[Poll] Naxxramas difficulty increase
Greetings,
Since Naxxramas will be the first Wrath of the Lich King raid available to players, and it will be a competitive race to be the first guild/group to clear the instance, we have been thinking of increasing the difficulty of the raid. The first option would be up-scaling the bosses, increasing their hp and damage deal to players and the second option would be re-introducing mechanics from classic Naxx. Some of the mechanics can be found at
http://wowwiki.wikia.com/Changes_bet..._3.0_Naxxramas
There is always the option to not change Naxx at all, leaving it as it was in Wrath of the Lich King
Quote:
Originally Posted by
YamiCodenamed
I see that they are, which is why i responded with this
And its not 3.0.2 mechanics, its stuff from back in vanilla, which got scrapped during the beta of the 3.0.2 release
I did link
http://wowwiki.wikia.com/Changes_bet..._3.0_Naxxramas in the main thread
Some of the changes, or scrapped things are:
- Gluth was not tauntable and Zombies healed him for about 10% instead of 5%.
- Stalagg would randomly get a power surge buff increasing attack speed by 200%.
- Fuegan had an AOE mana drain ability.
- Anub'Rekhan adds would web players preventing them from moving (This would hurt with cleave and yes, the boss used to have a cleave and mortal strike)
- Maexxna poison reduced healing done by 90%.
- Noth's curse would instantly kill the raid if everyone was not cured before the time ran out. Curse affected half of the players in the raid
- During the Heigan fight, 3 random raid members would be ported to the gauntlet before Loatheb, and needed to get back before being killed
- Loatheb put a debuff on you that allowed you only 1 heal per minute
and so on and so on. Which will be added back will be discussed if the players choose adding these features, the raid will still be doable. There is no point in making something which nobody can clear
Comments are welcome but first give your vote