Erzsiii

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About Erzsiii

Firestorm User

  • Name Marikaneni
  • Class Druid
  • Level 6
  • Realm Sylvanas
  • Race Troll

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  1. Title: Tol Dagor/Waycrest Manor hackfix Type: In-game Description:  In these two dungeons there is like 90% chance that you will pull something below(WM)/above(TD) you. This is kinda gamebreaking for multiple reasons but I am aware that TD thing was present on retail too for quite a long time and since you didn't address it by now(both are present since 8.0) I would like to suggest workaround for this which could partially fix it. In TD make it so that all mob that should be accessible after 2nd boss is inactive(cannot be dmged, orange) until you defeat 2nd boss. This would fix a huge part of the problem even if it is not really retail like(it wouldnt have any effect on the game if you implement it properly other than fixing ). In this dungeon also often happens you pull the Irontide Thug pack which is right before the 2nd boss from the 1st floor which is a horror with bolstering(they get bolster from everything through LoS) so perhaps you could make the 2nd floor's mobs and the 2nd boss inactive until you pass an invisible trigger in the door of the 2nd floor or whatever to prevent this. In WM make all mob that is located under us(in the basement) inactive until the first 3 boss is defeated so you cannot pull any of them(especially the Matron Alma). I have no idea if it is possible to implement it without breaking something else, but if it is then I see no reason to hesitate since this would dramatically improve these two dungeons. There is exactly 0 fun in pulling the entire dungeon just because someone put an AoE to where the Matron Alma patrols below atm or in pulling the pack after the 2nd boss in TD so you can kill the trash and the 2nd boss with the damage reduction debuff.
  2. Title: LFR difficulty for old raids Type: In-game Description:  All the Pre-BFA raids are missing LFR queue scripts which makes many tmog sets inaccessable. It would be nice to have a command that sets the raid difficulty to LFR so you could manually zone in and do them on that difficulty.
  3. If something is working fine then indeed it would be a waste of time to "rework" it without reason. SoO as an example works fine. What I am trying to say with "legacy bosses" is partially what you said and the following: Lets take a look at EN for example. [Il'gynoth, Heart of Corruption], its main mechanic is broken totally but still ppl killing it on mythic with 99% dmg redu and actually the most challenging in all of this is to not to sleep while doing the "boss fight". If that is the case how long it would live if it was working as intended? 1min? 45-30 sec? There is no point to fix it for this, better(and easier) method to fix is to competely remove the dmg redu mechanic or even despawn the Eye and let us kill The Heart of Il'gynoth instantly. ABT 1st boss: when you kill [Annihilator][Decimator] adds, boss will just stand still and wont be attackable anymore. It broke recently, thats why no one makes ABT tmog/mount runs anymore NH(mythic) Gul'dan: When you reach the Phase 3 - The Demon Within and kill Gul'dan, The Demon Within boss will do its RP and after it will stay unattackable. There are stories that somehow it can be killed but Ive never seen this happening. None of the above bosses likely to cause problem if they were working as intended since they would be bursted anyway or if not they anyway do not deal nearly enough dmg to kill an entire raid and we are still in 8.1. Most likely in 8.2 some classes will be able to solo them in resonable time. If they would just remove/change those abilities in a way that bosses stay killable regardless phases/RPs etc then these bugs could be ignored(again the point is to fix it fastly, so it does not take that much time from current content development while they would still be functional). Regarding BRF: the door to the last boss should be opened anyway because we should be able to skip all bosses and go last boss after doing https://www.wowhead.com/quest=37029/sigil-of-the-black-hand but unfortunately this quest is not implemented so again the best solution would be to just make it opened or despawn the doors again because the quest would do nearly the same thing just its a much more complicated to implement then to just remove the problem. But again if we would have the door static opened perhaps we could still kill Yogg-Saron(if it works) and that is why the majority of the players go there because he drops the mount. Every boss is a different case and needs to be considered separately but if something takes much time/effort to fix then go on the easier way to be much more efficient so players get fixed Pre-BFA content faster with less work.
  4. Title: Pre-BFA content in general Type: In-game Description: Majority of the important Pre-BFA content is in horrible state on the BFA realm. I am aware that on a BFA realm the focus will always be on the BFA content and it is ok, it should be like that but did you ever had a look at what makes the content broken? Few examples: NH mythic Guldan = RP is broken, cannot be completed on the intended way ABT mythic 1st boss = RP mechanic is broken, boss fight will be stuck after killing his "hands" MSV hc The Spirit Kings is totally broken again due to its RP, additionally Lorewalkers Cho RP also bugs out which makes it worse BWD hc Nefarian's End, the RP that starts the last boss is not scripted BRF mythic Blackhand, not accessiable due to a bugged/not implemented RP event for the door ToV mythic Bosses all falling through the texture, no idea why HM mythic cannot be started, the RP event that starts the 1st boss is not working Ulduar norm first boss keeps despawning and the door to Yogg-Saron is closed so it cannot be killed Always somekind of RP is broken. So now the question is if we really need these RPs? Are these RPs more important than making the boss defeatable and lootable? Isnt it totally anyway in the end if boss behaves more like a target dummy when it gets oneshoted anyway(soon legion bosses will also join this group)? You could make it so that these legacy bosses simply do not to their RP, you just kill them and done. No such things like ohh and RP comes on 60% hp so now boss cannot be dmged and so on nice things and doors are opened regardless whats going on so even if something is broken you wont be stucked with it, just skip it and go on. Overall I think it would be much easier to implement such a simplified content than to actually fix the bugs mentioned above for almost nothing(as I said most of them wont even live long enough to do them properly) and players would be much happier with content that is NOT FULLY blizzlike but instead 90% doable at least so there are no gated loots that simplely not obtainable just because of 1 little bug. At the moment there is way too much of this gated content which can be a huge disappointment to many tmog/mount farmers. You could start with HFC for example. Its not accesible at all, no enterance, nothing. You could make a very very basic implementation of it where bosses are where they should be, they do melee, do some of their basic abilities but thats all, no phases and so on, you dmg them they die, they drop loot and perhaps give some achi. Doors are opened always so you decide which boss you want to do. Teleport NPC where its necessary(after Gorefind for example). The points is to make things working, not to make them exactly as they should work when we are talking about legacy content and about a private server as long as there is no timewalking there is no point to waste dev time on content that is facerolled by the majority of the playerbase even if it works 100% as it should and after to fix its bugs(note that many bugs can occur simplely because boss was killed too fastly and so on thing that couldnt happen when it was current content and this opens a whole new dimension of bugs). It would be good to consider this so the rumors about FS, that you are making old content broken on purpose would be finally expelled.
  5. Title: Crossfaction premade group finder Type: In-game Description: It would be good because it would: make PvE queues feel much more fluent(RHC, Premade Groups for Raids/Keys, LFR), overall the entire server would feel much more populated since its halved now ensure that every player can experience all content he wants to do and capable to do regardless in which faction you are break the faction barrier so ppl can play with each other while choosing the race they want to make the premade group finder more popular as this would be the only way to inv ppl form the other faction I know its not retail-like at all, but lets be honest: retail has much more players and faction balance problem is hardly noticeable in-game because of this (in statistics its visible tho). I did not find any faction balance data for the FS BFA realm but its not even needed because anyone who played both Horde and Alliance knows that Horde has much more premades, overall much more keys and raids can be found there. Alliance is like a desert on this field and its not like it would change by itself anytime soon. I dont know if this is because of the racials or its just a habbit but this problem should be addressed because many new players dont even think about choosing Alliance races and many players faction change to Horde just because of the fact that its more popular and its overall much easier to find players for group content on that side. Both of these just makes the problem worse. This decision should never be about that. On a private server this is the best way to deal with such problems. There are other servers already with this system and they are working exactly as intented: the above mentioned problems are non-existent due to crossfaction through premade. Its important to make it so that you can only see the other faction while inside an instance(to avoid exploits like inviting an Alliance healer through premade who heals a Horde DPS so he can attack you but you cant attack his healer) and the instance should be based on the leader's faction(BoD, SoB etc where this counts).