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Yog, FL, and XT massive nerfs hotfixed in

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Yog, FL, and XT massive nerfs hotfixed in

Postby Joanadark » Thu Jun 11, 2009 11:32 pm

06/11/09 Hotfixes


The Yogg-Saron encounter has received the following changes: Death Ray no longer hits players who are under the effect of Malady of the Mind, Guardians of Yogg-Saron no longer use Dominate Mind, the spawn rate of Guardians of Yogg-Saron is more forgiving, and these Guardians will no longer spawn if a player that is protected by Hodir’s Flash Freeze hits an Ominous Cloud.

In the opening sequence of Ulduar you can now see Liquid Pyrite from farther away.

The Flame Leviathan encounter has received the following changes: the bonus health Flame Leviathan receives per tower has been reduced, the ejection height from Flame Leviathan has been reduced, the snare effect of the Tower of Frost has been removed, and the cannons on Demolishers and Siege Enginers should now break Flash Frozen vehicles in 1 shot.

The XT-002 Deconstructor encounter has received the following changes: the health of the heart has been slightly reduced in heroic difficulty and the rate at which Gravity Lapse and Searing Light are cast has been reduced.
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Re: Yog, FL, and XT massive nerfs hotfixed in

Postby Rehlachs » Fri Jun 12, 2009 12:01 am

the change on YS P1 is pretty hard.

Depending on the amount of decresed HP the nerfes on FL on XT can be rather meh or devastating - combined with the new spawn rate. Anything above ~12s would be kind of massive.
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Re: Yog, FL, and XT massive nerfs hotfixed in

Postby amh » Fri Jun 12, 2009 12:18 am

To quote a guildie, 118 million -> 88 million, Hodir tower no longer slows you down.. They´ve effectively removed a tower from the equation. Should be very easy now. Are we gonna see some "Orbituary pre-nerf: check" in signatures to come? ;p
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Re: Yog, FL, and XT massive nerfs hotfixed in

Postby Treck » Fri Jun 12, 2009 1:09 am

Eh, 06/11/09.
Does that mean we spent 4 hours wiping on a nerfed Orbituary yday?
Im pretty sure the hodir tower did slow us down tho, and his HP felt as steady as first time when we did the achievement, about 10% or so when 3rd stun ended.
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Re: Yog, FL, and XT massive nerfs hotfixed in

Postby Dantriges » Fri Jun 12, 2009 1:17 am

Never done more than +1.

Are we the only guild where people lose half their brain as soon as my guys enter a car. :D
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Re: Yog, FL, and XT massive nerfs hotfixed in

Postby MrDuck » Fri Jun 12, 2009 1:53 am

Dantriges wrote:Never done more than +1.

Are we the only guild where people lose half their brain as soon as my guys enter a car. :D

o/
Same here, just done +1 yesterday, when we loaded just us officers and a few selected PROs in demolishers and burned him down before anyone could fuck anything up at all... still 3 died. We are maybe just carrying 10 people in there or something, 'cos it seems people rarely know what to do on that fight, but i don't know how to track them down and make them shape up when they're all hidden in cars.

About yoggy, we still have Vezax in our way (spent 2 days there, few 15-18% tries, sometimes people just fuck up on interrupting for some unknown reason - we have like 12 interrupters, sometimes a cooldown rotation went wrong), so I'm eager to see it, however, I believe P2 was the most challenging part of the encounter, which doesn't seem that nerfed?
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Re: Yog, FL, and XT massive nerfs hotfixed in

Postby amh » Fri Jun 12, 2009 2:05 am

Haven´t tried Yogg hard-mode, but phase1 on normal took a lot longer to learn than phase2.
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Re: Yog, FL, and XT massive nerfs hotfixed in

Postby PsiVen » Fri Jun 12, 2009 3:59 am

Yeah, it's a big bump for guilds learning Yogg. Less so for those working on hardmodes, whose only advantage is that they won't wipe in P1 as often to feel stupid about it ;)

Orbit-uary is going to be a joke now. Even with the 20% snare removed, the fight becomes far easier. Less HP and it's basically the old 3-tower. Easily broken iceblocks and it's simpler still.

XT, well, in 25-man I think it was very well tuned but deserved the adjustment to reduce spark gibs that it got last hotfix. This next round, depending on the extent of the changes, will likely push it into the next easiest hardmode behind FL.
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Re: Yog, FL, and XT massive nerfs hotfixed in

Postby moduspwnens » Fri Jun 12, 2009 6:13 am

PsiVen wrote:Yeah, it's a big bump for guilds learning Yogg. Less so for those working on hardmodes, whose only advantage is that they won't wipe in P1 as often to feel stupid about it ;)

Orbit-uary is going to be a joke now. Even with the 20% snare removed, the fight becomes far easier. Less HP and it's basically the old 3-tower. Easily broken iceblocks and it's simpler still.

XT, well, in 25-man I think it was very well tuned but deserved the adjustment to reduce spark gibs that it got last hotfix. This next round, depending on the extent of the changes, will likely push it into the next easiest hardmode behind FL.


It's not even just "easily broken" iceblocks. Unless you're driving a Chopper, your gunner should be able to aim down and bust you out. It probably doesn't even require outside assistance. We got this last night (good thing I convinced them not to just do 3 towers a few days ago), and it's probably a little better off that way. It really is pretty stupid to have one of the toughest hard modes at the very beginning of the instance followed by much more manageable ones. Still, a nerf is a nerf. We spent hours on it pre-nerf and took him to 16% on a couple attempts.

I didn't like tanking XT hard mode at all. My HoReck was literally on cooldown the entire fight because of how frequently sparks were spawning. /shrug. We did it, though.
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Re: Yog, FL, and XT massive nerfs hotfixed in

Postby Belloc » Fri Jun 12, 2009 8:14 am

Honestly, once you get a decent strategy, phase 1 is the easiest part of the Yogg encounter. I half expect this change to be more annoying than anything else, because we'll probably have to figure out a new pattern with spawning our own adds.
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Re: Yog, FL, and XT massive nerfs hotfixed in

Postby Kishandra » Fri Jun 12, 2009 10:13 am

I'm not sure about you guys but for us, FL was already the easiest hard mode in the instance. We spent under 2 hours on it with a crew that had mostly experienced FL+3 in normal mode, while Hodir and Thorim took 5-10 hours to learn.
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Re: Yog, FL, and XT massive nerfs hotfixed in

Postby Belloc » Fri Jun 12, 2009 10:32 am

Kishandra wrote:I'm not sure about you guys but for us, FL was already the easiest hard mode in the instance. We spent under 2 hours on it with a crew that had mostly experienced FL+3 in normal mode, while Hodir and Thorim took 5-10 hours to learn.

Are you talking about FL hard mode on 10 or 25? 25 is considerably easier than 10.
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Re: Yog, FL, and XT massive nerfs hotfixed in

Postby kasino » Fri Jun 12, 2009 10:37 am

Belloc wrote:Honestly, once you get a decent strategy, phase 1 is the easiest part of the Yogg encounter. I half expect this change to be more annoying than anything else, because we'll probably have to figure out a new pattern with spawning our own adds.


For us, that is easier in theory than in execution. We seeme to have most our trouble in P1, with any random number of wipes, but as soon as we get out of P1 clean we finish the fight with ease.
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Re: Yog, FL, and XT massive nerfs hotfixed in

Postby towelliee » Fri Jun 12, 2009 11:32 am

I didn't notice the phase 1 change to spawn rate...I guess cause our DPS decided it was trip clouds night..
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Re: Yog, FL, and XT massive nerfs hotfixed in

Postby Splug » Fri Jun 12, 2009 12:58 pm

The Yogg-saron nerf actually strikes me as a major change to the hard mode. Phase 1 becomes considerably harder with keepers missing (harder to burn them down and keep mind controls minimal, and more raid damage taken makes small errors more problematic), whereas Phase 2/3 remain largely unchanged. With this change making Phase 1 easier, Phase 3 will become the new 1-keeper bottleneck in my mind.

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