So they nerfed the heck outta MrT...

#4 - June 19, 2008, 6:13 p.m.
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Night Elf Mohawks are fine. lrn2play
#14 - June 19, 2008, 6:29 p.m.
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It was always easier than Shadow Labryinth in a way, but I'll be honest, when I see "MrT" I still have to pause and figure out what you are talking about.
#46 - June 19, 2008, 9:13 p.m.
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Q u o t e:
You shouldn't need "the right group" for a non heroic 5 man instance. Every other instance is easy, Magister's Terrace needs to be brough down to the level of every other instance.


But at the same time the loot in Magister's Terrace is a bit above the other 5 person instances. Do you think the difficulty should not match the loot?
#77 - June 19, 2008, 10:40 p.m.
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Q u o t e:
Surely, though, difficulty can be achieved while allowing a bit more flexibility in the abilities required that different classes bring to the table. As it is, it seems the difficutly varies dramatically depending on what type of tank, healer and dps you bring (and who usually makes an instance run deliberatly harder than it must be?). While this, in theory, means that a certain amount of strategic thinking goes into forming groups (which is certainly a worthwhile goal) what ends up happening is that some people are almost guaranteed not to run the instance unless everyone there is already so overgeared that non-optimal classes aren't a problem.

Is that the goal?


I understand that having multiple CC classes can make things easier in some places, but I have stated in the past that I believe a lot of players put more emphasis on CC than is needed. If you have a different group makeup, adapting to it will make things go better instead of playing like three mobs are CCed. I've run a number of groups with the people who aren't "optimal" and been just fine.
#84 - June 19, 2008, 11:03 p.m.
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Q u o t e:


Like you said, having multiple CC can (realistically, does) make things easier. Since most of the trash contain grps of 5 or 6 mobs, what makes some of the trash easier would make most of the trash easier. Since few people would make the instance run harder than it needs to be, this puts a greater demand on dps with cc than without.

Certainly I appreciate making a harder instance (I like a challenge!) but there seems to be a LARGE variance in the difficulty of the instance based on what classes are in the same roles. Was this an unintended effect? Was this instance intended to be run with different role make-ups (IE not one tank, one healer and three dps)? I know you'll probably say you left it up to the players but surely there was something in mind when it was designed with large groups of mobs in one pull.


In some way, shape, or form, isn't there always going to be an "easiest" way for everything though? I don't think there is a "LARGE" variance in the difficulty based on classes, but sometimes it can be difficult to adapt to whatever the current difficulty is.