Whiners got what they wanted

#1 - March 12, 2013, 5:54 a.m.
Blizzard Post
So the whiners got what they wanted, two Ulduar-tier bosses just got nerfed.

Myself, I'm in a pretty casual guild and we still managed to down Horridon. It took us 3 nights of wiping and after tweaking tactics and changing stuff around we managed to kill him. We were about to do the same on Three Council but now we'll just faceroll through it ICC mode.

Thanks alot, whiners. Too bad the nerf won't fix your stupidity.
Forum Avatar
Community
#37 - March 12, 2013, 12:12 p.m.
Blizzard Post
Myself, I'm in a pretty casual guild and we still managed to down Horridon. It took us 3 nights of wiping and after tweaking tactics and changing stuff around we managed to kill him. We were about to do the same on Three Council but now we'll just faceroll through it ICC mode.

Thanks alot, whiners. Too bad the nerf won't fix your stupidity.


Ion "Watcher" Hazzikostas, Lead Encounter Designer, had this response to share about the hotfixes to Horridon and Council of Elders:

I just wanted to offer some context for the recent tuning hotfixes to the Horridon and Council of Elders encounters in the Throne of Thunder raid.

First off, the Council change, reducing their health in 10-player modes, was honestly just a bug fix. Yes, it made the encounter easier, which also makes it a nerf, but we simply goofed on the numbers. We generally aim for a 3:1 ratio of health for enemies in 25-player raids as compared to 10-player mode, since 25-player raids typically have ~17 DPS and 10-player raids have 5 or 6. Instead, the ratio on the bosses themselves (but not the Loa spirits or Sand Elementals) was mistakenly 2.5:1, and we didn’t notice until we started taking a closer look at why 10-player groups seemed to be having a harder time with the encounter. I apologize for the error on our part.

Second, regarding Horridon, that change was an intentional difficulty adjustment, with the aim of smoothing out the difficulty curve of the first section of the raid. By reducing the health of the trolls pouring out of each gate, we reduced the DPS requirement (and thus the gear requirement) of the encounter, but generally kept the mechanics checks intact. The trolls having 10-15% less health doesn’t mean that raids can suddenly fail to interrupt Venom Priests, ignore Effusions, stand in Sand Traps, or cuddle up with Frozen Orbs. It just means that there’s a lower DPS requirement to keep up with the waves while doing so.