This won't change the difficulty of the fight at all, but will be a huge quality of life improvement for casters.
This won't change the difficulty of the fight at all, but will be a huge quality of life improvement for casters.
Part of the challenge of the fight is knowing how to reposition after ferocious pound scatters you. It's a fairly key element. Removing that would make it really rather simple.
You can't get there from here, Alice.
I don't know, the vast number of players who cried when they fought Murdantix post-patch (because they were too bad to kill him when he was bugged-easy, or couldn't get enough online, whatever) about the number of tars dropping have been fairly silent recently. Remember all the people who posted screenshots of horribly-placed tars and complained the fight was impossible? That is, until they watched strategy videos of people doing it the correct way.
Last edited by Ahov; 09-16-2011 at 06:27 AM.
For a lot of guilds, it was a time factor. A lot of the first Murd kills were 'Pull until he bugs in your favor', and this is a known fact. This is why they removed the faulty mechanic giving everyone a free kill for a week (I don't agree with this, but this is their logic).
A lot of pulls, he would simply do no tars until 25%, at which point all the "Tars that should have happened" would unleash upon the entire raid, resulting in 15+ tars dropped at the same exact second, and then proceeding to drop 5-10+ tars every 1 second everywhere in the room. It was a heavily bugged mechanic, and the "Solution" was to simply chain pull until Murdantix decided to not drop any tar at all, which gives an easymode free kill. For guilds with a limited raidtime, or attendance issues, this is a brick wall.
Not a skill wall, either.
The initial wave of guilds past Murd got quite a big gear jump on the rest of everyone else, what with dispellable Hosts on Matron, suiciding Zilases and perma-snared, a.i. broken Maguses, etcetc (the list goes vastly on, we've all seen the threads and talked to the people and seen the QQ posts).
That's not what I experienced and not what I recall seeing on the forums. I remember seeing lots of qq posts about him dropping 3 tars at once (which is intended)
If he was dropping 10-15 at once, that would certainly be impossible, but I know several guilds killed Murdantix before the nerf, and after tars were re-enabled properly.
We experienced a LOT of different, crazy things on Murdantix. Sometimes, no tar all fight. Sometimes, 2 tars at 75% and then no tars ever. Sometimes, no tars ever and then at 25%, randomly throws a thousand tars all over the map, then no more tars after that. Sometimes, regular and as-intended.
It was completely broken, pre-fix. We also killed him in this state. *Shrug*
If it won't change the difficulty at all then why ask for it to be changed anyway? It would change the difficulty of the range getting re-setup after every knockback, while not overly difficult it is a key ability in the encounter.
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