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5-29-2008 @ 9:32AM
I am still up in the air on this change, its definatly a nerf to the learning curve (we spent about 8 hours, aka one night) trying to figure out how the original mechanic functioned. But in the overall scheme of things, the soul flay was the least of our issues on 90% of attempts.
5-29-2008 @ 9:37AM
SK Gaming said aspects of the fight were frustratingly random. If aspects of a boss are challenging because you can't form a proper strategy around it then it's not fun and should be changed. I don't see this as a nerf, it's not like they toned down damage or dropped his hit points.
5-29-2008 @ 10:08AM
Yes, 'almost' random Soul Flays were annoying, but not impossible to adapt to. I killed the fight as well, learning it had so many possible random factors that needed to be accounted for at all times. The fight was fine.
5-29-2008 @ 10:24AM
One other thing, you said they didn't 'tone down damage'. Let me ask you, is 8k damage easier to heal on a tank with 21k health or a Hunter with 10k?
5-29-2008 @ 12:04PM
Would the player with the most threat always be the main tank? Since he's only in Azeroth from the waist up, I imagine he's immobile and therefore the fight is in the tradition of Ragnaros, C'thun, Murmur and Lurker - namely, you can't pull full-on aggro from range.
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