The Tiamat fight can be fun, but it can also be outrageously irritating. The problem is what I'll call "leachers". The most egregious example of this would be an afk player, but lets be honest, a 10k player adds just about as much as an afk player (and if he yells "help" for rez a lot can actually be more harmful).
Jumping in and out of instances and inspecting all the players to see if you have a chance is not a mechanic that I think it makes sense to encourage or require. Other than that every tiamat fight is just roulette to see if you've got too much dead weight or not.
One improvement would be to require every player to do 1% of the total damage. You could include healing and such in this. Don't make it like the heroic encounters where you have all these tiers and such, just one base amount that's fairly reasonable for even a 13k char to get to.
Another option is simply upping the requirement to 12k.. still way lower than I want in my instance but if it eliminates 15% of the dead weight, then it would be less roulette.
Another might be a GS weighted vote kick. Let people enter, but if someone asks to kick them they need 30k of GS over 10k to "vouch" for them (i.e a yes from my 19k gwf would count for 9k, but he'd need 15 12k's (aint gonna happen... and if it does I'd be leaving that instance anyhow). This would allow friends to stick together (if you ever fix that problem... or they're just good about syncing their entrance times).
Also, you really think players should complete tiamat 80 times to finish the campaign? That's just insane.. It would be kind of high if you could guarantee a win, but with the roulette problem pretty much insane. No wonder incantations sell for nothing.
Players aren't the big problem in tiamat. Lag and bugs are the big problem. This just comes off as just elitist and looking at the wrong problems. It's not even the gear of people that is lowering the dps of them, it's bad build choices, bad stat choices, bad power selection, and bad gear choices. Low geared people are probably the actually problem in the smallest section of the pie.
IMHO it's the Developers faulth here by not fixing the broken Campaign for unlocking the Temple
The way as it should be is that players who have finished IWD will be able to get the WoD Campiagn and work further to get granted with access to the Temple itself at the end.
But by acting there is nothing wrong shows me that their priorities lies elsewhere and that is not getting a solid build game together.
It's my personal opinion that (IF) the campaign is being fixed as it should be then we do not have those issues with 10k players who are actually skipping a big part of the game by going straight to (current) endgame as soon they hit 10k.
If the WoD campaign is working (as they probrally wanted) by opening after finishing IWD (same way as we needed base requirements for starting the IWD campaign then the players who are in WoD now will have atleast 14/15k.
By reaching 60 we got Sharandar and Dreadring opened, and needed to go trough for a fair part before IWD opened... its is logical in my eyes that after IWD is finished WoD should be opening with their campaign with the Temple at the end.
But that has not happened... WoD campaign is/was broken from the moment it is being implemented in the game..
The lag issues on the other hand is a completely different thing..
The switch between the clerics and the heads phase is prone to bugs
The encounter is too easy
The encounter requires zero strategy
I my opinion the heads should permanently spawn after phase 1 and be attackable at any time. During the clerics phase nobody can get to them anyway because of the death zone. I guess they need the two different heads because they have different attacks, but if you could merge them, you could get rid of the current bugs and enhance the fight:
Make it so that the heads use their melee breath as soon as two players are on their plateau and otherwise let them use their ranged breath. That way you can counter or at least make it harder for the current zerg meta. If you decide to zerg down the heads, you'll have to deal with attacks of all five heads, one melee breath and four range breaths. I could imagine the blue and white head to be a severe pain and be able to wipe the entire HE.
Albeit not necessary, I would also add a bit more of "driving back" flair to the clerics phase. Let the death zone start directly at the clerics and for every % of progress in the phase, the death zone gets pushed back towards Tiamat. You could even make it so that at 75% (-ish), Ranged would be able to attack the heads.
Last but not least, the frequency of both the ranged and melee breath attacks should be a tad higher.
This would open more strategy and difficulty to the fight without getting it out of reach for lower geared PUGs. Melees could defend the clerics while ranged already start to burn down the heads in the cleric phase and during the head phase, people need to send tanks to other heads unless they want the zerg to deal with all sort of ranged breaths. Furthermore, this would bring all protective gems into play again. Currently nobody get the black and white gems and little do red.
Also 14k GS req (more than the 13k capstone dungeons in M4) and one finished campaign.
I would also add the ability to premade the encounter, but this already has been called off... so pretty useless requesting it.
Also 14k GS req (more than the 13k capstone dungeons in M4) and one finished campaign.
I would also add the ability to premade the encounter, but this already has been called off... so pretty useless requesting it.
Youre right about that, they have called it off and they gave as reason that the current engine isn't capable to support premade the encounter.
Fact is that the real problem lies in a broken campaign which they should fix instead but they don't
Only hope is that the Developers have learned from this mistake (WoD) and make the next mod as it should be..
Comments
The way as it should be is that players who have finished IWD will be able to get the WoD Campiagn and work further to get granted with access to the Temple itself at the end.
But by acting there is nothing wrong shows me that their priorities lies elsewhere and that is not getting a solid build game together.
It's my personal opinion that (IF) the campaign is being fixed as it should be then we do not have those issues with 10k players who are actually skipping a big part of the game by going straight to (current) endgame as soon they hit 10k.
If the WoD campaign is working (as they probrally wanted) by opening after finishing IWD (same way as we needed base requirements for starting the IWD campaign then the players who are in WoD now will have atleast 14/15k.
By reaching 60 we got Sharandar and Dreadring opened, and needed to go trough for a fair part before IWD opened... its is logical in my eyes that after IWD is finished WoD should be opening with their campaign with the Temple at the end.
But that has not happened... WoD campaign is/was broken from the moment it is being implemented in the game..
The lag issues on the other hand is a completely different thing..
Also 14k GS req (more than the 13k capstone dungeons in M4) and one finished campaign.
I would also add the ability to premade the encounter, but this already has been called off... so pretty useless requesting it.
Youre right about that, they have called it off and they gave as reason that the current engine isn't capable to support premade the encounter.
Fact is that the real problem lies in a broken campaign which they should fix instead but they don't
Only hope is that the Developers have learned from this mistake (WoD) and make the next mod as it should be..