Improve the quality of raid releases on CC #7168
Replies: 15 comments 36 replies
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Shael here I am raid leading on this server for over 2 1/2 years now for a raiding team, which always stood on the top 5 of the raids on this server and this post speaks out of my heart. I agree on 99% what dearest Nines is talking about here. I tried to voice my concerns and thoughts multiple times on discord and here on GitHub #6854 and #6498 but was always not acknowledged by or got a response from the CC Staff. As i know they are reading through all of them but the communication about their decisions with the community are for a lot of cases just not there. You always get to hear "go onto the PTR and give us tuning advice on tuning before raid release, if you don't do that the tuning wont be changed after the raid release (for the most cases)". IMO this is a terrible approach. Alot of guilds either don't have the manpower, nor find the time to do those testings additionally to their general raiding time. There is no real compensation when the raids sacrifice their raiding day for a PTR testrun, CC points are okay, but don't appeal to the majority of people since they give only cosmetic benefits on a private server. The server always said that their goal is to fix all the bugs and that the main draw is to have valid raid testing, this is only done if more than 2 guilds do those testing and give influence on the tuning (which is part of this whole system). You should reconsider the approach of touching the tuning even when the raid released. You should focus on the next raid first, if the current raid is fun and enjoyable to play, which includes being bug fixed and having a good tuning-experience. Another topic from a organization stand point of the raiding teams and their leaders is the following: Over the past months (especially since SSC/TK) raids on the server always have trouble to keep their players and have a consistent raiding team. Raiders get demotivated facing overtuned, severely bugged raids and not seeing any progression made on both aspects, therefore loosing interest and inevitably quitting the server, meaning the GMs/Raidleads being on a 24/7 recruiting state. Those are all aftereffects and a elaboration on Nines TLDR. as he said DONT FORGET ABOUT RAIDS AND ITS TUNING AFTER RELEASE WHEN MORE GUILDS ARE ABLE TO CLEAR THE RAID Refering to some of Nines takes:
As i know, this is currently the strat on Azgalor. Tho i fully agree that a 7* modifier is just stupidly much for this mechanic, causing raids that have slightly less ranges having a nightmare experience on this fight.
This is somewhat already in game. Problem is that you need a Holy Paladin. With talents you can make that silence being only 3.5 seconds long + aura mastery being a big thing. We are always running 2 HPallies on the fight (Rets switching to healing as well) to play around with that. I know i talked about some stuff that is not directly linked to the quality of the raids itself, but is a side effect or an aftermath of the tuning decisions. As Nines i dont intend to attack any of the Staff-Members and especially ElDiablo, since this man tries his best.
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Can we have this again, please? If you really want to keep your wacky tuning, put it on a "Mythic" mode so Solaris can brag, and the rest of the server can try to have some fun playing normally. Big respect to Nines for the detailed, informative, respectful post, as always. |
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Give this man a spot in CC Staff!( Well written Nines. Thank you for your contribution! I hope it gets heard! <3 ) |
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I agree on most parts and the the recommendations for the future are good. However, instead of increasing the damage done at all, reducing the healing even more is a better strategy as that will not lead to oneshot scenarios. Things I don't agree with/have wrong conclusions:
Reducing player damage achieves the same as increasing npc hp (and also makes tanking easier because of flat threat values, but that is besides the point) I also don't understand what you mean by "change of scripting" with the current system. CC devs don't change the scripts at all for tuning. Only damage, healing, HP is changed.
Making that ability not stack with the tuning healing decrease would mean it is not blizzlike. |
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i just read nines thesis(y, i haven't before, too many english words make my brain go hana banana).<:derp:1000603811758485535> |
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I remember how happy I was when I read the following the fist time.
Best solution we can get, in my opinion. |
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I personally would love a normal and Heroic option for at least TBC raids. I believe having easier and harder options would allow more players access to content. I'm a pretty casual raider and most people in my guild are the same. Spending hours bashing our heads against tuning and bugs honestly hasn't been fun. These are people that don't have the time to be BiS gearing multiple toons for the right raid comp and don't actually have the desire to at all. A 'normal' mode would give casual raiders a chance to try the content and have fun doing it without feeling like they have to dedicate hours of figuring gear/strats out on top of IRL stuff. I know my guild has a lot of people who are not only new to CC but are new to WoW and don't have 20 years of experience. It has sucked watching them hit the wall of tuning and since they don't know their classes in and out, they give up and have been leaving the server. Having the option for 'normal', blizzlike numbers would allow casual guilds more opportunities to give new raids a bash, which in turn means more people testing the content. Its not newbie friendly at all at the moment It makes me sad seeing this happening as I think CC has a great community that is friendly but most of these kind of casual players don't stick around when the content is beyond their skills or requires a huge time investment for them. Or they have to wait months until it gets nerfed enough for them to try the content |
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We have tuning because we're playing in a WotLK Client. We need tuning for the content to be challenging and enjoyable. Removing healing tuning will make the game incredibly boring and paladin tanks may actually have mana problems. I agree magic spell damage that targets raid members beyond tanks should not be modified (or modified more gradually at least), non tanks do not have dramatically more health than they did in TBC to meet higher spell tuning and this creates one shots. Physical damage largely directed at tanks should be increased to meet with the increased defensiveness of WotLK Talents and Spells. The major cause for guilds wiping are bugs. NPC spell crit bugs, pathing bugs, MC bugs, timer bugs, ect ect. I think the good folks in this thread are well intentioned but the suggestion to make massive changes to tuning is off the mark. It feel like the comment about Karazhan is being used here to imply no raids should require thoughtful comps, use of consumes, or properly itemized gear sets. This comment is specifically and only about Karazhan, an opener raid to TBC. IMO raids should become more challenging as the expansion goes on, and IIRC the devs have stated this intention as well. Specifically regarding Archimonde, the hardest boss we've had to date, the raid needs to make a series of mistakes for the tank the be KO'd. Are all defensive measure being taking, debuff measures, are melee attacking in front and parry hasting the boss, ect. Raids should be challenging and the highest level content should require you to open the deep toolbag the game offers to find solutions. TLDR - Healing and Physical Tuning should not be changed, Spell Tuning should be changed more carefully. Bugs cause wipes, not tuning. |
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I agree 100%. |
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Hello everyone! This is Avrora the guild leader of Solaris. Last night we had a conversation with our officers and some core raiders on this topic. We share most of the sentiments expressed in this discussion. Particularly regarding spell dmg. None tank character hp has barely increased if at all since TBC and spell dmg should take this into consideration. Spells should be excluded from the overall dmg increase new raids get. Imho they should remain unchanged or maybe receive 10-15% increase at most. Anything more will cause issues like Azgalor RoF, Icebolts and others. Moreover spells should absolutely not be able to crit. Icebolt hurt plenty before this, and https://www.wowhead.com/tbc/spell=42783/wrath-of-the-astromancer can crit to this day. We can all agree thats bs and nobody enjoys getting 1-shot through defensive cd with no counterplay. The topic of AA dmg and health pool increase is a bit more nuanced. There are good and bad instances for how current tuning works. Right now most I'd say most are good, with some veeeeerrrryyy notable exceptions: Bad hp increaseSimply making things take longer to kill without any existential threat to the raid is very poor game design. TK sentinels , hawks are some of the most recent and egregious examples of how blanked hp increase leads to very very unpleasant raid experience. Literally nobody enjoyed smacking these peniatas for prolonged periods of time and their hp nerf could not have come soon enough. Good hp increaseOn the opposite side of the coin are the instances where increasing the hp of an NPC can make the fight more challenging as the mechanics need to be executed for longer (up to a realistic point of course). Recent example for this is actually Rage Winterchill. There is a lot to be said about his spell dmg increase however tripling his hp actually creates a soft enrage for the fight. IF people start dying from icebolts this puts the fight on a timer and raiders have actual incentive of doing good dmg AND survive the Icebolt and D&D. At the end of the day even the most broken and bugged mechanics can be circumvented if the boss dies fast enough :) Bad AA increaseFar and beyond the worst offender in this category is Archimonde. He used to melt tanks back in the day too but even full BiS tanks right now struggle with him (it used to be much worse in his first version on PTR). Dont get me wrong, Final tier raid bosses should be difficult but it is clear why people, especially on the more casual side of raiding, are unhappy with him right now. With the risk of repeating myself from the last 2 raid reports we did his AA might need an additional 10-15% nerf. This will still put the tank AND his healers on notice the whole fight, but given how long and especially RNG dependant it is should be the right call. Otherwise a lot of people will feel simply shafted by tuning and frankly bad luck. Good AA increaseAs stated by Nines and others in this thread tanks are much more durable than they were in TBC. To compensate for that and not make healers die of boredom boss and NPC AA needs to be buffed accordingly. Imho most of the other bosses and trash do adequate physical dmg so dont see much need for changes there. Effects of bugsThere is an important aspect of raids that I think a lot of people here are missing. As a veteran from the trenches of progression raiding and PTR tests it is clear bugs, even minor ones, can cause the tuning to seem unreasonable or damn right impossible. I am excluding major bugs from this statement. Those simply make the fight impossible or force you to take unconventional routes to cheese it somehow. So when we are talking about potentially nerfing an encounter we must only view it in its bug free state, else the data we have will simply be polluted and therefor the decision taken likely to be inaccurate. General thoughts on tuningHistory has shown that we will never fully agree on the best tuning for any given raid. Luckily we dont have to reinvent the wheel as Blizzard already implemented a solution - Heroic raids. Chromie already had implementation for mythic raids so putting this to practice shouldnt take that long at all. Let the more casual portion of the server decide on the difficulty for normal raids and keep current tuning for the more hardcore and challenge oriented people. Keep something important in mind however - you have to make it worth while for people to play the higher difficulty. Nines hit the nail on the head - right now we are playing mythic mode without any of the mythic rewards. No sane person will keep taking the long road if the destination is the same as taking the short cut. More dropped items, mythic points, extra slots in items, etc. Whatever is picked - as long as there is something it works. I know that the new mode isnt for everyone and that is ok. But before some people say heroic mode will be only for Solaris, I urge you to log on PTR and check BT. I bet in 2 weeks tops people will get bored of untuned content and will want to try the hard version :). Alternative path forwardI know that implementing above suggestion comes with the major drawback of adding extra work on devs' plate which will delay BT and future content releases. If we do decide to keep the existing approach in trying to find the golden middle ground that satisfies everyone it is paramount that more guilds participate and raid testing. After each Hyjal test we provided feedback from casual raider point of view as well, but at the end of the day this was entirely subjective. Other guilds are likely to see things differently and prefer even easier tuning which is why this conversation should happen before the raid is released. NO NUKES FROM ORBIT !!! This is where we disagree with Nines, particularly with his proposed solutions for Anetheron, Azgalor and Archimonde. Adds are already easily kiteable and nerfing their hp to such an absurd degree will make them as mechanic barely noticeable - dots alone will sometimes take care of them. https://www.wowhead.com/tbc/spell=31340/rain-of-fire and https://www.wowhead.com/tbc/spell=31344/howl-of-azgalor is bullshit combo but as long as RoF dmg is lower than average player hp, nobody should realistically be dying from this. And this is coming from somebody who absolutely despises that fight, just ask my guild. Last but not least requesting #7107 to be reverted is frankly ridiculous. Not only does this go directly against the core purpose of the server, but makes no logical sense either. By that logic, let us remove all mechanics to make fights easier... Before I go I gotta call Nines out on his final statement too. While communication with playerbase leaves things to be desired it is evidently false that devs simply released the raid and forgot about it entirely. Archimonde alone has been receiving changes on a weekly basis. No raid group has killed any Archi iteration more than once. I'd be cautious of opening more lines of communication with the playerbase - its much better to properly utilize the ones we have already. Put the guild representatives to good use and make sure we got proper reporting of coming changes (at least list the important ones) and when they will be hitting live server. I know this has been a wall of text so thanks to everyone who actually went through the whole thing. Let me summarise the post for everyone else:
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Just want to fix a misinformation at the top
their original HP is 144-145k and i don't believe it ever had less HP than that. They feel overwhelming i believe is not because of their HP but instead of the HP increase in the boss which imo like most other bosses are over tuned because people wanted more "challenging" raid , i still disagree with this behavior on tuning as i believe should mimic the TBCC experience instead of focusing more on making it challenging but i guess i am in the minority with that. I still don't know why there is that big of increase on boss/mobs AA and abilities when there is already nerf on the healing in general. Tuning shouldn't end up making the fights much longer than it's suppose to be. |
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For what it's worth, we (the lions den) thought TBC at 70 started off well with heroics and mythic raids giving a decent challenge. SSC was a pretty good release, but ultimately caused us to lose even more people due to it being fairly easy. We called it quits pretty shortly after this. Many of us also felt that content was rushed to release far too quickly. Bugs and incorrect mechanics being ignored for releases reduced the experience drastically. |
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Adding to the point of getting Mythic raids again, I'll just echo what Nines said.
Now, in my head (maybe I am wrong ofc) it shouldn't be hard to implement. As Nines proposed a couple of months back, and what all what has been said before this post; We have already tasted mythic quality tunning, back with SCC, TK and now with Hyjal. So why don't we get those tunning values back, and call that mythic and give points for it, while others can run the detunned version we already have for SCC and TK, and maybe a reduced version for Hyjal. |
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Damn, I'm always late to the good stuff, man. I probably have nothing of real value to add to this gigachad length thread, but will probably point out some stuff that might be on micro value. I'll try and glaze over stuff quickly if can be, but might be a little scatterbrained.
That being said, there still seems to be a reasonable desire between the hard and easy raid challenge camps. This doesn't seem to have much middle ground between what's desired, which defaults to the previous designs of Mythics. Now the staff to my knowledge has made it rather clear: mythics are fully dead and buried, never to be resurrected (even if you have a pet cemetery). I'm still not fully sure as to why, if there was something beyond my understanding that they don't want to waste the time coding/changing a raid to that + normal version. Leads to speculation beyond that, which I won't really touch. The redesigned version of them, if they do return, was more than likely enough to satisfy both camps for what amount of content remains.
I did see that Shael brought up tbcc wclogs and compared that to our LP logs with content tunes. Surprisingly, this was one of the ways I suggested back I think in TK about how raids could approach initial tuning. It was something really simple as a starting point that didn't overwhelming need guild PTR testing to implement. If the WCLogs data could be condensed into boss only damage (generally ignoring adds in the fight), you could then get a rough estimate of where boss HP should stand (on most bosses). Taking Shael's links as an example, the tbcc raid posted (assume it's avg of many raid logs) had done 3.69m hp over 111 seconds, which came to about 32,982.9 dps. If a 1m51s kill time window is the desired result for our server, we simply just insert our avg LP raid dps to find a more correct starting HP pool for the boss. This means if the LP log of 47,655 raid dps is avg, the boss would need ~5,289,705 hp to get a avg kill time of 1m51s. Currently, the boss has 9,674,593 hp, and kill times range into ~3.5+- minute mark kill windows. It's pretty far off the mark for a "normal" boss kill experience. Of course this doesn't account for -healing or +boss-dmg ranges, or unique things like Kael's fight overall. Lastly, I hope, is that the main takeaway from all of this boils down to : Does the boss mechanically work correctly? That's all that should really be achieved with raids in PTR testing or doing it on live. It does not matter if the boss "feels really easy" or is "an unkillable pos". If the boss works to it's fullest extent script wise, the goal is reached. Anything beyond that is personal opinion on the matter of "entertainment". This, to me, seems to be often lost in translation when dealing with raids/raiders. A perfect example that has already been brought up was the Soul Charge fix with Archimonde. Since the boss was not mechanically working with soul charges, the tuning was overdone to compensate for the broken nature of the fight. Once fixed, the fight became very noticeably harder since the tunes were not reduced for the mechanic working correctly. This lead to frustration over the boss and viewed negatively that they could no longer kill the boss (not everyone), however, a core mechanic was corrected which was the whole point of the boss fight (server goal wise). This may seem like it was a tuning issue, but really the tunes were a scapgoat for the core issue of the script not working. |
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Introduction
The reason of this post is to create awareness regarding the quality of raid releases. I know a lot of players feel frustrated by the current state of raids and I want to help them understand why they feel that way and what is the problem with the tuning the way CC does it and why some of the custom changes are making fights feel unfair but my main objective with this post is to give documented feedback to the leaders of the project so we can solve this situation.
Just for reference, I am the GM of Limbo. We are a casual raiding guild that has cleared all content with every new release since Molten Core, including Mount Hyjal (before fixes) on a weekly basis. We have been contributing to this server since January 2023 doing PTR testing, opening GitHub issues and we've given detailed testing reports of all TBC end game content, including unreleased features like the Mythic Dungeons.
I want to start this post with a summary of my work for the server, followed by a little bit of history of CC and finally an explanation of the basics of all the topics at hand before dwelling deeper into the problems and solutions.
Limbos Testing & PTR contributions
Here are all of our reports for the past 18 months, where we have provided the most accurate and detailed community based testing on Chromiecraft, with hundreds of hours invested on the PTR and the creation of these reports. I am just adding this section so that people not familiar with the server understand we are actually involved in this project and this is not just a random complaint post with no basis.
Karazhan (January 2023, 26 github issues opened) https://docs.google.com/document/d/1rgYp1-ZYHrU3HZrk40P-Hd4wwYMxV1mlfXPtImqG26Y/edit
Karazhan (May, 20 github issues opened) https://docs.google.com/document/d/11osH_AP56jnrHI4bxlO8sb5ZNPHLhNhXQLHgUj_FNt8/edit#heading=h.2jad6ayraj2y
World Bosses: https://docs.google.com/document/d/1f0fAqBPBbRmy0a8Q73EekIrEeHAt-PBU5IaOcTccUXo/edit#heading=h.2jad6ayraj2y
Heroic Dungeons https://docs.google.com/document/d/1CkpIDYQixYlnFH8Me-AEyXP9gHikHgigy5i6G6Jai0E/edit#heading=h.2jad6ayraj2y
Heroic Dungeons, critical bugs on release https://docs.google.com/document/d/1N0hGMx_TZxoW02dZOBLd-G6txIVHrjfD3CZ7oXNlJgI/edit#heading=h.2jad6ayraj2y
Mythic Dungeon PTR Part 1 https://docs.google.com/document/d/1uKyC6EB8KbCWGOLeiBOFL67CMy7OlfAUPjn6C6_gDYo/edit#heading=h.2jad6ayraj2y
Mythic Dungeon PTR Part 2 (this was cancelled, we still spend hundreds of hours of man power on this one) https://docs.google.com/document/d/14WwWSt4M3Cik_XbkpOGiPPasvATNjCsABfHOGKkSGfk/edit#heading=h.40a512imq5ij
Gruul and Magtheridon (our reporting made the fight doable as it was impossible with the coefficient scaling plus the Growth mechanic) https://docs.google.com/document/d/1rGpc4sY7Pgkcoa8DCOxNGLc9voIYZKDtWvR24Osfu7A/edit#heading=h.2jad6ayraj2y
Heroics were released with untested tuning so we released a CC specific guide to the dungeons to support the community:
https://docs.google.com/document/d/1CguCmUMBuFhouUn7s4JKALri8NzkF-dQSn_UhUCJOJY
Our investigation regarding the uselessness of Resistance Gear for Hydross which we shared with you all: https://docs.google.com/spreadsheets/d/1xQCcLL9Me6tromb2vr02k_85-JJNsks0PFmduftnrxo/edit#gid=0
Tempest Keep PTRs:
Mount Hyjal PTRs:
How tuning works in Chromiecraft
The tuning as it's done in Chromiecraft can be divided in two parts which affect different aspects of the game:
You can see the tuning for Tempest Keep in the following link, back when the tuning was public. You can still calculate the blanket modifiers by comparing the values to the originals but sadly we can't check it anymore for Mount Hyjal or any future raids as the code as been made private.
Tempest Keep (before nerfs): https://github.com/elthehablo/GeneralACResearch/blob/main/tk_our_tuning.sql
How encounters work:
Every enemy in this game has different abilities, some are meant to do minimal damage, others a lot of damage and anything in between. Each encounter can have different types of enemies with different abilities and they all need to be balanced in order for fights to be fair and feel fun. The way they interact between each other depends on a the type and complexity of the mechanics, the more of them and the more complex they are, the harder they are to balance.
This is no easy task, as the original values for these raids were done by a Blizzard team back in the day with extensive resources for research and testing. Modifying these values unbalances the previous work done by the original creators and while possible, it does require a lot of work to accomplish in a satisfactory way.
The need for balancing in Chromiecraft
This server runs on the Wrath of the Lich King (WotLK) client which means players deal a lot more damage compared to their The Burning Crusade (TBC) client counterparts. The reason is that all talents and spells got reworked into being stronger. The same goes for the healers and tanks as they are more effective at their jobs doing more healing and mitigation, respectively.
This means if encounters are left untouched, the fights end really quick without giving the enemies enough time to cast their abilities thus eliminating any mechanics from the encounter. This is why normal dungeons are so easy, compared to how they are approached in the TBC client.
Since the idea of the project is to detect bugs, it makes sense that content should allow enemies to use their abilities in order to detect if they work or not. This is why some sort of tuning was needed.
The history of tuning in Chromiecraft
We used to have a different system back when UBRS released in which there was no tuning, but a debuff on the damage done by players. This meant players inside raids would do reduced damage, so for example you would do 50% damage instead of 100%, meaning all your gear and itemization calculations would be done and then the damage would be divided by the % of the debuff. This meant that raids didn’t need values to be changed to be challenging and playable since they would be using the original Blizzard values, the only problem being the speed in which enemies were killed which was solved by the damage debuff.
This tuning worked pretty well, which made UBRS was one of the best End Game Brackets in Chromiecraft. At the end, for reasons we won't discuss here (and that I honestly don't know), this system was removed and changed to what we have now for better or worse.
Globally modified raids
Because of the backlash of the previous system, we moved from a method in which raids remained pristine and predictable into one in which everything would be globally modified away from Blizzlike values unbalancing each and every encounter affected by the tuning.
Instead of working around the increased player damage, which was the main problem, we moved to nerfing healing, boosting enemy damage and inflating enemy health pools by a global command. The first iteration of this method was Molten Core back in 2022 and has mostly remained the same ever since.
It's worth mentioning that there was a update to this system made by Eldiablo in which you can not only modify the global values but specific enemy values, making it easier (in theory) to adjust numbers that are breaking the fights and having better encounter balance. Although this has been more theoretical than practical as for this to work properly there needs to someone in charge analyzing every encounter to provide proper numbers to be changed.
The problem with the current method of tuning
These blanket modifiers affect every enemy the same way, but not every enemy or abilities are the same or interact the same way either. The repercussions of the damage increases and healing reductions vary from encounter to encounter and from boss from boss.
For purposes of simplifying all examples, we will assume all global modifiers are as follow:
Non raid examples of unbalanced encounters (Tuning on Release):
Shadow Volleys from Black Morass (Heroics Release): The increase in overall damage made healers struggle keeping up with the damage, making groups have to min max with more ranged than melee in order to finish the dungeon. At the time most groups were unable to finish BM until the damage from this AoE spell was reduced.
Carnivorous Bite from Shirrak the Dead Watcher:
The first boss in Auchidon Crypts is an excellent example of how this tuning breaks all balance when mechanics are more complicated.
In this case, Inhibit Magic (lets put aside that it doesn't work as intended in CC) makes your casting time increase by 200%, which for a healer means less healing in all casted heals. Consider that once your heal lands it will heal for 25% less health, while the damage from the boss is 40% higher. The increased casting time must also be taken into account as that means less damage from casting classes which means a arbitrary health increase on the boss difficulty making groups rely again on composition.
Warchief Kargath Bladefist in Shattered Halls where the Blade Dance would just delete players because of the increased damage, again making it reliant on composition.
Raid examples of unbalanced encounters & mechanics (Tuning on Release):
The main problem as you can see is that while Tanks do mitigate more damage and healers do heal more just from being in the WotlK client, the rest of the raid doesn’t mitigate more, so the combination of increased 40% AoE damage in the raids plus the healers healing 25% less due to healing reduction means that in fights where there is a lot of AoE damage, the healers will have to carry the raids.
We have reported this issue for almost a year now about the blanket tuning breaking a lot of mechanics back in June 4 2023, where in our conclusions we stated this very same issue: https://docs.google.com/document/d/1CkpIDYQixYlnFH8Me-AEyXP9gHikHgigy5i6G6Jai0E/edit#heading=h.2jad6ayraj2y
![image](https://private-user-images.githubusercontent.com/123340833/343324654-a28e2eae-9b22-43ad-8552-011a9bafb25c.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3Mzk4NTAwOTcsIm5iZiI6MTczOTg0OTc5NywicGF0aCI6Ii8xMjMzNDA4MzMvMzQzMzI0NjU0LWEyOGUyZWFlLTliMjItNDNhZC04NTUyLTAxMWE5YmFmYjI1Yy5wbmc_WC1BbXotQWxnb3JpdGhtPUFXUzQtSE1BQy1TSEEyNTYmWC1BbXotQ3JlZGVudGlhbD1BS0lBVkNPRFlMU0E1M1BRSzRaQSUyRjIwMjUwMjE4JTJGdXMtZWFzdC0xJTJGczMlMkZhd3M0X3JlcXVlc3QmWC1BbXotRGF0ZT0yMDI1MDIxOFQwMzM2MzdaJlgtQW16LUV4cGlyZXM9MzAwJlgtQW16LVNpZ25hdHVyZT1jMWY3ODk2ZTJhM2M0ZTg0YWZlYWE5ZDExYjhmYzA5YzMyNTZhNDZlMDNjZTU1NjQ2MGUzNTkzNmQ1NjVkYTViJlgtQW16LVNpZ25lZEhlYWRlcnM9aG9zdCJ9.s9oDXTflaIuNJ3fUNB5Zo74FEcsEwaNuaNwA6xlZJO0)
You can also read on the same conclusions on Limbo's last Mount Hyjal PTR report here chromiecraft/PTR-review#15
Added health pools on the enemies
The health pools are the least of the problems but they are still a problem. Health on the enemies only mean how long they live, which will impact if they live long enough to do their rotation of spells/mechanics. If they die before they can do their rotations then it feels boring, if they live for too long, they also become boring. We will refer this as TTK or Time To Kill.
The reason people feel better about TTK on trash in Tempest Keep right now (after the first wave of nerfs) is because while enemies still have time to do their mechanics, some of them can be eliminated before a 2nd rotation, making the encounters less frustrating. Still not perfect but an example of how simple changes can make a good or bad experience.
So a perfect balance on TTK is to have enemies live long enough so they can do their rotations. How many rotations will depend individually in each encounter as a trash pack can't be measured the same as another trash pack with different enemies or a boss fight.
Specific problems with Mount Hyjal and how to fix them
It’s evident now that the more we go into the last TBC raids, the more problematic this tuning is becoming since bosses have more complex mechanics. I will proceed to point out specifics and how to solve the problems specifically with Mount Hyjal and later I will comment on suggestions on how to move forward.
Rage Winterchill
(Copy pasted from our PTR report back in May 23rd [PTR Raid report - Mount Hyjal]: Limbo NA Thursday 23rd PTR-review#14)
This is a good example of how the flat % increase modifies reactions times and while this ability or boss isn't really a problem at the moment, the problem itself should be acknowledged as encounters that are meant to have lower reactions times could cause players with higher pings to run into unfair problems. Not everyone in CC plays with 50ms and it really makes a difference when you only get 0.5 seconds to react and you are playing with 250ms.
Anetheron
To put this more into perspective lets compare this encounter with original values(OG) against tuned values (CC):
Towering infernals:
In this case the reaction times are reduced for the tanks and the healers as the damage increase is not reflected in increased health by a DPS player, meaning they have less time to accomplish the same mechanic before the person targeted by Inferno dies. This is against the original design of the encounter.
Solution: The damage from immolation aura should be reverted to original Blizzlike numbers. The only thing being accomplished here is requiring more work again from the healers which get reduced reaction times on top of increased healing reduction.
In the case of the damage:
OG Values: 4250-5750, CC Values: ≈ 5k to 6.5K.
Since the code is private now, we can't know the exact numbers without extensive testing, but I can say here that thoughts were put in the tuning of this particular spell as it doesn't have the flat 40% increase as it would be hitting for around 8K damage to every raider hit by it. This approach should be used on many other spells as well.
Solution: Probably not possible but the debuff should probably just be a flat 75% as intended instead of the cumulative healing reduction added from the global 25% healing debuff. Damage values should be closer to Blizzlike values though, as currently this puts more stress on the healers as it is, specially combined with the current state of the infernals.
Kaz’galor:
Abilities in this fight are not a big problem with the % buff. This is how fights in Chromiecraft would be with no tuning and just increased TTK. The reason this fight is simple is because the spells it casts deal no damage, so the tuning doesn’t affect the fight besides the modified boss health. In fact this fight is so easy it could be balanced around the boss having more health and playing more with Mana Regeneration problems of casters to increase it's difficulty to somewhat challenging.
Azgalor
This fight is broken and needs the following adjustments:
This fight is a clear example of how this boss is nowhere close to how the fight should be and it's more close to a custom Mythic encounter as you have to create new tactics to overcome the new problems. The tactic on this boss has always been clearing the adds but them having 7 times the base health makes it a huge loss of DPS considering how much people die due to the Silence not being balanced around the health of the players and the damage done by Rain of Fire.
Archimonde
The main problem with this boss is that was released in a very unfinished state. The mechanics are not working correctly as I write this and makes the fight much more complicated than it should because on top of the regular RNG mechanics of the fight, you have the RNG of all bugs.
Solutions:
Conclusions
The current system of tuning has been kind of working so far, but it definitely needs more attention post release, as it seems everything that is stated on the PTR Reports just gets put under the rug as soon as the patch is out, as proven by multiple problems reported from Tempest Keep which still persist. It's been a month since Hyjal release and it's still as frustrating as week 1 and if nothing is said it would remain like this until it gets nerfed and forgotten when Black Temple releases.
Maybe it's time to reconsider what is the purpose of these brackets because you are failing at giving a good raiding experience while also failing at fixing the problems with each release. It has become a trend now for a couple of patches where the big guilds just skip the last bosses for weeks because they are so broken they don't want to bother with it, which creates a loop in which nothing gets reported or fixed. This is not something new, as to this day Karazhan is at a worst state than in release: https://github.com/chromiecraft/chromiecraft/issues?q=is%3Aissue+karazhan+is%3Aopen; issues reported for Tempest Keep back when tested in the PTR are still active like Telonicus still one shotting melee or #6714; while Mount Hyjal is at a terrible state and we are already moving into Black Temple.
Right now you are giving us Mythic encounters without any Mythic rewards as these can all be considered custom content because they do not align to how the fights should actually work. All reaction times being modified to be shorter and health pools not aligning with the original idea of the raids developed by Blizzard which makes raids reliant on perfect execution and composition. This is a contradiction to this announcement https://www.chromiecraft.com/en/dev-diary-6/ where you state: Knowledge of the raid will be required and decent geared characters. Full-BiS, perfect comps and every consumable in the game however won’t be needed to clear these.
![image](https://private-user-images.githubusercontent.com/123340833/343352155-3608b63f-cd4d-48f0-82f2-eedf6b9ba81b.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3Mzk4NTAwOTcsIm5iZiI6MTczOTg0OTc5NywicGF0aCI6Ii8xMjMzNDA4MzMvMzQzMzUyMTU1LTM2MDhiNjNmLWNkNGQtNDhmMC04MmYyLWVlZGY2YjliYTgxYi5wbmc_WC1BbXotQWxnb3JpdGhtPUFXUzQtSE1BQy1TSEEyNTYmWC1BbXotQ3JlZGVudGlhbD1BS0lBVkNPRFlMU0E1M1BRSzRaQSUyRjIwMjUwMjE4JTJGdXMtZWFzdC0xJTJGczMlMkZhd3M0X3JlcXVlc3QmWC1BbXotRGF0ZT0yMDI1MDIxOFQwMzM2MzdaJlgtQW16LUV4cGlyZXM9MzAwJlgtQW16LVNpZ25hdHVyZT1mNWJkMWRkMTVkN2IzNjQ4NTFjZjZjZDdmNDllMGEyYTBjMTQ2MDkwOGQ2YmFjNGNlYmMzZGJiMjdmYTE5NDg4JlgtQW16LVNpZ25lZEhlYWRlcnM9aG9zdCJ9.qDDv0y8Q-KgRA1VfA1bwZeqGLTLzUcA9gFZkebTo430)
There also needs to be a way to report problems regarding tuning as there is no place for these type of problems. For example, this very same post was created because when I asked in Discord where to submit issues with the tuning, I was redirected to this part of the github.
![image](https://private-user-images.githubusercontent.com/123340833/343973514-b219c28c-db4e-4b84-8aa8-34fb03e2669a.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3Mzk4NTAwOTcsIm5iZiI6MTczOTg0OTc5NywicGF0aCI6Ii8xMjMzNDA4MzMvMzQzOTczNTE0LWIyMTljMjhjLWRiNGUtNGI4NC04YWE4LTM0ZmIwM2UyNjY5YS5wbmc_WC1BbXotQWxnb3JpdGhtPUFXUzQtSE1BQy1TSEEyNTYmWC1BbXotQ3JlZGVudGlhbD1BS0lBVkNPRFlMU0E1M1BRSzRaQSUyRjIwMjUwMjE4JTJGdXMtZWFzdC0xJTJGczMlMkZhd3M0X3JlcXVlc3QmWC1BbXotRGF0ZT0yMDI1MDIxOFQwMzM2MzdaJlgtQW16LUV4cGlyZXM9MzAwJlgtQW16LVNpZ25hdHVyZT0zOWMzZDk0MTNkYTg3MThhODJlMTgzMjEwNmUyNmVjMmM4YTAwYjQ1ZWIwZTNlMWFhODNiMWI2OTk2ZjBlZDkyJlgtQW16LVNpZ25lZEhlYWRlcnM9aG9zdCJ9.Sv_I21ImL_NCJxtvKEjLHJNCC7obBur0YS2oj90PE1U)
When people express their disapproval with this release on official channels, they are met with comments from staff members that just ignore the issues (There's plenty of evidence of problems being ignored in the Mount Hyjal channel in the official discord https://discord.com/channels/788063059926712341/1245416476089778256).
I understand that the CC staff fights with a lack of resources, but if there is need for help then positions should be opened as this is supposed to be an open source project, plenty of people would be interested in helping get better raid tuning including myself. This server needs someone that actually plays the content actively to understand all the problems that are currently happening.
Final Comments and recommendations for future raids
It is my hope that this post is not taken as an attack to the CC staff, but as a plea to give attention to this situation that if not addressed will lead to more long term damage to the raiding community.
TL;DR:
Don't release the raids and forget about all the issues around them once they are out. Also improve the communication with the raiding player base. Open new positions if help is needed as this is supposed to be an open source project. Buff spells on a one by one basis instead of a huge global number.
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