patch 5.2 ?

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Re: patch 5.2 ?

Postby Newsom » Mon Feb 11, 2013 3:46 pm

Flex wrote:
Nooska wrote:JP are quite valuable if you still don't have a full set of heirloom gear.


Doesn't 5.2 introduce the 1-85 for all previous 1-80 heirlooms?


Nope, the new heirlooms that go to 85 instead of 80 are completely new items. You'll have to go buy them all again. Your old heirlooms will still only go to 80 in 5.2. They are also adding quite a few new heirlooms, for example shields and offhands. I think we're finally getting intellect plate too.
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Re: patch 5.2 ?

Postby benebarba » Mon Feb 11, 2013 6:22 pm

Klaudandus wrote:
Note that we are continuing to make difficulty adjustments to all parts of LFR, to both the bosses and non-boss enemies.

In general, we start out with just an across-the-board reduction to health and damage compared to Normal mode, and then rely on feedback (and our own experiences -- many of you have probably had encounter devs in your LFR raids over the course of the past days!) to make more fundamental adjustments to mechanics that are proving particularly problematic.

One of our goals is for mechanics to generally feel a bit more meaningful than they do in 5.0/5.1 LFR -- you should have to do the fight "correctly" in order to win, at least without several stacks of Determination. However, if a single misstep (or malicious act) can wipe the raid, that's never going to be a fun experience.

LFR testing and iteration will continue until we're satisfied with the final difficulty. Thanks again for testing and for your feedback!

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Noble, but...


I actually thought they did a good job with most of the bosses in LFR this time around. Stone Guard and Spirit binder stick out as ones which could have used more 'meaningfulness'. But on the other hand, it's a fine line: if the strat is basically the same for normal/heroic, it can probably feel 'cheap' to those working on those difficulties. Meanwhile, having stuff that has to be done 'correctly' (whatever that means) seems to be asking for trouble (you know, like CC was in early cata 5-mans...)
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Re: patch 5.2 ?

Postby Klaudandus » Mon Feb 11, 2013 6:26 pm

And it just opens more chances for griefers, to a certain degree...
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Re: patch 5.2 ?

Postby halabar » Mon Feb 11, 2013 8:58 pm

It may be worth noting though that one of the world bosses, Oondasta, is intended to be crazy-difficult. If you’re not in an organized Heroic-level raid group and teaming up with other Heroic-level raid groups, you’re going to want to stick to the other world boss, Nalak; although, keep in mind Nalak unlocks with the island’s server progression, so it’s something to look forward to.


Interesting. I wonder just how hard he will be. Will the new tagging method, you can pour an awful lot of bodies at a boss.
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Re: patch 5.2 ?

Postby Fetzie » Mon Feb 11, 2013 9:02 pm

Depends on how punishing any "don't stand too close together" mechanics are.
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Re: patch 5.2 ?

Postby halabar » Mon Feb 11, 2013 9:16 pm

Fetzie wrote:Depends on how punishing any "don't stand too close together" mechanics are.


The area on the island were he spawns is pretty large, so you could fit quite a few peeps in there, but true, there might be those kinds of mechanics. My new guild is huge (over 2000 toons) so this might be an interesting guild challenge, once those folks gear up a bit.
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Re: patch 5.2 ?

Postby Darielle » Mon Feb 11, 2013 9:25 pm

Interesting. I wonder just how hard he will be. Will the new tagging method, you can pour an awful lot of bodies at a boss.


Frill Blast — Oondasta's armor is more than just for decoration, and can charge up this powerful blast that inflicts 800000 Fire damage to all players in a 60-yard hemisphere in front of Oondasta.
+
Growing Fury: Oondasta's rage grows as the fight progresses, increasing all damage by 10%. This effect stacks.
+
Spiritfire Beam — Oondasta fires a beam of spiritfire energy at a player, inflicting 138750 to 161250 Fire damage and jumping to a nearby ally. Up to 20 players can be affected, with damage increasing by 50% with each jump.
=
BODIES. WARM, TOASTY BODIES.
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Re: patch 5.2 ?

Postby fuzzygeek » Mon Feb 11, 2013 10:06 pm

Fetzie wrote:Depends on how punishing any "don't stand too close together" mechanics are.


This is hard to get right without introducing massive griefing. Kazzak was oh-so-wonderful in that regards.
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Re: patch 5.2 ?

Postby Fetzie » Tue Feb 12, 2013 5:53 pm

  • Seal of Righteousness: Fills you with Holy Light, causing melee attacks to deal 6% 9% weapon damage to all targets within 8 yards. Unlimited range. Instant.
  • Light's Hammer Hurl a Light-infused hammer into the ground, where it will blast a 10 yard area with Arcing Light for 16 14 sec. Other stuff stays the same.
  • Grand Crusader When you dodge or parry a melee attack, you have a 30% or hit with Crusader Strike or Hammer of the Righteous, you have a 12% chance of refreshing the cooldown on your next Avenger's Shield and causing it to generate a charge of Holy Power if used within 6 sec.

MMO-C front page.
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Re: patch 5.2 ?

Postby Klaudandus » Tue Feb 12, 2013 5:55 pm

nvm
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Re: patch 5.2 ?

Postby Worldie » Tue Feb 12, 2013 6:15 pm

Darielle wrote:Spiritfire Beam — Oondasta fires a beam of spiritfire energy at a player, inflicting 138750 to 161250 Fire damage and jumping to a nearby ally. Up to 20 players can be affected, with damage increasing by 50% with each jump.

Brings back C'thun memories.
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Re: patch 5.2 ?

Postby Flex » Tue Feb 12, 2013 9:27 pm

Valor wont be converted to JP in 5.2.
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Re: patch 5.2 ?

Postby halabar » Tue Feb 12, 2013 10:45 pm

Flex wrote:Valor wont be converted to JP in 5.2.


They changed their mind?...
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Re: patch 5.2 ?

Postby sfrog » Tue Feb 12, 2013 11:28 pm

Does anyone else think that maybe the Valor/Justice system is getting rather overly-complicated for what it's intended to be?
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Re: patch 5.2 ?

Postby Newsom » Wed Feb 13, 2013 1:56 am

sfrog wrote:Does anyone else think that maybe the Valor/Justice system is getting rather overly-complicated for what it's intended to be?


Just think of Justice as "Heirloom Points" and it's not that complicated. :P
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Re: patch 5.2 ?

Postby Newsom » Wed Feb 13, 2013 2:08 am

For those of you wondering if it's worth saving Valor instead of upgrading gear, here's what you can realistically buy off the bat in 5.2:
- 522 Neck at neutral for 1250 VP (Example: Striker's Battletags)
- 522 Ring at friendly for 1250 VP (Example: Loop of the Shado-Pan Assault)
- 522 Wrist at friendly for 1250 VP (Example: Axebinder Wristguards)

You can probably get to friendly the second week of 5.2 if you clear normal modes. Honored probably takes at least 3 weeks at which point you've already got 3000 valor again.
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Re: patch 5.2 ?

Postby Winkle » Wed Feb 13, 2013 4:48 am

It's rather annoying that two of first three items available just happen to share slots with loot from Protectors, which i already have the elite upgraded versions of. Still can't complain to much about something to buy at neutral.
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Re: patch 5.2 ?

Postby Newsom » Wed Feb 13, 2013 5:56 am

Yep. The neck at neutral is perfectly itemized though. Unless the heroic elite expertise neck decides to drop I'll likely save some valor to buy that piece. There is no point in capping to 3k before the patch though considering the gear is gated by reputation.
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Re: patch 5.2 ?

Postby halabar » Wed Feb 13, 2013 9:43 am

Newsom wrote:For those of you wondering if it's worth saving Valor instead of upgrading gear, here's what you can realistically buy off the bat in 5.2:
- 522 Neck at neutral for 1250 VP (Example: Striker's Battletags)
- 522 Ring at friendly for 1250 VP (Example: Loop of the Shado-Pan Assault)
- 522 Wrist at friendly for 1250 VP (Example: Axebinder Wristguards)

You can probably get to friendly the second week of 5.2 if you clear normal modes. Honored probably takes at least 3 weeks at which point you've already got 3000 valor again.


And for those who might just be tipping toes into normals, and will be waiting for LFR unlocks, you might be valor-capping and kinda stuck, which might be ok, less dailies for a few weeks until you can spend your capped valor. :lol:
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Re: patch 5.2 ?

Postby theckhd » Wed Feb 13, 2013 10:10 am

Newsom wrote:Yep. The neck at neutral is perfectly itemized though. Unless the heroic elite expertise neck decides to drop I'll likely save some valor to buy that piece. There is no point in capping to 3k before the patch though considering the gear is gated by reputation.

I wouldn't say "perfectly" itemized. Remember that hit/exp >> haste > mastery in general. A hit/haste or exp/haste item is perfectly itemized. Haste/mastery is decent, but if you do that in too many slots you can't hit/exp cap.
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Re: patch 5.2 ?

Postby Darielle » Wed Feb 13, 2013 12:21 pm

The one thing about their statement is that you can get 3000 Valor from like yesterday before the patch goes live, which would definitely be impossible if the patch was going live on Feb 26th

Some departments aren't talking to each other again.
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Re: patch 5.2 ?

Postby halabar » Wed Feb 13, 2013 4:19 pm

Darielle wrote:The one thing about their statement is that you can get 3000 Valor from like yesterday before the patch goes live, which would definitely be impossible if the patch was going live on Feb 26th

Some departments aren't talking to each other again.


Or it's just been pushed back...
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Re: patch 5.2 ?

Postby Flex » Wed Feb 13, 2013 4:33 pm

halabar wrote:
Darielle wrote:The one thing about their statement is that you can get 3000 Valor from like yesterday before the patch goes live, which would definitely be impossible if the patch was going live on Feb 26th

Some departments aren't talking to each other again.


Or it's just been pushed back...


A soft date was given, no firm date.
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Re: patch 5.2 ?

Postby Darielle » Wed Feb 13, 2013 4:39 pm

Even soft dates get some basis on the planning front, so you don't just announce them without an idea. If the "push back" is because "We need more testing done", and it's one day after, it still means two departments didn't talk to each other prior to an announcement saying they were targetting something their QA team knew couldn't be met at the time.
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Re: patch 5.2 ?

Postby oldboyz » Thu Feb 14, 2013 5:03 am

how would you compare 5.2 raid progression path versus previous tiers? (from a regular casual raid point of view - our rank is around #12000, which is ok compare to 50k ranked raid, being ahead of 2/3 is ok for us)


as a RL, i'm quite unhappy how difficulty was in 5.0 compare to Cata : currently, we are able to clean TES with our top roster (inclunding 1-2 PU in Friend list). but as soon as we switch 1 or 2 less "optimal" players : we struggle a lot in HoF , garalon being a fucking hard stoppper (even now, it can make us lost2hours+ on his down). It is at least a month we weekly kill the SHA (the 2 previous were even done in the same night without any stress) while we have just a few time trying Unsok... whereas in CATA, even our sub-player were able to joign later and still help us in progression
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