Bazzil
New Member
- Joined
- Jan 25, 2016
Dear community,
The development of Naxxramas is reaching its later stages, and now that 3 out of the 4 wings of naxxramas have been tested on the PTR, you have observed over half of the encounters in Naxxramas on Kronos. As you know the players on the PTR dealt more damage, and monsters base damage was reduced, so not everything on the PTR will feel the same once the release is out - but most of the aspects should, particularly all of the event timers and spells.
Over the course of the last months we have observed the community discussions here on the forum that has being going on regarding the difficulty of Naxxramas. Questions such as "should world buffs be removed when zoning into naxxramas?", and "should boss health in naxxramas be increased?" have been discussed with some in favor of one, others in favor of both, and some others in favor of none of them. There are no players who is of the opinion that Naxxramas should be made easier, so the conclusion we have is that the community wants either a Blizzlike or Harder than Blizzlike version.
From our point of view it is ironic that releasing a Blizzlike version of Naxxramas would mean to release a version where raiders might not need to use blizzlike strategies, but that is the reality. With the preparation and knowledge that the Kronos community has on their side, there will be fights that can be approached from angles that no guilds ever did it in 2006. So where does that leave us with regards to the promise of a Blizzlike experience? To answer this question we go to you, the community.
Make your voice heard in this poll, and keep in mind that we are essentially asking 4 questions, so you are able to cast up to 4 votes in this poll.
World Buffs
Anything that is not a player ability/spell or a consumable is likely to fall into the world buff category. If you need to be in a certain location in the game to acquire a buff, that's a world buff. Rallying Cry of the Dragonslayer, Spirit of Zandalar, Songflower Serenade are all examples of buffs that would be removed upon entering Naxxramas.
Stats
Health and Damage are the stats which will be modified if any, and the values will depend on the encounter.
You can expect an 10% - 50% increase of health, as well as 5% - 25% increase in damage.
Make "invisible" changes to cooldown/event timers that already have a range
Abilities and events sometimes have a fixed cooldown, but other times not. The abilities that already have a range of cooldown can be adjusted to make encounters more difficult without disturbing the elements of the fight that are meant to be predictable. Obviously all of such changes would be done case by case.
Examples:
A monster may use Mortal Strike every 8 - 13 seconds. This could be reduced to 6 - 11 seconds.
Thaddius cast Polarity Shift every 25 - 35 seconds. This could be reduced to every 23 - 31 seconds.
Change fixed cooldown/event timers
Again, obviously all such changes would be done case by case.
Examples:
Noth the Plaguebringer's first floor phase lasts exactly 90 seconds.
Patchwerk berserks after exactly 7 minutes.
The development of Naxxramas is reaching its later stages, and now that 3 out of the 4 wings of naxxramas have been tested on the PTR, you have observed over half of the encounters in Naxxramas on Kronos. As you know the players on the PTR dealt more damage, and monsters base damage was reduced, so not everything on the PTR will feel the same once the release is out - but most of the aspects should, particularly all of the event timers and spells.
Over the course of the last months we have observed the community discussions here on the forum that has being going on regarding the difficulty of Naxxramas. Questions such as "should world buffs be removed when zoning into naxxramas?", and "should boss health in naxxramas be increased?" have been discussed with some in favor of one, others in favor of both, and some others in favor of none of them. There are no players who is of the opinion that Naxxramas should be made easier, so the conclusion we have is that the community wants either a Blizzlike or Harder than Blizzlike version.
From our point of view it is ironic that releasing a Blizzlike version of Naxxramas would mean to release a version where raiders might not need to use blizzlike strategies, but that is the reality. With the preparation and knowledge that the Kronos community has on their side, there will be fights that can be approached from angles that no guilds ever did it in 2006. So where does that leave us with regards to the promise of a Blizzlike experience? To answer this question we go to you, the community.
Make your voice heard in this poll, and keep in mind that we are essentially asking 4 questions, so you are able to cast up to 4 votes in this poll.
World Buffs
Anything that is not a player ability/spell or a consumable is likely to fall into the world buff category. If you need to be in a certain location in the game to acquire a buff, that's a world buff. Rallying Cry of the Dragonslayer, Spirit of Zandalar, Songflower Serenade are all examples of buffs that would be removed upon entering Naxxramas.
Stats
Health and Damage are the stats which will be modified if any, and the values will depend on the encounter.
You can expect an 10% - 50% increase of health, as well as 5% - 25% increase in damage.
Make "invisible" changes to cooldown/event timers that already have a range
Abilities and events sometimes have a fixed cooldown, but other times not. The abilities that already have a range of cooldown can be adjusted to make encounters more difficult without disturbing the elements of the fight that are meant to be predictable. Obviously all of such changes would be done case by case.
Examples:
A monster may use Mortal Strike every 8 - 13 seconds. This could be reduced to 6 - 11 seconds.
Thaddius cast Polarity Shift every 25 - 35 seconds. This could be reduced to every 23 - 31 seconds.
Change fixed cooldown/event timers
Again, obviously all such changes would be done case by case.
Examples:
Noth the Plaguebringer's first floor phase lasts exactly 90 seconds.
Patchwerk berserks after exactly 7 minutes.
Last edited: