Theramore's Fall

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Theramore's Fall

Postby Sabindeus » Mon Sep 17, 2012 7:28 pm

So sad :(

I thought this thing granted loot? Or is it like, Halloween Boss random?
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Re: Theramore's Fall

Postby Newsom » Mon Sep 17, 2012 7:35 pm

You get a grab bag at the end which contains:
- 150 JP (I think, and more with guild perks, I keep getting ~160-something)
- A chance at either 5 Fireworks or a piece of loot appropriate to your spec and class (either a weapon/shield or a helm)
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Re: Theramore's Fall

Postby Sabindeus » Mon Sep 17, 2012 8:45 pm

a chance??? bah
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Re: Theramore's Fall

Postby Amirya » Mon Sep 17, 2012 9:42 pm

2/2 of fucking fireworks

Also, color me underwhelmed. I'll finish it on everyone just to get a feel for the toons I've been ignoring, but so far? Bleh
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Re: Theramore's Fall

Postby masterpoobaa » Mon Sep 17, 2012 10:54 pm

So can we officially start calling it 'Theramore's Fail' yet? :)
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Re: Theramore's Fall

Postby Sagara » Mon Sep 17, 2012 11:20 pm

Guess so. It feels rushed, mostly. Insanely long queues for something so basic, a couple bugs that shouldn't even be there (I'm betting they tested everything nice and slow, but not at the fast pace players prefer), a very short cutscene that seemed rather basic, not much interaction for us as it's mostly kill kill kill!

To be completely fair, though, Scenarios do seem to have potential. Blizzard should accept to spend more time on Scenarios to make them more appealing. A good example would be the "Death Knight attack New Avalon and break out Koltira". Cut it very short with Destroy Scarlet camp -> Create a breach and conquer the church -> Break Koltira out -> Regroup and annihilate the Scarlet Crusade with a frost wyrm -> Eliminate the local Scarlet commander on foot.
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Re: Theramore's Fall

Postby Skye1013 » Tue Sep 18, 2012 12:02 am

Is there a FoS for completing it?
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Re: Theramore's Fall

Postby Shamora » Tue Sep 18, 2012 12:20 am

Skye1013 wrote:Is there a FoS for completing it?

Yes
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Re: Theramore's Fall

Postby KysenMurrin » Tue Sep 18, 2012 12:30 am

Sagara wrote:Guess so. It feels rushed, mostly. Insanely long queues for something so basic, a couple bugs that shouldn't even be there (I'm betting they tested everything nice and slow, but not at the fast pace players prefer), a very short cutscene that seemed rather basic, not much interaction for us as it's mostly kill kill kill!

It's been up on the beta, so it's had plenty of players through it at their normal pace...
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Re: Theramore's Fall

Postby Sagara » Tue Sep 18, 2012 12:40 am

/facepalm worthy then. I can "get" pulling the trash on the final task Alliance-side bugging out, but a freaking tank not being counted as "destroyed" is beyond words.
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Re: Theramore's Fall

Postby Fenrìr » Tue Sep 18, 2012 1:48 am

Totally unimpressed by it. I was really expecting some RP to have been put in instead of ~goblin drops bomb~ opening. Especially considering with how big this is.

I know the blues have stated this is not intended to be the prelaunch event...but they've got nothing else slated.
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Re: Theramore's Fall

Postby culhag » Tue Sep 18, 2012 2:36 am

KysenMurrin wrote:It's been up on the beta, so it's had plenty of players through it at their normal pace...

I'm pretty sure the Theramore scenario has never been tested publicly.
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Re: Theramore's Fall

Postby Invisusira » Tue Sep 18, 2012 3:16 am

welp

that was underwhelming


• An untested, bug-ridden mini-instance with no structure and hardly any point. 6 runs, 4 bugged runs where the instance needed to be reset.

• A screen was so full of text telling me what was happening and what to do next that I thought I was reading a tutorial for EVE Online. I was hoping that we'd see less of this in MoP, but that's clearly not going to be the case.

• Suspicions that Blue has completely forgotten how to use the video game as an interactive storytelling medium continue to be confirmed. Hopes for MoP: could not be lower.


Blizz used to be a pretty cool guy. I really feel bad for the creative teams behind their current games, because those people have obviously put a whole lot of heart and soul into products that continue to be flawed on a technical and business level.
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Re: Theramore's Fall

Postby Lieris » Tue Sep 18, 2012 3:45 am

Well this confirms for me that scenarios are naff filler content with no challenge. When the fall of Theramore was first revealed I was expecting a big event surrounding it with lots of build up and quests. Instead we get this. If it was not supposed to be a pre-expansion event then it begs the question, why wasn't there one? There has been no new content in this game for 10 months and their way of ushering in the new expansion is "buy Tides of War, available from all book stores now!". Real classy, I see my subscription money is really going places.

Looking at the achievement list, there are a lot of scenarios and yet there are only 6 new dungeons. The thing I enjoy the most (Tank-DPS-Healer) used to be the core of the game, now it's fighting for development time with scenarios, daily quest hubs and pokemon.

That's really sad.
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Re: Theramore's Fall

Postby Skye1013 » Tue Sep 18, 2012 3:52 am

Fenrìr wrote:Totally unimpressed by it. I was really expecting some RP to have been put in instead of ~goblin drops bomb~ opening. Especially considering with how big this is.

I know the blues have stated this is not intended to be the prelaunch event...but they've got nothing else slated.

They've got less than a week... how much are they planning on adding for prelaunch between now and then?
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Re: Theramore's Fall

Postby Fenrìr » Tue Sep 18, 2012 3:55 am

Skye1013 wrote:
Fenrìr wrote:Totally unimpressed by it. I was really expecting some RP to have been put in instead of ~goblin drops bomb~ opening. Especially considering with how big this is.

I know the blues have stated this is not intended to be the prelaunch event...but they've got nothing else slated.

They've got less than a week... how much are they planning on adding for prelaunch between now and then?




I'm going to go with less than 1.
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Re: Theramore's Fall

Postby Malkieri » Tue Sep 18, 2012 4:34 am

I enjoyed it for what it is (& what I expected it to be, so maybe the lower expectation threshold helped): a silly no-thought-needed aoe zerg fest, that doesn't need to be concerned with particular roles, & that I can do in 15mins during some down time without paying too much attention.
I will probably run scenarios at MoP level cap from time to time as an alternative to running a 5-man which I don't always feel like slogging through.
(As an aside I seem to have been lucky with bugs as I ran the silly thing 3 times quick last night, in guild groups and in a fully pugged group...and we had zero bugs../weird)
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Re: Theramore's Fall

Postby Zalaria » Tue Sep 18, 2012 4:36 am

What were you guys expecting? Scenarios are a replacement for group quest, which were pretty underwhelming to begin with. Bugs shoulda been fixed, but expecting some super-amazing thing from scenarios is just bad expectations. They can't do too much with the requirement of no tank and no heals.

They never planned to have a world event for Mists. They said so. It's too much development effort for one week, when that effort could be put somewhere more long-lasting. Theramore is just a scenario. Nothing more, nothing less. They put it at 85 to give us a preview of scenarios and because story-wise it makes sense to see it before Mists hits.
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Re: Theramore's Fall

Postby KysenMurrin » Tue Sep 18, 2012 5:09 am

TBH I don't understand why they're raising it to level 90 after. There are already plenty of high level scenarios, and this one makes sense sitting between Cata and MoP - they should have designed it for 85 in the first place, and launched it a little earlier.
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Re: Theramore's Fall

Postby Newsom » Tue Sep 18, 2012 5:13 am

To be fair, I find the new scenario format to be enjoyable. Difficulty of it feels spot on (especially when trying it out on my low geared alts).

I just thought this one was way too short and action-free for such a huge lore event. It had so much potential...
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Re: Theramore's Fall

Postby Nikachelle » Tue Sep 18, 2012 5:49 am

Skye1013 wrote:
Fenrìr wrote:Totally unimpressed by it. I was really expecting some RP to have been put in instead of ~goblin drops bomb~ opening. Especially considering with how big this is.

I know the blues have stated this is not intended to be the prelaunch event...but they've got nothing else slated.

They've got less than a week... how much are they planning on adding for prelaunch between now and then?

I think they meant more new content NEXT week. aka... expansion launch. /facepalm
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Re: Theramore's Fall

Postby Sagara » Tue Sep 18, 2012 5:50 am

Which does tie with their mentionning of pre-launch events being a bit of a waste for 1-2 weeks of game time.
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Re: Theramore's Fall

Postby Worldie » Tue Sep 18, 2012 5:52 am

The alliance version of the scenario is such a letdown.

Hope the horde one is better.
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Re: Theramore's Fall

Postby Nikachelle » Tue Sep 18, 2012 5:53 am

Sagara wrote:Which does tie with their mentionning of pre-launch events being a bit of a waste for 1-2 weeks of game time.

Except that pre-expansion launches DO generally seem to get people pretty hyped for the next expansion. It's always worked for me anyway. But maybe that's their problem. They realized they were only getting people excited who already had subscriptions... it's pretty much inevitable that all of us who are currently subbed will also be playing MoP. They don't need to get us excited anymore... they've already got us hooked.
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Re: Theramore's Fall

Postby Nikachelle » Tue Sep 18, 2012 5:55 am

Worldie wrote:The alliance version of the scenario is such a letdown.

Hope the horde one is better.

Not much difference tbh. Same style - visit boats, click on cogwheels, defeat "bosses" in the same areas, etc.

The most hilarious part I found, is that the horde had no idea where to go inside the alliance keep. Having "grown up alliance", I had to giggle as they went in circles around themselves trying to figure out where to go.
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