1. Spell damage and aggro range on creatures

    Hello,

    I've noticed 2 things that are bugging me.

    1st - The range at which creatures are aggroed of each other is very huge. For example for the quest The Cursed crew in Wetlands - no matter from where you pull ALWAYS the whole ship comes down tearing at you. That's applied to other crowded areas as well. Also mobs chase you way longer than it was in retail.

    2cnd - Spell damage on caster enemies. I'm absolutely sure they deal double the amount of damage that they did on retail. For example the thundering exiles in Arathi highlands have an instant spell called "Shock" which hit for the astonishing 250 damage instantly. They're 4 at the same place ,which means the instant you pull them you take 1k which is on average the 50% of your hp depending on your class. Then you start getting bombarded with 150 damage lighting bolts. This combined with the huge aggro range make some situations severely frustrating. The quest Hand of Iruxos comes to mind. The crystal is in a room with five casters,one of which is patrolling. You can't pull one by one,all come at the same time,and even if you LoS it's still hard to do.

    I noticed both things on Deathwing as well,but I dismissed them as bugs and not fine-tuned parts due to lack of resources. That was one of the main reasons I started on Lordaeron - to play true 1x blizzlike without bugs.

    The thing that worries me mainly is that on Deathwing Halls of Reflection require the party to be WAY over geared than a normal heroic,because of the 5.5k damage shadowbolt volley PER risen witchdoctor which hits the whole party. When they are two that damage is doubled and it's impossible to be healed by a heroic dungeon geared healer. (let alone the fact that some healers absolutely can't handle the aoe damage , like holy paladins)

    I doubt it's intended ,because it wasn't in the realm features thread.

  2. I'm almost sure I read somewhere that they increased the range of aggro (or they kind of "linked" mobs to each other). It's an intended feature to make the experience more hardcore. I may be wrong, but I think I read a staff member post talking about that.

    For the caster concern : they hit a lot, true. But I think that was the same on retail.

  3. Halls of Reflection was really tough on retail aswell. Ofcourse with the help of LoSing & knowledge of the instance will help.

  4. Hello,

    I've noticed 2 things that are bugging me.

    1st - The range at which creatures are aggroed of each other is very huge. For example for the quest The Cursed crew in Wetlands - no matter from where you pull ALWAYS the whole ship comes down tearing at you. That's applied to other crowded areas as well. Also mobs chase you way longer than it was in retail.

    2cnd - Spell damage on caster enemies. I'm absolutely sure they deal double the amount of damage that they did on retail. For example the thundering exiles in Arathi highlands have an instant spell called "Shock" which hit for the astonishing 250 damage instantly. They're 4 at the same place ,which means the instant you pull them you take 1k which is on average the 50% of your hp depending on your class. Then you start getting bombarded with 150 damage lighting bolts. This combined with the huge aggro range make some situations severely frustrating. The quest Hand of Iruxos comes to mind. The crystal is in a room with five casters,one of which is patrolling. You can't pull one by one,all come at the same time,and even if you LoS it's still hard to do.
    I noticed both things on Deathwing as well,but I dismissed them as bugs and not fine-tuned parts due to lack of resources. That was one of the main reasons I started on Lordaeron - to play true 1x blizzlike without bugs.

    The thing that worries me mainly is that on Deathwing Halls of Reflection require the party to be WAY over geared than a normal heroic,because of the 5.5k damage shadowbolt volley PER risen witchdoctor which hits the whole party. When they are two that damage is doubled and it's impossible to be healed by a heroic dungeon geared healer. (let alone the fact that some healers absolutely can't handle the aoe damage , like holy paladins)

    I doubt it's intended ,because it wasn't in the realm features thread.
    All of this is news to me. Like you said, I don't see any of this in the realm features thread.

    I'm almost sure I read somewhere that they increased the range of aggro (or they kind of "linked" mobs to each other). It's an intended feature to make the experience more hardcore. I may be wrong, but I think I read a staff member post talking about that.

    For the caster concern : they hit a lot, true. But I think that was the same on retail.
    Perhaps you could try to find/link to the staff post you are talking about where they confirmed it?
    OP also says he noticed this on Deathwing as well, so I don't know if it's simply for the sake of being "hardcore".
    Edited: October 23, 2015

  5. aggro radius is larger than retail, also the spell damage isn't double but it is definitely higher than it's supposed to be. The mobs in western plague lands that cast shadow bolt do around 450 damage each hit.

  6. Linked mobs was and still is retail like, and casters have always did more damage than melee mobs in the game. That being said, some of these mobs do hit a bit harder than I remembered.

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