![]() ![]() It doesn't matter where in the progress a guild is, they end up running the same zone over and over again because everything older is obsolete and everything newer is too difficult. Too much vertical progression is bad for the health of the game as it leaves too much of the population in the dust and everyone ultimately ends up bored. This expansion seems to have taken things in the opposite direction. ![]() Sol-eye was very well received and liked by the player base because it brought some measure of balance between the hard core players and everyone else. This mid range content allowed many other guilds to catch up in progression. Remember that SoL-eye was easier than the Ruins of Ssraeshza raid that was released in the first part of BoL. What this expansion needs is more mid range content similar in difficulty to Sol-eye from last year. Expect this game to really turn into a ghost town if content just keeps getting harder and nobody can run these borderline impossible zones. Please no, this expansion is already over run with hard-modes. There is a rumor going around that there is going to be an even harder zone after Vex 2. Most guilds can't even do Vex 2 because the content by and large has been too hard. ![]() Many directionally challenged raiders hath rejoiced. Added distinguishing text to each of the travel crystals atop the center tower so it is less confusing where each one leads. The Emperor has grown tired of ordering the scraping of frogloks off the throne canopy and has order the flight path from Shadowed Isles: Whisper's Span diverted. High Priest Verrkara should no longer fail to recognize specific rooms upon entering, leaving her immune to damage when she shouldn't be. Pets should now be able to attack High Priest Verrkara while she is using her "Occupational Hazard" ability. This ability should not be used while the barrage ability is active. Fighters will still show the visual hitting them but will not receive the negative effects. Emperor Ssraeshza's "Acid Splash" frontal ability should now correctly hit all non-fighter targets in front of or flanking him when it is cast. This was a hold over from testing that was missed and has been removed. Emperor Ssraeshza should no longer be permanently rooted. Emperor Ssraeshza's ability "Scatterstorm" should now correctly affect only players within 15m of the targets current location, this is increased from the original 10m which was set incorrectly but was not being checked. Xerkizh the Creator should no longer need to be reset once in order for the symbols for his "Creation Reversal" ability to be seen. () Just wanted to give a little extra warning for those wanting to see changes for progression. The following raid issues should be addressed with next week's update. ![]()
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