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Poster: Tigole at 9/6/2005 7:27:07 PM PDT
Subject: Upcoming Chromaggus Changes - 1.7.0
   Upcoming Chromaggus Changes - 1.7.0

In the 1.7.0 Content Patch we're going to make some changes to the Chromaggus encounter.

--Bug Fix: Chromaggus's Frost and Nature "elemental shields" are currently causing huge resistance to physical damage (in addition to the specific magic schools). This bug will be fixed in the 1.7.0 patch.

--Bug Fix: Chromaggus's frenzy effect is currently causing his breaths and debuffs to do increased damage. This bug has been fixed and his frenzy will no longer result in ramped up magical effects in the 1.7.0.

--Bug Fix (from a previous post):

Chromaggus has 5 breath attacks from which to choose (one from each of the 5 dragon aspects). Once you are locked to a Blackwing Lair instance (you get a RaidID once Razorgore dies), Chromaggus selects which two breaths he is going to use. Currently, he is always defaulting to the same two breaths because of a bug. The bug has been fixed in the 1.7.0 build. What this means is that after the 1.7.0 patch, players will begin to see his other breaths. These are not "new" and were not added to "nerf" the encounter. In fact, some of the earliest guilds to fight Chromaggus (when his breaths were working) have seen these other breaths in action.

One of the goals of the design was to create an encounter that had the possibility to feel different from one week to the next. We wanted there to be an element of randomness to the encounter. But we wanted guilds to be able to overcome that randomness by figuring out how to deal with the different breath combinations. Blackwing Lair is intended to be very challenging. In this case, we're not just asking you to master a single encounter but rather master the various combinations that are possible within the encounter. It's not infinitely random.

--Bug Fix: We've fixed some issues that were allowing raids to use zone geometry to exploit line of sight.

--Further Bug Fixes to come: We hope to fix additional loopholes in the line of sight code that allow raids to attack creatures while creatures cannot attack them back. Basically, if you're casting spells on a creature, that creature needs to be able to cast back at you. If you're meleeing a creature, that creature needs to be able to melee AND cast at you. If this is not happening, the encounter is being exploited.

--Tuning Fix: Chromaggus's breath timers have been increased to 60 seconds, offset by 30 seconds. You should see a breath every 30 seconds (rather than every 15-20).

Please note, none of these changes will be live until the 1.7.0 content patch is available. Hopefully, the patch will go live soon.
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-dungeons&t=139363&p=#post139363
 
Poster: Tigole at 9/6/2005 7:41:03 PM PDT
Subject: Re: Upcoming Chromaggus Changes - 1.7.0
  

Q u o t e:
I wonder if this has the same kind of repeatability that loot seems to have depending on the raid leader


Loot determination has nothing to do with who the raid leader is.
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-dungeons&t=139363&p=#post139377

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