version, it would be better to have not just one, but TWO injected people so that there are two blobs being spawned every round of spawn. If not, make the injections faster. The difference between 10 and 25, can't simply be higher hp, more dmg done.
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  • 16. Re: 21/10 Rotface Feedback   26/10/2009 15:44:49 PDT
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Make the hit box larger








[ Post edited by Craters ]

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  • Twisting Nether
  • 17. Re: 21/10 Rotface Feedback   26/10/2009 17:41:07 PDT
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Can you please fix the issue with the instance portal? It's not visible for like half our raid.

I understand that phasing is the problem, but you somehow fixed it for 5man, can't you do the same for the 25man so we can also see the portal?

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  • 18. Re: 21/10 Rotface Feedback   29/10/2009 14:04:05 PDT
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Because there is no new topic for feedback, I post it here :)

Pretty good work with this encounter. Don't know if we had the "right" tactic but it worked well for us and so we killed him on 25man normal mode (245/258 geared).

I am just not sure what you have planned with the two trash dogs. First we pulled the right and at ~80% the left one added without anyone standing at the entrance. We wiped because of both abilities (Decimate + AoE) and pulled the right one again. This time the other dog just walked his way ignoring us, so we let him where he was and pulled the boss.

[ Post edited by Pasco ]


CC(25): A Tribute to Insanity; Ulduar: Yogg0+Algalon down
CC(10): A Tribute to Insanity

www.night-conquers-day.de (seit 2005)
Member gesucht!
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  • Al'Akir
  • 19. Re: 21/10 Rotface Feedback   29/10/2009 15:54:17 PDT
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Q u o t e:
I am just not sure what you have planned with the two trash dogs. First we pulled the right and at ~80% the left one added without anyone standing at the entrance. We wiped because of both abilities (Decimate + AoE) and pulled the right one again. This time the other dog just walked his way ignoring us, so we let him where he was and pulled the boss.


You were obviously further away from Stinky with Precious the second pull.

The dogs howl. That howl has a range and aggros the other one if too close.

Here's our input:

25man:

The Boss is tuned very well for a normal encounter. You really shouldn't touch him any further.

The only issue I have is with the Oozes. There seems to be a bug when you merge two "Big Ooze"s.
They seem to very inconsistently cancel eachother out and just die rather than exploding.

We haven't been able to find a pattern so I assume it's a bug.

You should take a look at that.

That really is the only problem with the encounter though. Everything else is perfectly fine and should stay as is. The healthpool and damage in relation to dps requirements and healer mana is right on the money.

This is feedback from testing on the 29th of October
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